Re: TIM's TO DO LIST :D
1) Game to be fun.
- to be fun, npcs must be dynamic, not static.
- game world must "feel alive"
2) Ajay suggestion. Each NPC has his own opinion. Every time they find out you agree, you gain brownie points with them.
- a lot like the bioware, SW KOTOR and Mass Effect.
- only tracked overall how much they like you, and romance score.
3) Rings of Power. Had certain list of questions you ask any NPC, the answer was often, "I have nothing to say on that topic."
- Could have "HE has nothing to say on that topic" instead.
- Flirt: "They seem to like flirts," or "Dislike your flirts" to give generic responses.
- Generic personalities with pat answers with slight deviations.'
-fight on sight. (see also Undertale, and Bioshock? Vault? )
- Name, a Class of the order of Level, greets. His mood is Mood_Variable.
-- Name, a Age year old Race of the order of Level, greets. His mood is Mood_Variable
-- Rick, a 20-something Human greets you. He looks friendly and a pushover.
---- Smiles at you. Frowns at you. Scowls at you. Head-tilts at you. Shys away from you.
---- replace "says" with, "mews." if cat. if mouse, "squeaks," and so on. A$ "insert word here"
----- random moods. so long as all PCs always crit sense motive.
- could fight, get along/ change mood of anybody. the world felt like a Whole World. it was an entire planet. not just an island like in an mmo. partly due to wrapping map. also due to entering individual squares. you could explore any square.
- day and night.
4) Quest for glory. Could "ask about quest" "talk about quest" "flirt" "kiss" etc. Every NPC. Most got nothing, "This does not seem the right time to do that."
5) Undertale. Where NPCs might evacuate dependant on your reputation. Or fight on sight.
Variables to consider. Reputation. Story Points. Relationship score(s).
Example. Talk to June at start of story. She answers, "Hi there!" Talk to her middle of story, she answers, "Hey! Have you heard about Villain doin Thing?" Talk to her middle of story after flirting, she says, "Hey, hot stuff. Have you heard about Villain doing Thing?" Or after flirting, later she heard about slander and greets with, "Hi... Please tell me it's not true what they say about you." If you didn't have any relationship with you, "She tries to avoid you."
Compliment, Flirt, and Insult. Flirt eventually unlocks date.
17x20 tile screen.
How to keep track of all those NPCs and their individual relationship scores.
Each NPC has a unique SSN. After the SSN is another number. That is their Personality Number. digit 1 represents their gender. digit 2 represents their age. digit 3 repepsents their age. So on. Finally digit 99 represents their opinion on genetic engineering. whatever. Third number repesents their interaction with you. First digit represents, how much have you compimented? 2nd: how much have you flirted? 3rd: how much have you insulted? 4th: did you ever talk with them about your quest? and so forth. The function that determins how they respond to you looks at the Personality Number and experience number, checks the personality database, and pulls out the pre-set response.
Database grid for each of the archetype personalities.