Proto:RimWorld/Escaping Insanity
This is a sub-page of Proto:RimWorld.
This article is a work in progress. ...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes. |
In Escaping Insanity, labelled as "Revolutionaries" by the programme and "Tactical Game" by the Prototype Pack, you are tasked with escaping "The Scattered", people infected with a zombie-esque virus that drives everyone insane. RimWorld's combat system and many of RimWorld's Early textures originate from this prototype.
Contents
Gameplay
While this prototype resembles the final game more than previous prototypes, the overall gameplay loop differs significantly. The player controls a small party of three characters; Michael, Steven and Emily. The weapons they are equipped with would stay in prototypes of the game all the way into Alpha builds of RimWorld, eventually being renamed by the time of final release.
Overworld
The game is presented on a main overworld map with settlements and shops dotted around. The player can perform various actions at these locations, such as healing at a hospital, working for food at a farm, etc. The goal is to keep moving to the east, fleeing the encroaching horde of Scattered coming from the west.
Encounters
Upon arriving at a town, the player will be given a random encounter, some of which are optional by making certain choices in the dialogue (i.e. choosing not to pursue a slave owner). If the player ends up being dragged into an encounter (by choice or not), they will be pulled into the tactical/combat map mode. In this mode, the player is given control of their living characters as pawns and can engage in combat in order to complete a goal, which can range from taking out a specific target to simply surviving an ambush. These maps are obviously derived from the system developed for Animus (University Game), and it's plain to see that RimWorld's modern map system is derived from this system too.
Combat
Combat in this prototype heavily resembles that of the final game. Pawns can shoot around corners, use cover, among other things, all of which affect hit chance. There are various types of explosives littered around levels which can be used to demolish walls and cover. Pawns have HP instead of the hediff injury system that's in the final game, but this HP system remained until early Alpha versions.