Love/Hate in an adventure game
Posted: Mon May 24, 2021 8:16 am
I'm currently working on a visual novel / point-and-click adventure game, so the pace of the game is largely based on the Dialogue System with players reading and choosing answers. I'd like to get some feedback from people already using Love/Hate in their projects to see if it would add to my game what I hope it would.
I'm thinking about adding Love/Hate to track not just quests but also overall attitude of various NPCs that could unlock further quests or conversation choices. So far, check. Now for questions:
1. - NPCs can belong to several factions. Does this work well in a tree configuration? For example, my NPCs all have a religion, a cultural identity and a home village. The village belongs to a region, which belongs to a kingdom. If the character does something good for the kingdom, everyone in the kingdom should - if they hear rumours about it - improve his respect for the PC slightly. Do I have to assign them to the village faction or to village, region and kingdom factions? Also, if he does something in the neighbouring village, does it propagate upwards, to the region, and then downwards again to the neighbour village?
2. - my game isn't realtime, but I keep track of time, i.e. time-of-day and days. I can trigger things per hour or per day, such as rumours spreading. Is that use-case well supported? Many NPCs would be not on the current map when it happens, but they would be in the Dialogue System.
3. - also about rumour spreading - since I don't have a 3D world and can't use things like line-of-sight to discern if NPCs spot the character doing something, how easy is it to add my own logic like "when he does it in the temple, all the priests will see it and every NPC in town has a 2% chance of being in the temple at that time."? Or something similar.
I want to say that I'm extremely happy with the Dialogue System and Love/Hate looks like a great companion for a point-and-click adventure game, but its examples are 2D action adventures, so I want to avoid being disappointed if it's not a good fit.
I'm thinking about adding Love/Hate to track not just quests but also overall attitude of various NPCs that could unlock further quests or conversation choices. So far, check. Now for questions:
1. - NPCs can belong to several factions. Does this work well in a tree configuration? For example, my NPCs all have a religion, a cultural identity and a home village. The village belongs to a region, which belongs to a kingdom. If the character does something good for the kingdom, everyone in the kingdom should - if they hear rumours about it - improve his respect for the PC slightly. Do I have to assign them to the village faction or to village, region and kingdom factions? Also, if he does something in the neighbouring village, does it propagate upwards, to the region, and then downwards again to the neighbour village?
2. - my game isn't realtime, but I keep track of time, i.e. time-of-day and days. I can trigger things per hour or per day, such as rumours spreading. Is that use-case well supported? Many NPCs would be not on the current map when it happens, but they would be in the Dialogue System.
3. - also about rumour spreading - since I don't have a 3D world and can't use things like line-of-sight to discern if NPCs spot the character doing something, how easy is it to add my own logic like "when he does it in the temple, all the priests will see it and every NPC in town has a 2% chance of being in the temple at that time."? Or something similar.
I want to say that I'm extremely happy with the Dialogue System and Love/Hate looks like a great companion for a point-and-click adventure game, but its examples are 2D action adventures, so I want to avoid being disappointed if it's not a good fit.