[project1dev] Re: Faction reputation system

  • From: eric drewes <figarus@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Wed, 15 Apr 2009 15:06:45 -0400

Im not sure faction wise, i guess that would come together once we organized
and outlined the worlds, etc --  i'd like to start doing that this week so
we can start throwing ideas in.  i'll follow up on this later.

On Wed, Apr 15, 2009 at 2:04 PM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:

> Faction reputation system sounds solid.
> To Eric: What kind of factions will there be?
> 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?

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