Simulating "real" feelings and moods in gal-games
Posted: Fri Nov 19, 2010 3:23 pm
This is a theorization thread, and I'm not sure if this or something similar can be achieved with renpy, but at least i can hope that some1 who's good with programming can show me the way. If you like this idea, feel free to steal it, as long as I get to play it.
If human thoughts are like the commands of a program, then feelings are something more vague, like a color painted over the whole thing. And this is what my idea is based on. At any given moment, the girl is in a state, described by colors which then reflect feelings and moods. Some colours open up new routes and change the way the girl acts and speaks, while others block up routes. Depending on player choices, one color can only turn into a set number of different colors so it affects your story progression too. The colours are as following:
White: Neutral, a colour that can turn into any other color.
Green: Friendly, the girl likes being with you but turning these to feelings to love will take time and effort. Can turn into pink or yellow.
Yellow: The girl is active and having fun, rushing head first into new things which can be good some times and bad on other occasions. This colour can turn into pink or black.
Black: The girl is depressed, only routes available are to red and green.
Red: Hate, playing with this color is like flipping a coin, the only routes available are rejection and turning to pink.
Pink: The colour of love, ending route opens up.
Of course, one could just write an incredibly complicated and branching game script tree with a starting point, branching into red, yellow, green and black routes, with a different bit different endings for each route. Kinda like this:
(of course, there are multiple events and questions in each color route)
However, this still limits the choices possible to the player, what I really wish to see someday is a simulated personality that simply has things she likes and dislikes, a huge variety of reactions and things to do and it simulates the moods and feelings too, maybe like this, maybe some other way.
If human thoughts are like the commands of a program, then feelings are something more vague, like a color painted over the whole thing. And this is what my idea is based on. At any given moment, the girl is in a state, described by colors which then reflect feelings and moods. Some colours open up new routes and change the way the girl acts and speaks, while others block up routes. Depending on player choices, one color can only turn into a set number of different colors so it affects your story progression too. The colours are as following:
White: Neutral, a colour that can turn into any other color.
Green: Friendly, the girl likes being with you but turning these to feelings to love will take time and effort. Can turn into pink or yellow.
Yellow: The girl is active and having fun, rushing head first into new things which can be good some times and bad on other occasions. This colour can turn into pink or black.
Black: The girl is depressed, only routes available are to red and green.
Red: Hate, playing with this color is like flipping a coin, the only routes available are rejection and turning to pink.
Pink: The colour of love, ending route opens up.
Of course, one could just write an incredibly complicated and branching game script tree with a starting point, branching into red, yellow, green and black routes, with a different bit different endings for each route. Kinda like this:
(of course, there are multiple events and questions in each color route)
However, this still limits the choices possible to the player, what I really wish to see someday is a simulated personality that simply has things she likes and dislikes, a huge variety of reactions and things to do and it simulates the moods and feelings too, maybe like this, maybe some other way.