Be descriptive.
So, I want to implement a feature that is very similar to Harvest Moon style games. My game will have RPG turn based combat, a very involved crafting system, fishing system, Vegetable planting/harvest system (Got this implemented and working, so excited!) and a "Friend" system.
I want the Friend system to feel dynamic but without adding the immense amount of depth the harvest moon games have.
- Describe how you're planning to implement the feature.
To implement this I'm planning on having a few variables that track everyone's chatter.
The first variable is \V[NPC-NAME-HERE daily] Which would check whether or not you have already spoken to said NPC that day (I should mention "days" only pass inbetween quests, so I can manage how many days the player can utilize without them just growing tons of crops and ignoring quests in favor of lots of money). If you haven't spoken to that NPC the variable would be at 1, once you speak to them you recieve daily/current event speech text from them ("Oh, \N[5]! We all heard that loud roaring after you left for the Forest yesterday... Did you see the Toad monster? I'm so glad you're all right!") And then the variable for that particular npc would be set to 1.
If you have spoken to them then you would instead get the "Character Building" text, which gives you insight into that character's personality, life, and story. This also increases that NPC's Friendliness variable by one.
After those two conversations the NPC will cycle between a few flavor text chatboxes depending on your friend level.
And of course at certain friend levels you will be able to see events with each character giving you more insight into their lives and story. (I have 2 "Events" written for each character, 11 characters in all. I don't want more than this because the writing is already done and I'd prefer to not add more Events to maps, to ensure they can all roam freely without colliding with unplanned event locations)
- Note your inspiration(s) or offer an example.
Essentially this would work like Harvest Moon or Rune Factory, except without the marriage aspect (That's a huge amount of work, and I'd rather keep it simple enough to be interesting but also simple enough to keep the focus on the main story, farming, fishing, and battles)