Hey Folks! Working on the next character creation UI today: career history.
The top-down sprite for this was a yellow kiosk/counter, as I was sort of picturing a job board of some kind. However, after a bit more perusing for ideas, I saw an image of a "build-a-resume" kiosk at an employment office, and thought that sounded more appropriate. So I set about creating a kiosk screen for compiling the player's career history, in the most utilitarian, boring government UI way possible :)
The rough workflow will look something like this:
- Access kiosk from map.
- Kiosk asks for player name. Simple text box and submit button.
- Kiosk shows list of careers player can choose from (seen above). Available careers depend on player's stats, starting location, and prior career choices. So not all careers are available at all times. (E.g. can only take Doctor after med school).
- Clicking a career shows more detail about it.
- If the player can choose this career, they are presented with a list of skills they can choose.
- After the player chooses their skills, they "submit" their choice and see if any special events happen. (E.g. family death, accident, windfall, special contacts, friends, or enemies, etc.)
- The career choice is added to the "Resume History" sidebar.
- If the player can choose another career, return to step 3.
- Otherwise, the career path ends, and the player moves on to another kiosk to continue character generation.
Career-ending events mainly include obtaining a starting ship, which basically signifies how the player got started as a captain. The probability of this will depend on the career chosen, but will likely increase each new career, to ensure all players end up with a ship eventually. (Each starting location has a maximum age, given the colony's founding date. So I can probably scale chances of getting a ship to always reach 100% by that maximum age.)
I wouldn't mind experimenting with career-ending death, too, as that was sort of a neat feature of the Traveller RPG. But I'll have to see if that's fun or just annoying, and is secondary to the ship-based end above.
Also, I've setup the "Resume History" sidebar with "Edit" buttons in case the player wants to go back and change their choices. I'm guessing this is going to be necessary, though it might be weird to combine this with the death outcome I mention above. Also, it might be interesting to experiment here with "perma-choice," as it sort of transforms the experience into a choose-your-own-adventure. But again, this all requires testing to see.
Ultimately, the desired outcome here is to spool-up a history for the player. Some idea of who they are, what they've done, who they've pissed-off vs. befriended, and using that info in-game later to create procedural events and goals.