Hey everyone, I need some feedback on a little project I've been working on. In order to add replayability to RPGs or any map generally, I decided to start work on a morality system. I've come up with an extremely bare bones system which currently uses real variables to simply +1 or -1 for units killed. There are 3 tiers (easily adjusted by expanding the array and changing the triggered levels) for each side: either Pure, or Corrupt a la Fable 2. :) See the screenshots and videos below and a test map if you'd like.
I figured some of the more talented among you could take this idea and run with it since it really would be a brilliant way to add more depth to your maps.
Features:
Purity / Corruption system, 3 tiers each, 6 abilities total
Currently the abilities are a little generic and boring, just to show the effect... see the screenshots for higher resolution of each ability in-game
Abilities:
Purity
Tier 1: Divine Alacrity
increased movement speed
increased attack speed
nice blue aura :)
Tier 2: Sacred Light
maximum life +50%
life regeneration +50 hp p/s
unit glows
Tier 3: Wrath of the Gods
passive ability which attacks 3 random enemies with lightning every 5 seconds
Corruption
Tier 1: Fiendish Bloodlust
slightly increased movement speed
slightly increased attack speed
increased melee damage
orange aura
Tier 2: Unholy Leech
15 hp leeched from target units per strike
cloud of flies above the unit :)
Tier 3: Hellfire
passive ability, attacks 4 random neutral units nearby with fire, instantly killing 1, every 6 seconds
System basically works like this: if the Hero kills an enemy unit, +1 Purity, if the Hero kills a neutral or friendly unit, +1 Corruption. Tiers at 5 kills, 10 and 15. The Hero is considered to have "neutral karma" if Purity and Corruption are between 0 and 4. The system is now fully reversable... so effects don't hang on if you drop in your karma level. Karma caps out at 15, kills are not recorded above that point except to decrease your karma.
You could apply this system in an RPG by expanding the array or reducing the amount of points you get per kill. With real arithmetic it would be easy to add .02 points per kill as opposed to 1. :) You could also use this system to award karma points for completing quests.
Please feel free to download and try, or improve it! Enjoy.
Nice. I'm using a Karma system in my map (NOTD), but it mainly has no gameplay effects. Instead it measures 'good' and 'bad' actions by players (e.g. killing teammates, healing someone with low HP). If a player as low Karma, his team has the option to kick him at the start of the game.
Soo... all that is stored in banks? Yea so I could behave like an angel, get high karma, backup my bank, act out my VENGEANCE and finally insert my old bank again^^
Well the integers work fine for the most part, I'm going to work more on them today, but basically because I've created effects for each "tier" I'm having trouble reversing the effect.
Let's say at 100% corruption (Corruption Index[20]) my Zealot scales to 1.2/1.2/1.2, has a glow, etc. I'm having trouble working out what I'll need to do so that if the Corruption Index drops from 20 to 19, the effect is taken away. He should scale back down, the glow should be removed, etc.
Also, the way it is now, you could kill 20 good guys to get 100% corruption, then you could kill 20 bad guys (well actually 40 bad guys since each kill currently grants +1 -1 to either purity or corruption) to get 100% purity, and the effects of both would overlap and not be removed.
I figured simple Booleans would help with that, ie: if Corruption Tier 1, 2, 3 and/or 4 are true, don't run Purity Tier 1... something like that I'll have to play with it.
Hey everyone, I need some feedback on a little project I've been working on. In order to add replayability to RPGs or any map generally, I decided to start work on a morality system. I've come up with an extremely bare bones system which currently uses real variables to simply +1 or -1 for units killed. There are 3 tiers (easily adjusted by expanding the array and changing the triggered levels) for each side: either Pure, or Corrupt a la Fable 2. :) See the screenshots and videos below and a test map if you'd like.
I figured some of the more talented among you could take this idea and run with it since it really would be a brilliant way to add more depth to your maps.
Features:
Abilities:
Purity
Corruption
System basically works like this: if the Hero kills an enemy unit, +1 Purity, if the Hero kills a neutral or friendly unit, +1 Corruption. Tiers at 5 kills, 10 and 15. The Hero is considered to have "neutral karma" if Purity and Corruption are between 0 and 4. The system is now fully reversable... so effects don't hang on if you drop in your karma level. Karma caps out at 15, kills are not recorded above that point except to decrease your karma.
You could apply this system in an RPG by expanding the array or reducing the amount of points you get per kill. With real arithmetic it would be easy to add .02 points per kill as opposed to 1. :) You could also use this system to award karma points for completing quests.
Please feel free to download and try, or improve it! Enjoy.
@QMJ3: Go
Nice. I'm using a Karma system in my map (NOTD), but it mainly has no gameplay effects. Instead it measures 'good' and 'bad' actions by players (e.g. killing teammates, healing someone with low HP). If a player as low Karma, his team has the option to kick him at the start of the game.
@Ability1: Go
Soo... all that is stored in banks? Yea so I could behave like an angel, get high karma, backup my bank, act out my VENGEANCE and finally insert my old bank again^^
@QMJ3: Go
What's your problem with switching corruption levels?
@s3rius: Go
Well the integers work fine for the most part, I'm going to work more on them today, but basically because I've created effects for each "tier" I'm having trouble reversing the effect.
Let's say at 100% corruption (Corruption Index[20]) my Zealot scales to 1.2/1.2/1.2, has a glow, etc. I'm having trouble working out what I'll need to do so that if the Corruption Index drops from 20 to 19, the effect is taken away. He should scale back down, the glow should be removed, etc.
Also, the way it is now, you could kill 20 good guys to get 100% corruption, then you could kill 20 bad guys (well actually 40 bad guys since each kill currently grants +1 -1 to either purity or corruption) to get 100% purity, and the effects of both would overlap and not be removed.
I figured simple Booleans would help with that, ie: if Corruption Tier 1, 2, 3 and/or 4 are true, don't run Purity Tier 1... something like that I'll have to play with it.
Bump for update! See original post.