Staredit Network

Staredit Network -> Concepts -> Personality System
Report, edit, etc...Posted by Vibrator on 2004-12-22 at 12:14:53
Ok, I'm not good at explaining things but this is something that would be very good for short rpgs that do not use too many strings. Basically this is a system that will give a players character a sort of personality using counters.

At the start of the game after you have selected your character you get a short quiz which will determine your characters personality. You would use a counter that could go from 0-9 (each point being a different type of personality).
I'll give you an example: Say the first question is to test the aggresivity of your character, you get a choice of 3 things Passive, Normal, and Aggresive. If you choose Passive then 1 will be added to the counter, if you choose Normal then 2 will be added on to the counter, if you choose Aggresive then a 3 will be added onto your counter. Then it goes to the next question mabye something like is your character polite? You might get 2 options Polite or Not Polite. If you choose Polite then 1 would be subtracted from your counter. If you choose Not Polite then 1 will be added.

Triggers

Trigger
Players:
¤ Player 1
Conditions:
¤ 0 Deaths of Question
¤ Current Player Brings 1 Hero to Anywhere
Actions:
¤ Create 1 Civillian for Current Player at Quiz
¤ Display Text: How aggresive are you?


Trigger
Players:
¤ Player1
Conditions:
¤ Brings 1 Civillian to Passive
¤ 0 Deaths of Question
Actions:
¤ Remove 1 Civillian at Passive for Current Player
¤ Add 1 Death to Personality
¤ Add 1 Death to Question


Trigger
Players:
¤ Player1
Conditions:
¤ Brings 1 Civillian to Normal
¤ 0 Deaths of Question
Actions:
¤ Remove 1 Civillian at Normal for Current Player
¤ Add 2 Deaths to Personality
¤ Add 1 Death to Question


Trigger
Players:
¤ Player1
Conditions:
¤ Brings 1 Civillian to Aggresive
¤ 0 Deaths of Question
Actions:
¤ Remove 1 Civillian at Aggresive for Current Player
¤ Add 3 Deaths to Personality
¤ Add 1 Death to Question


And the next set of triggers would be similar for the next question. This could be used for several things. It could determine how NPCs in the map respond to you, mabye (if you are using a system to talk back) how your character would respond to NPCs, it could also determine how likely enemies are to follow your character and try to attack them, you could even set the personality to choose what type of character they will receive. This does take up alot of triggers and you will need a different trigger for however many personalities you choose to use and for some reason to me this doesnt seem like it is worth the ammount of triggers so I have thought of something you could do to add more variety and still use the same amount of triggers.

Instead of just having a counter from 0-9 you could use one from 0-99, this does not mean that you are gona have 100 different personality types you can have as many as you want all this does s give you more range. instead of looking at it as lets say 67/100 you would look at it as 6.7/10. Instead of just having it if player is at personality 5 then make NPC say this to them you could have if persons personality is anywhere from 4.5 to 5.5 (atleast 4.5 at most 5.5) then have NPC respond this way. This would mean that your personality isn't set at a certain point but can be closer to this or closer to that.

String Saving Tips: -Try using the same response for two different types of personalities
- This is no good for long rpgs so don't even try it!
- Don't waste any strings on comments or switches


Pros and Cons

Pros:
Adds more variety
Adds more replayability
Gets players more involved in the game

Cons:
Lots of triggers (take the number of triggers you were thinking about having (that take up strings) and multiply it by the number of personalities you choose to have)


Well thats all I can think of for now, if anyone has trouble understanding mabye someone with more experience explaining things can explain it to you.
Report, edit, etc...Posted by SA_Max71 on 2004-12-22 at 12:23:28
QUOTE(Temp @ Dec 22 2004, 09:14 AM)
Ok, I'm not good at explaining things...

SA_Max71 edit: Long post, I deleted a lot of the text. [right][snapback]113581[/snapback][/right]


Not good, eh? I understood this just fine. I think you did a perfect job at explaining this. lol... If you PM SaLaCiouS(U) (the database keeper) he might add this to the database. Good job happy.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-12-22 at 12:28:06
Indeed this is a very nice system, but after making the quiz waht can you actually do?

You could create several storylines and then almost every time you play it will be different, but this requires a whole bunch of triggers and strings.
Making different responses from NPC or to NPC won't really do much, people prefer gameplay than reading what it said.
Another good thing would be weaknesses and such. If you have a monster in a big location around your unit you HP would drop or you would be slower due to a burrowed ling under you.

There are many posibiliteis but this system doesn't allow most of them becase of strings.
Report, edit, etc...Posted by Vibrator on 2004-12-22 at 12:31:14
QUOTE(BeeR_KeG[eM] @ Dec 22 2004, 12:28 PM)
Indeed this is a very nice system, but after making the quiz waht can you actually do?

You could create several storylines and then almost every time you play it will be different, but this requires a whole bunch of triggers and strings.
Making different responses from NPC or to NPC won't really do much, people prefer gameplay than reading what it said.
Another good thing would be weaknesses and such. If you have a monster in a big location around your unit you HP would drop or you would be slower due to a burrowed ling under you.

There are many posibiliteis but this system doesn't allow most of them becase of strings.
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I know, it kinda sucks but there are still alot of things that this could do for gameplay like I said controling how many units would actually try to attack you or controling what character you get. Hmm what else how bout controling what decisions your character can make.
Report, edit, etc...Posted by TEC_Ghost on 2004-12-22 at 14:11:23
You guys act if you only have 40 strings to make a map.... there are so many ways to save strings in maps considering the fact that you ACTUALLY hit the limit.

But ya this is a nice system, I'd like to see it implimented in a map.
Report, edit, etc...Posted by Bringer on 2004-12-22 at 18:07:09
Yea sounds really good and yea dont be so uptight about your string limit:D lol. Maybe make an RPG worth maybe like 30 minutes to beat but has this and it would make that RPG worth maybe 3 or 4 hrs with this system. Very good Idea and hey every1 keep there minds running besides me who is not involved b.c of a doctors note that says im crazy.
Report, edit, etc...Posted by Urmom(U) on 2004-12-22 at 19:11:59
you could also make it so that they have limited points like on the Sims. then you could prevent people from doing like the highest of each category and make it so that you can gain personality points during the game.
Report, edit, etc...Posted by PearS on 2004-12-22 at 22:13:46
I think you have to take strings VERY serious. In my Dark Times rpg, just doing the three playable characters' prologues and other little messages like potion usage, spell castings, signs, etc got me to like 640 on the string list. I still have to do several towns and cutscenes before i can cut the map off for the second part!
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-22 at 22:18:22
This concept is nice... Hard but really nice. Anyone know Simdate Rpg? That could be used in that way.

The real deal is to improve this concept. IF you can use less death counter and less strings, I'm sure that could be used for Long RPG as well. Nice though Anyway. happy.gif
Report, edit, etc...Posted by Vibrator on 2004-12-23 at 13:51:22
QUOTE(Sessase @ Dec 22 2004, 10:18 PM)
The real deal is to improve this concept. IF you can use less death counter and less strings, I'm sure that could be used for Long RPG as well. Nice though Anyway.  happy.gif
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The amount of death counters and strings are up to you, the more personalities you use the more of both you will get. Yes, i have already begun thinking of an idea for a 3-4 hour RPG that will use this system as a base, it gives lots of options and it is still fun after you have played it several times.
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-23 at 13:56:58
You could save some string by doing this:


Trigger
Description:
Negatives answ.
Players:
¤ Player that you incarnate
Conditions:
¤ Player Bring at least 1 "man" to "computer"
¤ Player is really mad
Actions:
¤ Switch:mad is set
¤ You are too evil for me.. Go away!
¤ Preserve trig...


Then you could set the switch for a bad player for every Npc
Report, edit, etc...Posted by Vibrator on 2004-12-24 at 13:18:52

Trigger
Description:
Negatives answ.
Players:
¤ Player that you incarnate
Conditions:
¤ Player Bring at least 1 "man" to "computer"
¤ Player is really mad
Actions:
¤ Switch:mad is set
¤ You are too evil for me.. Go away!
¤ Preserve trig...


This idea does have a problem, you would still need a different response for each personality and having it for each NPC would be very strange. Would you like it if every person you met said that to you?
Report, edit, etc...Posted by Staredit.Net Essence on 2004-12-24 at 13:27:56
That what I said, If you are too mad, you get this answer...
Report, edit, etc...Posted by kao on 2004-12-27 at 21:12:41
A much simpler way to do this would to be to have a 'Good-Natured' or 'Bad-Natured' section of the map (that can't be viewed by anyone but the player). Make it so that wherever he has an option to do good or bad, that would affect how many 'personality' points are in that small area. Just like in Star Wars: Knights of the Old Republic. Some things you do don't affect your force status, yet some others do.

Also, if you have this system, I think it would be best for a 2-3 player game. Preferably 2, because having more people means almost double/triple the work needed.
Report, edit, etc...Posted by SA_Max71 on 2004-12-30 at 02:04:02
QUOTE(kao @ Dec 27 2004, 06:12 PM)
A much simpler way to do this would to be to have a 'Good-Natured' or 'Bad-Natured' section of the map (that can't be viewed by anyone but the player). Make it so that wherever he has an option to do good or bad, that would affect how many 'personality' points are in that small area. Just like in Star Wars: Knights of the Old Republic. Some things you do don't affect your force status, yet some others do.

Also, if you have this system, I think it would be best for a 2-3 player game. Preferably 2, because having more people means almost double/triple the work needed.
[right][snapback]115849[/snapback][/right]

If you use death counters and "current player", you won't be doing to much 'extra work'.
Report, edit, etc...Posted by Commanda_Panda on 2004-12-30 at 09:24:29
If you make a small Rpg with that It will be played over and over knowing that no 2 times will be the same.
Report, edit, etc...Posted by Red2Blue on 2005-01-18 at 13:37:34
Heh... strings aren't that important... just abuse character messages.



Edit: No one cares...
Report, edit, etc...Posted by MapUnprotector on 2005-01-18 at 15:22:04
It would be interesting if some1 made a map that talks to you and uses one switch for each letter and displays the whole message horizontally one letter at a time
L
i
k
e

T
h
i
s

Using death counters you could also make a humongous amount of triggers and create a database full of word switches like a dictionary
Report, edit, etc...Posted by Illusion on 2005-01-18 at 15:32:41
Ok that's good and all but wouldn't it just be better for the character to change accordingly from his action's instead of choosing them?
Report, edit, etc...Posted by Mp)3 on 2005-01-19 at 00:42:41
I'll try and make something out of this. Possibly make it a little more complex.
Report, edit, etc...Posted by Moogle on 2005-01-19 at 02:06:57
More complex? so you can warp out small minds into pasta so you can eat it -_-;
Report, edit, etc...Posted by MapUnprotector on 2005-01-19 at 18:09:22
Use the binary calculator triggers and use it to craete complex formulas to do stuff and use real math functions like in a real game engine xD.
Report, edit, etc...Posted by VoidArchon(MC) on 2005-01-19 at 18:53:10
Wow this is an awsome system, i think i'll use this in my Dream & Reality RPG to help it be more realistic and interactive wink.gif, Excellent Job Temp!
Report, edit, etc...Posted by Mp)3 on 2005-01-19 at 19:58:27
QUOTE(Moogle @ Jan 19 2005, 02:06 AM)
More complex? so you can warp out small minds into pasta so you can eat it -_-;
[right][snapback]127940[/snapback][/right]

Exactly. tongue.gif
Report, edit, etc...Posted by Red2Blue on 2005-01-19 at 23:58:30
=X

Eh...

Gl with making it more complex...




ADDITION:
=X

Eh...

Gl with making it more complex...


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