Iveforgotmypassword wrote...
I love the idea and how many kills is definitely number 1 for me, does this sort of script require something set on each monster ? Number of rebirths would be interesting too and make it more of a challenge to keep everybody alive and finish with it on zero.
This game might be a RPG but it's still a game and I think it sounds like a really good idea.
SECOND POST: I played one of these strategy games when you have to build things and gather an army and at the end it said "YOU CHEATED" which I found hilarious, as the last battle was impossible for me and I'd used a code from the internet to boost my ranks.
The "kills" stat is already there, and with some extra info too:
Check out this link. I have a script that checks monster killed and according to difficulty to allocate some extra feedback. And
this link has a more updated version of the stats GUI I have made so far.
While not exactly the same, my module does keep track of potential "exploits" and stops the player from taking advantage of them in many places. E.g. If a player uses something called Life Essences to learn of a pass code, and then reloads the game to get the Life Essences back and still have the pass code, then the game will take the Life Essences automatically next time you try to enter the passcode without having used the Life Essences again. These "exploit" checks will make more sense if and when you play the module.
Arkalezth wrote...
I don't see them as necessary, but I think it's a welcomed addition I don't see any problem with them. Are they global, or separated for each character?
I've always liked the "most powerful foe slayed" (or something like that) stat in Baldur's Gate and Dragon Age, but that's probably harder to implement.
I have currently set such variables out for each PC. This is because the module caters for MP, and a player can take control of a PC (except the Main PC) that another player may have been playing.
Tchos wrote...
Dark Waters had some statistics of this sort, and I enjoyed them. Please include as many as you like.
I may well add some more stats to the module as I come to the end of its build then. I have a few ideas of a few others I may try to include.
Lugaid of the Red Stripes wrote...
Try to think of some oddball ones, too, like pounds of guano sold, number of trips to the local tavern, number of cows frightened by your poor taste in headgear. Not just for the laugh, mind you, but to make some of the more trivial actions in the game (like bumming around town) seem more meaningful and heroic by virtue of scorekeeping.
I like the idea of variety. Time is going to be the limiting factor in every case though, as each "Stat" needs a form of wrapper to work on ... and some things may just appear a little too basic to include. Maybe this is something I can consider as I add more module detail in general.
Thanks for all the feedback everyone. It's good to see others enjoy this kind of stuff too.
Lance.
Modifié par Lance Botelle, 13 août 2013 - 10:20 .