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Yeah, it's actually very well thought out, source: trust me bro.

The basic idea is that these are social situations so there is a core situation - for example, a threatening situation - and then there are moment-to-moment opportunities - for example, to bring up money or sex appeal in a threatening situation.

If you do two moment-to-moment opportunities that match back to back, they change the core mood. And you can reorder the moment-to-moment opportunities, so it's sometimes quite possible to choose whether to change moods or not.

I think it has SOME promise, but it clearly needs reworking. I'm thinking maybe just three things instead of five, and maybe the enemy actions are always simply locked to the current mood rather than having moment-to-moment opportunities for them.

Hm.. ok, that makes more sense. I still don't know what the moods mean :) but I can see how different interactions in a core social situation like that could change the mood and afford different opportunities to affect people. If the idea is that combat is basically about navigating social situations in a way that gives you the advantage, I could see controlling the mood being a part of how that's expressed. There could be some depth to the concept too, with things like enemies who are just oblivious to the general vibe and stuck in their own mood, and basic enemies that don't intentionally control the mood and boss level ones that do... Buuut I have no idea if you were thinking anything like that at all :P

Pretty much, yeah.