Hello! I'm back with an actual update. First a quick run through of what I've been up to recently:
- Refactored the animation system so that it won't trip me up in the future
- Finished creating the entire first explorable area and hub: The Leben Woods and the town of Brimgas
- Finished the interior and exterior of the first 'dungeon-type' area: The Bauernhof Estate
- Created all basic idle/talk/run/attack animations for the Human Male, Human Female, The Big Lad(Placeholder) and Lizard characters. Plus a few others.
- Coded character personality system
- Coded relationship system
- Coded reputation system
- Created some more weapons and armours that can be equipped by human and Big Lad characters.
- A whole bunch of custom action scripts for AC to improve QoL from the content creation side of things
The area creation took a LOT of time, as I had to make sure the interiors were completed for each building.
So, what do I want to talk about today? Main character personalities! You may have read a similar update in my previous dev blog, so skip ahead if you were following that all that time ago. The main difference is that this time, I've actually coded it and implemented it into the game
Impactful Main Character PersonalitiesThe problemIn 90% of RPGs you play everyman hero person number seven. This blank slate is there for you to give a personality to. Will you be good? Evil? A little mix of both? And almost every RPG let's you make choices for your hero in order to influence this slate's good/evil alignment. Kill the child or let it live or what have you.
The problem for me has always been that none of these choices influence your character's actual
character. You can normally flip flop between personality extremes on a whim. Sure you can build a villainous stealth archer who only picks mean choices, but there's nothing stopping you changing tact and being inexplicably, authentically nice to the next person you come across.
Your character winds up being shaped by their combat skills and utility abilities, rather than by their personalities.
The dream, the nightmare
There's no real consequence for your actions bar some reputation drop, or maybe a one off quest where someone is dissapointed with you. Everyone winds up being the ultimate con artist, switching personalities depending on the whatever it is they immediately want.
The solutionSome games will try to control this by gating skills behind you being virtuous/villainous enough, but I feel that those systems immediately take away the player's agency to roleplay.
Boo to games like Infamous locking skills behind your moral alignment
I want Autumn Chorus to be more like a tabletop RPG, where you make a character and then you attempt to play their personality as much as their skills. And I need systems to keep this in check, and ensure the player doesn't feel railroaded into it or feel like the game has misunderstood their intentions in a choice.
Forming a personalitySo how is it going to work? Well there's two main elements that make up your character:
Disclaimer: Players can turn this system off at the start if they so wish. However the game will be far less interesting and reactive for it. I feel it will be fun to turn off for second runs however, to see what happens when you say different things.As you make choices and decisions the game slowly gets a general idea of the character you're playing by tracking six sliding bars:
- Empathy
- Seriousness
- Emotional
- Guts (do you stand your ground or give in when confronted socially
- Polite
- Anger
In the first month or so of game time you'll generally be free to choose what you want (unless you pick a preset personality, which will be an option). After this time your personality will begin to form based upon how you've dealt with the people you've spoken to.
You can go against your normal personality in day to day conversation (not everyone is rude to everyone just because they were rude to one person!). But in difficult moments, or conversations going against your type, the player faces a personality test.
Example conversation:- NPC rather unfairly says you never live up to your end of the bargain
- Player who normally just agrees with people to keep the peace (low social mettle) decides to stand their ground
- Player faces, and fails, Guts roll
- Player tries to phrase a response, but tears form in their eyes and they blurt out an idiotic response that doesn't help their side of the argument at all
- Guts stat drops, and Emotional stat rises
The tests are designed so that even the most emotional character has a chance of keeping their cool in a difficult situation, but when they do it should be an exciting moment for the player rather than just the hero being a master of social manipulation.
The stat slider scoring system is also designed to prevent you getting accidentally caught in a personality type early on.
WillIf the player fails the test, they will have the opportunity to spend some will to pass it.
Will is a generic stat in the game that starts at ten and is used for difficult tasks. Each time you rely upon it it drains by the amount the player is willing to use up. It's refreshed a little every time you rest or sleep. Being low on will incurs penalties to the player's mood and abilites, so it
will be a balancing act.
Super fun bonus image of the hideously complex dialogue web being weaved
ActionsI hate it when I'm playing a game and I decide to do something pragmatic, then the game decides I chose that option because I'm cruel at heart and I become 'more evil'.
Here's how I'm getting around it: the character will question their own intention for doing extreme actions after they happen.
Example Action dialogue:- Player and cohort are charged by a rampaging beast
- The player decides to run, and the cohort stands their ground. Their cohort is badly hurt.
- After escaping the player questions their own intention: 'Why did I run?'
- Responds: I panicked when I saw that beast barrelling down upon me.
- Emotional stat rises
The game doesn't just assume you were sacrificing your friend as a peon to the game survival gods. This doesn't mean your friend will believe that of course. But more about that next time.
And that's it! By the end of the game I hope players understand the character they've created and act in their own best interest (or try to fight against their own nature for interesting results!)Thanks for reading!