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Help me gamify all these emotions!

Posted: 06 Nov 2016, 18:47
by Amake
So I'm going to try making a simple game about relationships in a small rural village. The idea I have for making a conversation simulator where you can switch between controlling both characters involved is to give the player character a limited number of general-purpose dialogue options and then you have to carefully listen to your NPC's response. The worry I have is how close to basic human thoughts and feelings and priorities this list of keyboard commands are:

Indicate mood:
1: Lost
2: Sad
3: Frustrated
4: Afraid
5: Disgusted
6: Happy
7: Surprised
8: Impetuous
9: Agreeable
0: Unknown

(I'm hoping I won't kill myself programming NPC responses for combinations of two emotions at once.)

Say:
U: How are you?
I: What do you want to do?
O: What can I do?
P: Penny for your thoughts.
H: Yes.
J: No.
K: Help.
L: I don't know.
V: Come.
B: Leave.
N: Be honest.
M: Lie.

Now, this is just an outline written at 3:30 in the morning, so please don't be afraid to tell me how messed up it is. I'd welcome any suggestions or discussions of how to improve, simplify and/or complicate these controls. As for the game's characters, plot, setting, art direction and all that jazz, hope you don't think me brusque but I'd like to focus on getting something done rather than talking about it.

*off to learn to use Unity*

Re: Help me gamify all these emotions!

Posted: 07 Nov 2016, 12:36
by Amake
Boy, how tired was I when any of this seemed like a good idea? Let's say no more of this thread while I simplify a lot of things.