I like Alan's idea of having characters come and go due to story better than eric's idea of choosing py player selection. Using FF3 (jap 6) as reference, I liked when the floating continent crashes and all of the characters are lost and you then have the option to go around and recollect the party members. I think there should be plenty of characters to choose from too. On Wed, Apr 15, 2009 at 12:41 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > thats pretty interesting, choosing which people stick around. > > I'm not sure how much you want other chars to be part of the storyline, but > we could also do it where some characters could be lost and others couldn't > at the discretion of the game (instead of player chosen). > > Like IE, shadow came and went in FF3 and was optional, but edgar always > stuck around. > > maybe a bad example to use shadow cause he was in the storyline, but maybe > more like Gogo, where he was purely optional. > On Wed, Apr 15, 2009 at 12:26 PM, eric drewes <figarus@xxxxxxxxx> wrote: > >> i can see arguments for it sucking too... like your fav party member >> leaves because you've been helping the enemy of their clan... however ... >> this may be one thing that helps keep the party turn over, (i.e. i think its >> best if only a couple of party members that you LOVE stay with you the whole >> time, while others kind of come and go via death, storyline reasons, etc.) >> plus it makes LOGICAL sense that they would leave and it would help create >> the unique "personal" story for each player >> >> my idea was something like... maybe you have an alotment of "comrade" >> cookies (haha... jk, but we'll come up w/ a real name) that you would give >> to a party member you really liked, they would eat it and gain things like >> not leaving due to faction rep, not being able to PERMANENTLY die, >> etc.... that way you dont lose your fav teammates due to death but >> other party members can die or leave for other reasons. >> >> just a thought. >> >> On Wed, Apr 15, 2009 at 3:02 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote: >> >>> Very cool, thats some neat ideas. >>> >>> Yeah we could basically have faction w/ individuals too, that'd be kind >>> of neat. >>> >>> Eric was talking about how you recruit characters by telling them what >>> they want to hear, i wonder if maybe certain actions you do might change >>> faction scores w/ your individual party members? >>> >>> Like if you have a cleric and you are always doin the bidding of the >>> undead, she might start to not want to hang out w/ you anymore. >>> >>> What you think eric? Did you want it to work where characters might lose >>> interest in the party once they are recruited or that they would hang around >>> always once recruited? >>> >>> I can see arguments for losing party members due to faction rep loses >>> making the game less fun so shrug either way :P >>> >>> On Wed, Apr 15, 2009 at 10:06 AM, Chris Riccobono <crysalim@xxxxxxxxx>wrote: >>> >>>> This is a really cool idea - it is akin to one of my favorite rpg >>>> series ever, Star Ocean. The things you do give you friendship and >>>> romance points, and depending on those values, different character >>>> scenes take place. It also leads to characters getting endings >>>> together romantically, or the protagonist even joining up with one of >>>> the side characters to end up building a house together in the end. >>>> >>>> These scenes also influence the creation of skills, where a character >>>> that has enough friendship points with another one can show that >>>> character how to do their move better, and it becomes an upgraded >>>> move. >>>> >>>> I love the idea of using these faction points to track in game events >>>> though, it will help with a lot of things! >>>> >>>> On Wed, Apr 15, 2009 at 9:40 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>> wrote: >>>> > Ok so part of this game is that each time you play it through it's >>>> different >>>> > based on decisions you make etc. >>>> > >>>> > My idea for this is 2 fold: >>>> > >>>> > 1) We have faction reputation. For instance if you quested a bunch >>>> against >>>> > some gnome miners to get their gems for helping a king make a crown >>>> for his >>>> > new queen, whenever you do stuff against them you lose faction rep for >>>> > them. That means when you go talk to them they are less friendly to >>>> you, >>>> > and perhaps even straight up hostile and attack you on sight. >>>> Alternately, >>>> > if you were friendly with them, they might sell you items, give you >>>> quests, >>>> > give you safe passage through their tunnels etc. This is just like >>>> WOW >>>> > except i'm thinking we should HIDE a player's faction rep scores. >>>> Dont even >>>> > show em. The reason for that is that faction rep grinding is sooo >>>> retarded, >>>> > and also, if we don't show it, people won't as easily understand the >>>> > mechanism for why the game is different each time it's played, which >>>> will >>>> > give it the illusion of increased depth! >>>> > >>>> > 2) There will be certain things where when you make a decision one way >>>> or >>>> > the other, it just straight up sets a variable to a value (instead of >>>> > chaning a rep score). So, in this case, you can have npc's check >>>> specific >>>> > variables for values instead of doing a rep score check. That way, >>>> for >>>> > instance, like in FF3 when you choose to make the esper into a sword >>>> or keep >>>> > it an esper, if you made it a sword and visit some espers they might >>>> hate >>>> > you and say "we can't trust you, you would turn us all into magical >>>> weapons >>>> > for your own gain", but if you left it an esper they might say >>>> "welcome >>>> > friend". >>>> > >>>> > >>>> > Basically how i see bowh of these working from a technical stand >>>> point... >>>> > >>>> > >>>> > * We'll have a storage system for game variables. From the scripts >>>> you will >>>> > call something like Faction=GetGameVariable("Faction_CaveGnomes"); >>>> and it >>>> > will return that variable's value. >>>> > * You can call SetGameVariable("Faction_CaveGnomes",Faction+0.05); to >>>> set a >>>> > game variable's value >>>> > * When you save your game, it saves all the game variables to disk >>>> > (encrypted to make for more difficult cheating!) and when you load >>>> your >>>> > save, it just loads the game variables back in. >>>> > * everything that we need to save - including inventory, experience >>>> points, >>>> > etc - will all be stored in this game variable system. >>>> > * it will also be used for things such as keeping track of which >>>> treasure >>>> > chests the player has already opened, and will keep track of permanent >>>> > status of things (ie is the cave caved in? if so different models will >>>> be >>>> > loaded when loading that level) >>>> > * when you make an NPC, right there in your NPC script you can pull up >>>> any >>>> > variable you want and do if statements against them to do checks for >>>> > specific items in the players inventory, do faction rep checks to see >>>> how >>>> > certain groups feel about the player, see what level the player is, >>>> etc so >>>> > basically you should be able to test against ANYTHING when >>>> deciding how the >>>> > NPC/enemy will react to the player. >>>> > >>>> > >>>> > What do you guys think? >>>> >>>> >>> >> >