Re: Possibly Seeking Code Help

I want to go beyond the check-box sort of deal.

Let's say that you're in a tower, and on the third floor you come across a locked door. You obtain the key, unlock the door and, lo and behold, there's a prisoner. Simply by going out of your way to have unlocked his room will be enough to get you whatever that particular side-quest entailed. If you did the dungeon without rescuing the prisoner and never came back, then let's say his wife, who's back in town, will always pine for him and will never help you (whereas releasing him causes her to react more favourably toward you).
I do like that actions might sometimes change how people deal with you but I want to stay away from check boxes or simple radio buttons to select. I like the player having to go find stuff, or bring things to the right person, rather than just clicking a box after a "Will you rescue or kill the princess?" prompt.

I am thinking that there are three villains, r eally. The main one starts out being angry and frightened, and by the end has simply become desperate to keep what he has at all costs. Not evil, per se, but letting him have his way is going to hurt a whole lot of people. The second villain is related to the first, and knows in her heart that what's going on is wrong, but can't find it in herself to take the right side. The third starts out quiet and fairly unknown, just helping the antagonist's cause, and then I think something's going to happen that sends this last villain rogue in a big way.

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