Procedural RPG OT: every action has consequences

Viewing single post

Started by Legend, Apr 20, 2019, 09:02 PM

previous topic - next topic

Legend

Animals and humans have a few survival stats.

Hunger
Thirst
Sickness

Health
Energy

The top three are stats that can be directly managed while the bottom two can only be improved by improving the others. If an animal is very sick then their health will decrease over time until they die.

When eating something, the item has 3 values to affect the first three stats and a third value that can hurt the eater. For example a beer would slightly decrease hunger, greatly decrease thirst, and super slightly increase sickness. A sword however would increase sickness and directly hurt the eater (why would you eat a sword lol).

Hunger and thirst can not go below zero. Sickness can go below zero and speed up recovery.


Items can be seen, smelled, or heard. Animals have a good sense of smell and can notice a pie in your backpack before they notice you.

Memory is something I'm not sure about. Things should be able to remember what they have seen in the past but I don't know a good way to program that. Simple method would be snapshots of the world with old information but that would use way too much data.