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Morality System
Evan Miller edited this page Jun 8, 2021
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1 revision
- Win a race with a fast car
- Help towns people fight off the creatures
- Buy from merchants
- defeating enemies
- completing quests
- theft
- violence to friendlies
- robbing a bank
- harassing or harming others
- If really really super good, something bad happens to the player
- lower prices from merchants
- title or gift or knighthood
- good creatures like you
- If really really super bad, something good happens to the player
- jail/prison when in town
- payback / confiscation
- can't shop at all - people scream thief
- evil creatures like you
- enemy turkey, must be killed to take velociraptor.
We have a basic counter for good and evil deeds. When the player does a good thing we increment the good counter. When the player does an evil thing we increment the evil counter.
Should we call this karma?
good_counter = 0 # goes up when we do good
evil_counter = 0 # goes up when we do evil
We can make the good/evil dichotomy more granular if we wish:
empathy_counter = 0 # go up when we are empathetic
theft_counter = 0 #
violence_counter = #
friendship_counter = #
greed
gluttony
courage
bravery
honor
peace