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ImHiPotion
I've been working on this from last night until now, the general concept is easy enough but there are a few questions I need to ask.

The concept:
Most actions you make determine who you are friends with and who doesn't like you.
To do this I have made it so that everybody who you can make friends with has their own variable, when you do something good it adds 5, if bad -5.
If the variable is more than 75, they are good friends (Learn new skills and/or stats go up) if it is less than 25 they don't like each other. (Stats go down)
Simple right?
However when you are doing this process for about 20 - 30 event's it gets messy, especially of you want to have it so that some events make some people go up and others go down.
When trying to account for EVERYONE it gets hard to control and making every possibility becomes hard to keep track of.
So I guess the main question is; How do I clean this up a bit. So far I've only tried this system with 3 events on 1 page, in the end it will become a nightmare.
Is there another approach I should take to this sort of system?
Sorry that I don't have any screenshots at the moment, I'll upload them tomorrow.
Sorry if it seems confusing too.
Chaos_Martin
This reminds me of your reputation like in Fallout new Vegas. Could you explain in more detail please? Like the stats?
Oh have you tried using common events?
ImHiPotion
QUOTE (Chaos_Martin @ Sep 24 2012, 02:14 AM) *
This reminds me of your reputation like in Fallout new Vegas. Could you explain in more detail please? Like the stats?
Oh have you tried using common events?


I am using common events :3

That's the common event for the first character.
So basically most characters you can interact with in game will have this common event, obviously the skills you learn and the stats will be different.
Most, if not all, actions you do in the game will affect these numbers, some will go up and some will go down. So whilst you play some people start to like you and some people start to hate you.
What I'm asking asking is:
Is there a cleaner way to do this?
Is there a better way to keep track of every character?
and What do you think of this idea in general?
Let me know...
and thanks for any help.

EDIT:
I'm also having a bit of trouble changing the stats, so if somebody could help with that then here is the problem:
If you get 25 or less it will put your stats to 1 or 0
and otherwise I think it super charges your stats xD
Is there any way to make it change your stats once... sort of xD
Chaos_Martin
You can do a conditional branch where if variable =25 +1 to character to stat else=0 to character stat,

Have you tried doing the character's in groups? Like say if they is a group of characters called the Milky gang the favours you do for the Milky gang will effect all characters in the milky gang?
Shaddow
I looked into this a little bit and honestly it's going to be messy, you are using a lot of variables and almost every choice you make changes something.

One thing you can do, is not have every event change something for every person, maybe each time you make a decision, depending on the decision, it affects maybe 3 or 4 people, tops. This would help keep things down and would also make it so you can make a decision to increase an event with one person, but don't have to have the risk of lowering it with someone you really want. Does that make sense?

The only real way to keep the stats from adjusting more than once is to put a switch on them, at least that I can see. If you put a switch on when it's over the 25 it will keep it from triggering again, then you can have it check if below 25 and remove the switch and drop the stats down. This isn't a very clean way to do it, sadly.
ImHiPotion
QUOTE (Chaos_Martin @ Sep 24 2012, 10:04 PM) *
You can do a conditional branch where if variable =25 +1 to character to stat else=0 to character stat,

Have you tried doing the character's in groups? Like say if they is a group of characters called the Milky gang the favours you do for the Milky gang will effect all characters in the milky gang?


I don't get the "Conditional branch" that you're describing.... D:
And yes, I have considered "gangs." At first I wasn't so sure but the fact that you mentioned it backs the idea, so I will add characters into "gangs" but there won't be too many.
QUOTE (Shaddowval @ Sep 24 2012, 10:18 PM) *
I looked into this a little bit and honestly it's going to be messy, you are using a lot of variables and almost every choice you make changes something.

One thing you can do, is not have every event change something for every person, maybe each time you make a decision, depending on the decision, it affects maybe 3 or 4 people, tops. This would help keep things down and would also make it so you can make a decision to increase an event with one person, but don't have to have the risk of lowering it with someone you really want. Does that make sense?

The only real way to keep the stats from adjusting more than once is to put a switch on them, at least that I can see. If you put a switch on when it's over the 25 it will keep it from triggering again, then you can have it check if below 25 and remove the switch and drop the stats down. This isn't a very clean way to do it, sadly.


Ah. Okay I agree with the 3 or 4 people thing, obviously there will be the odd exception when there is a big event but I like it!
So after I finish character design I will start on "Event design" to see what sort of events will occur in the game. biggrin.gif

As for the stats, I had a quick look and using your advice I think I've found a way it works. Something like this:

Haven't fully tried it yet, but it looks like it'll work...
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