https://youtu.be/LiRetz8yHH4?t=45s
I worked on the top-dialogue for the player/npc interactions for the first time, which are the situations where the player instigates a scene with an npc, for either fun or punishment.
Since it would be rather cruel if the player could just walk up to an npc they know and order them a punishment for no reason, I've considered having a sort of timer that resets after every punishment, and until that timer goes down you can't give another one to that same character. It would be a way of building up "bad karma" while the player is out adventuring, and sort of justify them going to a person and spanking them. There could be multiple levels that can be reached as well, where if enough time passes without the player giving a spanking to them, their behavior get's worse and worse which warrants a harder punishment at longer time periods.
However, if the time goes too high without the player visiting them, it's assumed that another character who has authority over that particular NPC spanked them while you were away (like a brattyness overload sort of deal). The npc could even mention this if you leave for a long time, return and then try to punish them.
This system's path is shown in the graph above. I think it will give another sense of depth and life into the game. The tricky thing will be how to make it so that the time passes in a genuine way for each potential character... I think what I could do is just set up one "timer" that increases the level for each character. It can be a bit awkward, since that means an npc's level can increase right after a punishment, but this way would cut the amount of variables needed in half.
Durandal
2017-05-11 05:39:13 +0000 UTCBagool
2017-05-11 02:46:25 +0000 UTCBagool
2017-05-11 02:45:56 +0000 UTCDurandal
2017-05-11 02:20:08 +0000 UTC