Hehe I'm the complete opposite.feather240 said:I'm not a very good a programmer, but I know the syntax for a few languages. Working on C right now. If you need any help I'm here.
It might help if I better explain what actions would increase or decrease these scales.Anxious - to - Erratic
Depressive - to - Maniacal
Rational - to - Irrational
What do you mean by opposite? "042rehtaeF"?Rockchimp69 said:Hehe I'm the complete opposite.feather240 said:I'm not a very good a programmer, but I know the syntax for a few languages. Working on C right now. If you need any help I'm here.
Yeah this idea sounds great I was thinking the other day why so many games like to use 1 dimensional bars for things instead of more complicated systems.
It's not like the player needs to see them![]()
Limited inventory would be a must for this game, of course.Aphantas said:QUOTE:Emurlahn, Post No
" Your meter fills up slowly whenever you take something that is not yours. Then after a certain point, whenever you try to put a object you've observed back at it's place there are a X% chance of you putting it into your inventory instead, X rises with the meter, when you reach the next point it stops telling you that you've put it in your inventory and instead says that you have "Put (object) away". "
hate to be a killjoy but a adventure game fan doesn't need encouragement to be a kleptomaniac, the genre is pretty much built on that assumption. Once an item is picked up, why would you put it back down again unless it was required for a puzzle, in which case having it randomly appear back in the inventory would annoying at best, or a cheap death if that action had to be done quickly to avoid a game over.
The only reason an item would need to be put down is if there was a limited size inventory, but then having lots of useless items would create a combination explosion (assuming item combination exists), could expose the combinatorial backbone of the adventure and ultimately frustrate the player.
we have to remember that we cannot force the player's hand directly, only influence them. like little voices it their head would.
like the idea about descriptions changing though
I am thinking maybe you can have certain objects associated with primal fears or personal fears that affect the view of the character when in proximity to them. example, vertigo: when near edges of cliffs view becomes distorted, making the actual position of the edge hard to determine. Players will fear cliffs as much as the PC would.
Just to make sure, if any of the people who posts in this thread disappears suddenly; it wasn't me.Flig said:This definitely sounds like an interesting game, however the meters would be best if hidden from the player, and never actually mentioned. Don't let people know that the game is about insanity, have the main story have no mention of insanity until the players are too far gone to change anything. Don't advertise it as a game about insanity, do everything you can to avoid people having any knowledge of the insanity mechanic until they've actually felt it's effect. Hopefully people talking about the game won't mention this mechanic to non-players, the whole "spoiler-warning" mentality should come into effect here. I'd love to play this game if you ever develop it. If you need anybody to playtest...
I was think more in direction of a bar for each kind of insanity we decide to use. And then have a "combination count", so that when this and this bar both gets to that much they will add another negative.ManInRed said:I think the first step in probably setting up this system is categorizing insanity states, so you understand how different disorders are related and what behavior a character can perform that would be signs of a disorder.
Probably the simplest way to split mental disorders in an RPG, would be Depressive vs. Maniacal. Depressive status effects would include: slow, sleep, stop, etc. Maniacal status effects would include Confusion and Berserk.
If you want to get more complex in mental disorders, you can follow how psychologists have categorized these before. You would get something like:
Cluster A (odd or eccentric)
........Paranoid: irrational suspicions and mistrust of others.
........Schizoid: cold and indifferent.
........Schizotypal: characterized by odd behavior or thinking.
Cluster B (dramatic or erratic)
........Antisocial: disregard for the law and the rights of others.
........Borderline: extreme "black and white" thinking.
........Histrionic: attention-seeking behavior.
........Narcissistic: need for admiration and a lack of empathy.
Cluster C (anxious or fearful)
........Avoidant: sensitivity to negative evaluation and avoidance of social interaction.
........Dependent: dependence on other people.
........Obsessive-compulsive: rigid conformity to rules.
So the three general behaviors would be: do you don't act human, are you too willing to act out your emotions, or are you too unwilling to act out your emotions. (Which probably suggest have a current 'emotion' to be part of more complex system.)
If you mix these together, I suppose the simplest way to look at your current sanity if from the scales:
Anxious - to - Erratic
Depressive - to - Maniacal
Rational - to - Irrational
Where sane would be having a level in the middle of all three of those scales. And as you moved to the extremes of any of these scales, you be going insane. Once you work out what you want the disorders to be, it should be easy to throw them on these three scales, with each disorder requiring a combination to be high, mid or low in each scale. That gives you 27 sanity states.
No haha I mean I'm good at programming but don't know the syntax of many languages.feather240 said:What do you mean by opposite? "042rehtaeF"?Rockchimp69 said:Hehe I'm the complete opposite.feather240 said:I'm not a very good a programmer, but I know the syntax for a few languages. Working on C right now. If you need any help I'm here.
Yeah this idea sounds great I was thinking the other day why so many games like to use 1 dimensional bars for things instead of more complicated systems.
It's not like the player needs to see them![]()
Well that's probably better. What language do you know?Rockchimp69 said:No haha I mean I'm good at programming but don't know the syntax of many languages.feather240 said:What do you mean by opposite? "042rehtaeF"?Rockchimp69 said:Hehe I'm the complete opposite.feather240 said:I'm not a very good a programmer, but I know the syntax for a few languages. Working on C right now. If you need any help I'm here.
Yeah this idea sounds great I was thinking the other day why so many games like to use 1 dimensional bars for things instead of more complicated systems.
It's not like the player needs to see them![]()
Bit of C#, Lua and all of expression 2 from garry's mod.feather240 said:Well that's probably better. What language do you know?Rockchimp69 said:No haha I mean I'm good at programming but don't know the syntax of many languages.feather240 said:What do you mean by opposite? "042rehtaeF"?Rockchimp69 said:Hehe I'm the complete opposite.feather240 said:I'm not a very good a programmer, but I know the syntax for a few languages. Working on C right now. If you need any help I'm here.
Yeah this idea sounds great I was thinking the other day why so many games like to use 1 dimensional bars for things instead of more complicated systems.
It's not like the player needs to see them![]()
When I read the title for this, I immediately thought about the Malkavians from Bloodlines (Played as one through my first playthrough. Thought it was brilliant and mindfucking at the same time.) I LOVE the idea of insanity text based adventure.conflictofinterests said:So, I was playing Vampire the Masquerade: Bloodlines, recently as Malkavian and found that there was a really great mind-fuck moment, when my expectations of the game masked the preposterousness of a situation which I later on learned was brought on by my character's crippling insanity (a trademark of Malkavians).