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Save-Point - Hidden Morality system (AFFECTS GAMEPLAY! DRAMATICALLY!)

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Full Version: Hidden Morality system (AFFECTS GAMEPLAY! DRAMATICALLY!)
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Hi everyone! Laughing
I'm back with another lil request!
this one SUPER helpful for probably ALOT of people! (no joke)

I'm talkin about a almost compleatly hidden morality system that DRAMATICALLY changes gameplay!
(did I get your attention now?...good!)


the example I'm using will be...well...my own game? eheh I'll explane

In my game that I'm making alongside Lunarberry the main protagnist is a machine
the 3 rules of robotics as stated by Isaac Asimov will be a thing ingame ...as its rules are

Quote:"A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey orders given it by human beings except where such orders would conflict with the First Law. A robot must protect its own existence as long as such protection does not conflict with the First or Second Law."

under these rules a machine character would be considered evil and or corrupt for breaking these rules
HENCCCE the morality system!

in my game levels are called VERSIONS (robotic theme) and EXP is DATA
in order to stay good and follow the rules of robotics the robot must not kill a living being (extreme but doable)
living beings from bugs to animals to humans will all be able to be avoided battlewise (humans must be pacified inbattle through complex means I'll explane later)
not living are other machines and or zombies (this IS importaint)

ingame the player can level 2 ways by A: killing machines (there will be a set amount of machines ingame)
or B: killing organics (again set amout of them)

in this system it will NOT be shown that the DATA gained is seperate and affect he diolouge and events of the world around you

this is essential for the routes ingame

the morality system MUST have a seperate leveling system that records your actions so that events ingame will reflect on it in accordance

example being:
pacifist route would have only machines(or zombies) to gain DATA and Versions and diolouge would be bright chipper and nice!

neutral route would have an assortment of BOTH organics and machines killed and diolouge can be slightly creepy alongside chipper

genocidal (HAPPY KILL KILL TIME!) murder everything! this will affect ALOT diolouge...even entire towns and citys

all routes slighty affect the overall looks of the characters through the bust shown onscreen AND THE ENDGAME! ...ALOT!!!

ok thats enough for now!
don't wanna spoil gameplay to much!

but I will say that it should be driven by common effects

and it would be amazing to have a DEJA-VU system in effects as well if at all possible (AKA lose a boss battle and the character remembers some of the speech before the battle...each time you loose the character ingame gets more impatient and even snarky to the point of doing the speech themselves as a taunt or even counting the losses)
I will say that there is a GOOD AND EVIL script by Leon that was posted here by Chaos Prime. A morality script that allows you to apply morality points, and see their morality. Take it further, you can test an actor's morality for event decisions.
(07-22-2016, 03:47 AM)DerVVulfman Wrote: [ -> ]I will say that there is a GOOD AND EVIL script by Leon that was posted here by Chaos Prime.  A morality script that allows you to apply morality points, and see their morality.  Take it further, you can test an actor's morality for event decisions.

sorry Der Sweat  but unfourtunatly that wont actually work as you can OPENLY click to be good or evil (not what's needed Indifferent )
the system I need must be compleatly hidden and affect the game by your actions...not choices (on another note Mass Effect did this system quite well so thats how I know about it Laughing ...still doesent mean I can aim in that game Sarcasm + Confused )

as the saying goes "actions speak loured then words" ...plus I need the double EXP system in order to trigger the right events Very happy + Tongue sticking out
its a great idea for other types of open games but for people wanting more of a "actions speak louder then words" approach to making their game this system would be ideal Grinning

but thanks for the suggestion anyway! that system would still be very helpful to other game makers!   Very cheery
Actually, you do not openly click. That's what script calls are for. You score the alignment points with it. I don't see anything posted about Double EXP in your first page though.

Ah, well the main focus of that script is the ACTOR data. Anything from the Window_Base and below is merely stuff to show in the main and status menu for those that want to see some score.

And one could attempt to connect this to the battlesystem: If they kill a humanoid enemy "$game_actors[actor_id].alignment -= 20" or "$game_actors[actor_id].alignment += 10" if they kill a robot. That is assuming your alignment gets bad faster when you kill people.

Now that I think about it, is it only one character that has the good/evil alignment? Because the same principle could be used to just add/subtract to an RMXP game variable.... like RMXP variable #3. The code would be $game_variables[3] -= 20 or $game_variables[3] += 10 respectively. And if that is the case, you could immediately use the same said game variable in your game events that control dialog.

The trick would be to just add or subtract it in your battles. But it could be set up in your Events. Remember that a BattleProcessing event can be set up to look like this:
Code:
Battle Processing:  HumanoidsX3
: If Win
@> Control Variables[0003: GoodEvil] -= 20
@>
: If Escape
@>
Branch End

In that event, no script is even needed. Storing the values in an RMXP game variable would allow for easy access and usage in events and dialog.
(07-22-2016, 05:38 AM)DerVVulfman Wrote: [ -> ]Actually, you do not openly click.  That's what script calls are for.  You score the alignment points with it.  I don't see anything posted about Double EXP in your first page though.

Ah, well the main focus of that script is the ACTOR data.  Anything from the Window_Base and below is merely stuff to show in the main and status menu for those that want to see some score.

And one could attempt to connect this to the battlesystem:  If they kill a humanoid enemy  "$game_actors[actor_id].alignment -= 20" or "$game_actors[actor_id].alignment += 10" if they kill a robot.  That is assuming your alignment gets bad faster when you kill people.

Now that I think about it, is it only one character that has the good/evil alignment?  Because the same principle could be used to just add/subtract to an RMXP game variable.... like RMXP variable #3.  The code would be  $game_variables[3] -= 20 or  $game_variables[3] += 10 respectively.  And if that is the case, you could immediately use the same said game variable in your game events that control dialog.

The trick would be to just add or subtract it in your battles.  But it could be set up in your Events.  Remember that a BattleProcessing event can be set up to look like this:

Code:
Battle Processing:  HumanoidsX3
: If Win
@> Control Variables[0003: GoodEvil] -= 20
@>
: If Escape
@>
Branch End

In that event, no script is even needed.  Storing the values in an RMXP game variable would allow for easy access and usage in events and dialog.
this is incredibly interesting I'll show this to Lunarberry and see what she thinks! thanks Der!
so Lunarberry and I have gotten a few good systems to tangle with and while we believe we've found a winner we wont be posting results untill we can start implimenting it into the game and do major testing!

in the meantime thank you guys SO much for everything!
Tongue sticking out just doing testing then the final results of which script is going to be used will be posted!
work is still in major development so things havent been finalized yet...

results will be posted as soon as a difinitive result has been confirmed
To point out the obvious, isn't all you've described able to be done by adding or subtracting from a fixed variable and then doing if/or branches depending on the value of that variable?

Kill human: -10
Kill robot: +10

If variable "morality" > 0 then: "Lovely to meet you, fine robot!"
If variable "morality" < 0 then: "Get away from me you vile creature!"

etc?...
(08-21-2016, 03:05 AM)MetalRenard Wrote: [ -> ]To point out the obvious, isn't all you've described able to be done by adding or subtracting from a fixed variable and then doing if/or branches depending on the value of that variable?

Kill human: -10
Kill robot: +10

If variable "morality" > 0 then: "Lovely to meet you, fine robot!"
If variable "morality" < 0 then:  "Get away from me you vile creature!"

etc?...

...? Confused   I actually have NO idea what you just said...Ive got 2 really neato systems for moralty but I need to progress far enough in the games development to test them out ...almost at that point but Lunarberry and I are doing refinements right now
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