Would like opinions on a game mechanic.
Posted: Tue Apr 09, 2013 8:10 pm
Hello all you wonderful modders. I would appreciates a few opinions on how to proceed with my mod.
Since my mod is extremely story driven, to the point I would probably call it an interactive story more than anything, I am very wary of having dead characters holding up their end of the conversation. Admittedly I did not consider this scenario until I played the "Wine Merchants Basement" mod, and while I never experienced it myself, there are some reports of Sheola speaking while in a deceased state.
Had I the presence of mind to foresee this inevitability I may have taken steps to account for the possibility of dead speakers. Since I didn't I have been ruminating over various ways to adapt without massive amounts of recoding. Without further ado here are some of my thoughts on the matter.
My first thought is simple, if a party member dies it's game over. With proper warning it would be harsh, but fair, as long as the player has knowledge of what to expect. Not my favorite option, but an option none the less.
My next thought is a step up from the first, and what I am currently developing. I will make available at the onset a custom asset known as the "Amulet of Life Sharing". Under this scenario if a player dies, the game will automatically pass a yet to be determined amount of (currently 30% for testing) health from the character with the highest amount of current health to the character that would have died otherwise. The amulet would have a cool down period (again to be determined with testing) before it could pass health again. Under this scenario if two characters die it's game over, so more lenient than the first option. I should add that if a character dies during the cool down period, they would be automatically resurrected when the amulet becomes active again. There is one issue with this technique however.
The old saying is "you can lead a horse to water, but you can't make it drink." If I provide the amulet, there is no guarantee the player will use it. If this case arises then exists the potential for one dead character to be carried around by the party, and thus, potentially speaking. So I have two thoughts on that. One is to place the amulet on a character at start up and make it non removable, which I don't like because it can not be swapped between members, also because I'm not sure to how to accomplish this. The second, and more easily achievable, system is, if the necklace is not worn, the game reverts back to one death equals game over.
One more method, which actually just popped into my head as I was typing this this, would be to make death just being unconsciousness unless all members die, or possibly a timer that the party must revive the character by or death becomes permanent. I think this warrants some more consideration.
I know this is lengthy and I tend to ramble, but if anyone would like to add any insight or opinion, I would welcome all responses.
Thanks again.
Since my mod is extremely story driven, to the point I would probably call it an interactive story more than anything, I am very wary of having dead characters holding up their end of the conversation. Admittedly I did not consider this scenario until I played the "Wine Merchants Basement" mod, and while I never experienced it myself, there are some reports of Sheola speaking while in a deceased state.
Had I the presence of mind to foresee this inevitability I may have taken steps to account for the possibility of dead speakers. Since I didn't I have been ruminating over various ways to adapt without massive amounts of recoding. Without further ado here are some of my thoughts on the matter.
My first thought is simple, if a party member dies it's game over. With proper warning it would be harsh, but fair, as long as the player has knowledge of what to expect. Not my favorite option, but an option none the less.
My next thought is a step up from the first, and what I am currently developing. I will make available at the onset a custom asset known as the "Amulet of Life Sharing". Under this scenario if a player dies, the game will automatically pass a yet to be determined amount of (currently 30% for testing) health from the character with the highest amount of current health to the character that would have died otherwise. The amulet would have a cool down period (again to be determined with testing) before it could pass health again. Under this scenario if two characters die it's game over, so more lenient than the first option. I should add that if a character dies during the cool down period, they would be automatically resurrected when the amulet becomes active again. There is one issue with this technique however.
The old saying is "you can lead a horse to water, but you can't make it drink." If I provide the amulet, there is no guarantee the player will use it. If this case arises then exists the potential for one dead character to be carried around by the party, and thus, potentially speaking. So I have two thoughts on that. One is to place the amulet on a character at start up and make it non removable, which I don't like because it can not be swapped between members, also because I'm not sure to how to accomplish this. The second, and more easily achievable, system is, if the necklace is not worn, the game reverts back to one death equals game over.
One more method, which actually just popped into my head as I was typing this this, would be to make death just being unconsciousness unless all members die, or possibly a timer that the party must revive the character by or death becomes permanent. I think this warrants some more consideration.
I know this is lengthy and I tend to ramble, but if anyone would like to add any insight or opinion, I would welcome all responses.
Thanks again.