yeah, this could also tie in with charisma too, i like everything being sort of interconnected so it seems cohesive and not separate systems On Wed, Apr 15, 2009 at 1:06 PM, 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? > >