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Tencent AIGC Mini Game--Mystic Voyage: Conspiracies of Fantasy

  • Jan 20, 2024
  • 7 min read

Project Mentor: F

 

Development members:


Song Shaohang:   Project Management/GUI Design

Gao En:                   Main Programmer/Architectural Designer

Song Kunwei:        Programmer / Background Design

Wang Yuyan:         Programmer/ GUI Design

Wang Ruipeng:     Level Planning/Prompt Design

Lu Yijie:                   System Planning/Mechanism Design

Cao Xinyue:            Content Planning/Background Design

Zhang Yiran:           Art, Music, Prompt Engineer

 




Project Overview

 

Game Brief:

 

This game draws its inspiration from a paper published by Stanford University titled "Generative Agents: Interactive Simulacra of Human Behavior". Utilizing prompt engineering and the generative agent architecture proposed in the paper (which is fundamentally still prompt engineering), the game imbues NPCs with distinctive personalities and unique backgrounds. This allows NPCs to engage in freeform dialogue with players while simultaneously advancing the game's narrative.

In "Mysterious Voyage: Conspiracy Illusion," players assume the role of a time-traveler, immersing themselves in the fantastical world of a luxurious cruise ship. Within repeated cycles of death, they unravel the intricate relationships between characters. Through strategy and puzzle-solving, they alter fate, prevent disasters, and uncover unexpected cult conspiracies.

 

Detailed Introduction:

 

"Mysterious Route: Conspiracy Fantasy" is an engaging detective puzzle game. Players will travel to a fantasy route filled with mystery and intrigue, playing the role of someone who suddenly discovers they have become a member of a cult. Your objective is to use the ability to retain memories after a death loop to change the ship's course on the fourth night of the game, in order to avoid a potential disaster. Each character in the game has their own secrets and motives, requiring players to interact, gather clues, and make wise decisions to unravel the complex mysteries. You will face characters like a mistress, a magician, a foolish cult leader, the captain, and others, each harboring key information. Through persuasion, investigation, and strategy, you have multiple ways to achieve your goals: from hypnotizing the captain to change the course, to conspiring with the mistress, or even collaborating with an FBI agent to unfold an exciting plot. Fixed events in the game gradually unlock new clues and information, guiding players to explore deeper layers of the story and providing more context for players' choices and actions. By careful observation, reasoning, and decision-making, you will gradually reveal the intricate relationships between characters, uncover hidden truths, and ultimately decide how to alter the fate of the ship. In "Mysterious Route: Conspiracy Fantasy," you are immersed in a world full of mystery and suspense, using your intelligence and insight to solve puzzles, reveal the truth, and avert disaster. This game will challenge your deductive skills and strategic thinking while presenting a story full of surprises and twists.

 



Script Outline and Mechanism Outline


Game Characters:

 

Captain:

- Resides in the captain's quarters, occasionally active in the ship's public areas.

- Takes a walk in the public area every afternoon, meets privately with the mistress.

 

Mistress (Cult Member):

- The captain's mistress, often dines in the ship's restaurant.

- A cult believer, providing assistance to the cult organization, facilitating the movement of cult members.

 

Magician (Thief):

- Performs magic in the hall at night, actually on board to steal the cult leader's ring.

- Possesses hypnotic props, can modify NPC prompts, with effects lasting two turns.

- Stole a premium ship ticket from the mistress when boarding.

 

Fool (Cult Leader):

- Mentally unstable, wanders randomly on the ship, may unwittingly reveal useful information.

- Is the cult leader, whose mind was damaged by summoning a demonic god.

- Has a ring symbolizing leadership, hypnotic props can restore his memory.

 

Chef (FBI):

- The ship's chef, investigating cult members on board, actually an FBI agent.

- Can assist the player in combat, possesses a gun.

- Helping the FBI capture cult members can earn trust.

 

Ticket Inspector (Cult Member):

- Checks tickets for players boarding the ship, maintains order during the day.

- Responsible for guarding the captain's quarters, accessible only to the captain and mistress.

- Provides security services to the cult leader.

- Security (Cult Member/Fixed Character_Non-AI):

  

Protagonist: (Cult Member):

- Transported into this body, unaware of the circumstances, the goal is to change the ship's course.

- Notebook records important matters and ship ticket, aware that there are more secrets on the ship.

- Originally, the cult leader planned to summon a demonic god on the ship, but ended up driving himself insane.

 

 

 

Game Objective:

 

Change the ship's course on the fourth night to avoid an accident.

(Note: Telling others directly will only make you be seen as insane)



Methods of Achievement:

 

1. Hypnotize the captain to change the course.

2. Distract the captain, with the mistress's help to change the course.

3. Distract the captain, eliminate or distract the security, and enter the captain's quarters yourself.

4. Gain the trust of the FBI to use their authority to assist you.

 

Security Question :: Brainwashing Skill

 

Through fixed events: Let the player know the magician has drugs and the chef has a gun.

 

Disability Line:


After the magician's death, the player can obtain sleeping pills.

 

Magician (corpse appears after death) / Chef (has numbers in memory :: security question) / Fool (first sentence is a security question: player's employee number)

-> Magician: (Hypnotic drug: causes unconsciousness/disability)

 

Magician (corpse appears after death) / Chef (has numbers in memory :: security question) / Fool (first sentence is a security question: player's employee number) Security question -> Chef (conversation, give me the gun): (Gun: one bullet)


Password Line:


Magician (corpse appears after death) / Chef (has numbers in memory :: security question) / Fool (first sentence is a security question: player's employee number)

-> By solving the security question -> !Security question!/Cult token/Cult slogan -> Trust -> Mistress (tell the password)

 

Cult Leader (randomly speaks game-related passwords or useless codes)

-> Security (Fixed NPC || Disabled / Respond correctly to the code) -> Captain's Quarters (Captain's trust / Captain disabled / Captain leaves quarters)

-> Steering Controlled -> Victory (Currently determined by client if disabled)



Fixed Events: (Default sequence when unaffected)

 

1.Day One

- The magician steals the mistress's premium ship ticket, resulting in more cult members not boarding the ship.


2.Night of Day Two

- The magician attempts to steal the cult leader's ring but is killed by security, and the body is hidden in the kitchen.


3.Morning of Day Three

- Security disposes of the magician's body and confirms your cult identity.


4.Night of Day Three

- The chef attempts to arrest the cult leader but is killed by security, and the gun is taken.


5.Night of Day Four

- The ship hits an iceberg.

 



Gameplay

 

Persuasion Mechanism:

 

- You need to convince NPCs within three rounds of dialogue, or they will become impatient.

- Persuasion can be for specific actions, such as avoiding death, cooperation, etc


Action Mechanism:

 

1. Each day has 4 time periods (NPCs generate plans at each time point).

2. Switching scenes or starting a conversation with NPCs within the same time period consumes action points (default is 3 points). (Unlimited conversation time with NPCs)

3. Casual conversations with anyone during the same time period to extract information from NPCs will not affect them. Public chat

4. Persuasion is triggered by a skill; exceeding 3 attempts, the NPC will ignore you, affecting the NPC. Private chat

5. Players can manually select the next time node and scene to enter (skipping the current conversation).

 

Prompt Setting:


System:

Ring: The person who possesses the ring can live a long life. It is a treasure coveted by the magician for theft, and the captain is also aware of its existence.


Hypnosis Tool: Can modify NPC prompts, the effect lasts for two turns.


Magician:

(Steals the ring, possesses the hypnosis tool)

The captain hires the magician to steal the ring, knowing the ring has magical powers.

Plan ([The place for gathering evidence is occupied, the chef will not appear]

Morning: Sleep

Afternoon: Perform magic in the hall

Evening: Work

Midnight: Set up the scene in the hall for the theft plan [ ])


Captain:

Knows the secret of the ring, has some understanding of the cult, hires the magician to steal the ring.

Intentionally lets the mistress get close to him to facilitate his own approach to the cult.

(Plan [The place for gathering evidence is occupied, the chef will not appear]:

Morning: Work

Afternoon: Work

Evening: Work [Actually meeting with the mistress]

Midnight: Work)


Mistress:

Gets close to the captain to facilitate the activities of the cult members on the ship.

(Plan [Help the cult leader summon the evil god without revealing her true identity]:

Morning: Sleep

Afternoon: Have tea in the dining room

Evening: Watch the sunset on the deck [Date - with the captain]

Midnight: Sleep [Report to the cult leader])


Fool:

Likes opera.

Tried to summon the evil god alone, encountered a bug, and became a fool.

The cult boarded the ship to get close to the glacier, where the body of the evil god is located.

([Mocking FBI, a jinx who spoils good things, my subordinate, mocking the thief, mocking the captain] Mostly talks nonsense,)

(Plan []:

Morning:

Afternoon:

Evening:

Midnight: Watch the moon on the deck [Meeting with the mistress])


Chef:

[Looks like a bad guy, a bit simple-minded, prone to sleepiness, but kind-hearted, would immediately jump into the water to save a drowning child. Often says, “Buddy, let's go eat ramen together~” (Aibo, Ramen Ikuzee)]

[Catchphrase: “Did you have ramen today?”]

(The chef is familiar with the basic situation on the ship, but does not know everyone's real identity)

{Has been observing the cult for a long time, received a tip from an undercover that the cult will cause trouble on the ship}

{Memory [Clues about the cult, knows there are cult members on the ship]}

(Plan [The place for gathering evidence is occupied, the chef will not appear]:

Morning: Work

Afternoon: Work

Evening: Work

Midnight: Gather evidence (Deck 1, Hall 2) [Ways for players to question the chef’s identity: Shadow (0)/Expose (1-2)])


Security:

Ostensibly protects the captain, but secretly protects the fool.

(No one can enter the captain's room until a certain condition is met)

(Plan [Captain's Room]:

Morning: Work

Afternoon: Work

Evening: Work

Midnight: Work [ ])


Protagonist:

An accident occurred when the fool summoned the evil god, and the protagonist's body was nearby.

The leaked energy transferred the player (excess power - the power of time) to the protagonist.

The ability of a death loop.


 

Game Art

 

Game Environment Background:

 

Era

A fictional parallel world in the Victorian era

Character Features

Based on Victorian-era clothing styles + mythological symbolism

 

The Cult Leader (Natit) seeks the cult's goal to reach paradise, hence the summoning of the evil god. Therefore, his image combines the attire of that era with mythological characters.


Game Scene:

Lobby

 

Kitchen (Back)

 

Dining Area

 

Deck

 

Captain's Quarters


Character Portraits:

 

Captain


Mistress (Cult Member)

 

Magician (Thief)

 

Fool (Cult Leader)


Chef (FBI)


Security Guard

 


 

UI/Game Interface

 

Button to view chat history

¡  Chatbox

¡  Scrollbar



l  Inventory button

¡  View collected items/information

¡  Map button

¡  Setting button

¡  Quit

¡  Volume control

¡  Continue

¡  Save game

 

 

 

l  Interactive guide sign



l  Game start screen


l  Game end screen (Two mian endings)

¡  Failure/Death

¡  Success/Victory

 

Q&A:

 

Q1: How can players know if they have obtained all the information from an NPC, and is UI assistance necessary?

A1: Whenever a player obtains a key piece of information, a light next to the NPC's UI will illuminate (for example, there are 5 key pieces of information in total).

 

Q2: What information can players access when they first enter the game?

A2: Players will have a notebook containing important matters and a boat ticket, which will inform the player that there are more secrets hidden on the ship.

 

 
 
 

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