\gddchapter{Core gameplay}

\section{Player Role \& Perspective}

The player is a apocalypse survivor who's main role is to rescue his brother
from a shopping mall in an abandoned city. The user controls the actions of the 
main character by using actions, either via keyboard or his voice. The information
about the environment is provided to the player in a form of text narrator in third person

The player moves through the shopping mall in a series of moves between different locations, 
either abandoned or with NPCs. Each location provides a list of possible actions that can be taken
inside of it and the list of possible travel destinations. 


\section{Core Loop}



The core loop for the game differs depending on if the player is playing the 
voice version or the keyboard control version.

The core loop of the game for the keyboard version consists of the following:

\begin{enumerate}
    \item Arrive at new location
    \item Read the description of the current location
    \item Decide which action to take from the list provided  
    \item Take an action such as talking, picking up items, using their items or
    engaging in combat
    \item Repeat the last step until the player decides to travel to another place 
\end{enumerate}


The core loop of the game for the voice driven version looks as follows:

\begin{enumerate}
    \item Arrive at new location
    \item Read the description of the current location
    \item Think about what kind of action would be possible in this location
    without having a provided list and vocalise it to the game by using the player voice.
    \item Take an action such as talking, picking up items, using their items or
    engaging in combat
    \item Repeat the last step until the player decides to travel to another place 
\end{enumerate}


\section{Mechanics}
%Movement, combat, items 

\subsection{Movement}
The game employs a simple movement system in which each location can be treated as a node, 
with connections to other locations. The movement between the places is then treated as moving 
the player into the new node.
For example a clothing store in the gallery might be connected to the food court and to the corridor.
The player may choose which location he chooses to travel to.


\subsection{Dialogue}
Certain characters in the game might be able to speak to the player. The dialogue options are just actions in the 
game just like any other action, such as travel etc. 
The transcript of the dialogue is provided to the player by the text narrator.

\subsection{Combat}
Given the hostile nature of the world present in game combat is a part that's an inherent part of it. 
The player may engage in combat, either by his choice or by third parties intiative. The combat system itself
is rather simple. All weapons in the game have a chance of killing the NPC opponent, eg. a revolver having 70\% chances. 
When a player decides to use their weapon the game "rolls the dice" to determine if the victim of the violence
survives or dies. 


The player itself can sustain one hit from any of these weapons if the NPC uses the violence on them, making the game a 
bit less punishing.

\subsection{Items \& Player inventory}

The shopping mall has some items that the player can collect to increase their chances of success. There's weight management
system in place in order not to overwhelm the new players.

\section{Controls \& Input}

Depenging on the version of the game the player either controls the game by the usage of their keyboard or their voice. 
The input for the keyboard version coresponds to the numbers 1 to 10 on the keyboard for selecting the Actions that 
the player can take.

