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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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e11c87 (1) No.27206>>27208 [Watch Thread][Show All Posts]

I'm in the planning stages of an RPG and I had the idea to offer dialogue choices that would actually define the backstory of the player character.

For instance, a character in a sci-fi game might ask the PC why they decided to come out to a fronteir planet that's still very lawless. Replies like "I'm a bounty hunter," or "I wanted to get away from my past," or "I'd rather not say," would change the history of the character, and would be marked differently from other replies. In a way this would extend character creation to the duration of the entire game, which I consider a huge plus, since (to me) the main appeal of an RPG is the creation of a character.

This led me to another idea: flashbacks. Playable flashbacks. The player character could be telling a story to someone, and dialogue choices make a difference in the "mission" that is the flashback sequence.

"I was [in a dive bar/at the airport] when I was jumped by [five/twelve] of the meanest-looking [gangsters/vampires] I have ever seen. Armed only with my [kife/revolver], I was forced to fight for my life!"

These dialogue choices would be kind of a mad lib and be presented over the course of playing a "backstory quest".

My question for you aggydags is this: how would you handle stats for such a system? Obviously, the character in the past was less experienced than they are now. Should base character creation be more in-depth to compensate for this?

887903 (1) No.27208

>>27206 (OP)

I like it OP. Sorry I don't have enough experience to make knowledgeable suggestions atm, but if you encapsulate the stats data inside a NPC class, it should be straightforward enough to modify things as you proceed with the design tbh.


3ef265 (1) No.27215

I mean, I guess it depends on how experienced the character is supposed to be as of the start of the adventure. I'm assuming you're working on a standard Strength/Intelligence/Charisma kind of thing, by the way.

Obviously, when going through a playable flashback halfway through the game at level 40 or whatever, stats are going to be vastly different from the flashback if it takes place, say, on the character's very first mission, years before the start of the game. But...my guess is that the character's stats at that particular mission and the character's stats as of the start of the game WOULDN'T be that far from one another, right? You're simply going from "inexperienced" at the start of the game to "complete newbie" as of the flashback...I would think just a simple percentage of stats would suffice.

Say, for example...

The player creates character Jack at the start of the game with 5 Strength, 4 Dexterity, 2 Intelligence, and 2 Charisma. Jack hits things real good but don't talk too good.

Halfway through the game, Jack is in a bar. Note that we don't give a single fucking shit what his stats are at this moment, because why would his stats now have any effect whatsoever on a flashback? He's retard talking his way through a conversation with a random barkeep, and the player, through your dialogue tree, sets up a situation where Jack, on his first mercenary mission, went up against a small band of thieves to save a farmer's kidnapped daughter.

So you start a new scene: Jack as a complete newbie, years before the actual first playable scene in the game. Just make all of his stats here, say, 75% of his starting stats. Jack, as the newbie, has 3 Strength, 3 Dexterity, 1 Intelligence, and 1 Charisma, seeing as how he hasn't had time to build up his muscles and fighting skills up to the 5 and 4, respectively, that he had been assigned at the start of the game.

And as for skills (as in, like, Tackle or Double Slash or whatever)? He has fucking none. Because he's a fucking newbie. Or, if you'd prefer to go a slightly more humorous route, assign him a bunch of skills like Windmill Punch, Cower, that don't appear anywhere else in the game. You know, skills that he would rapidly have gotten rid of because they're worthless.

All in all? It's kind of hard to say without actually knowing what kind of stat system you want to have set up. I'm just making assumptions and then working off of those possibly groundless assumptions, here.




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