Ursus Quest: Tree of Life, unlike the previous installment, is NOT about exploring the world, but about exploring a small part of a world. Because of this, the game will be richer and deeper...just not as expansive.
At the beginning of the game, you pick whether you want to play as the male hero (Victor), or the female hero (Zoey). At the next major life event, your character ages one level, and becomes 1 of 4 different adolescent characters, depending on your choices and actions during your 'child' stage. From the adolescent stage, you can become one of 8 different 'adult' characters...again, depending on your actions during the adolecent stage.
Here are the main character trees:
VICTOR
ZOEY
I think I'm going to track this with just 1 variable.
variable X = 01 child Victor
variable X = 02 child Zoey
variable X = 03 adolescent Victor 1
variable X = 04 adolescent Victor 2
variable X = 05 adolescent Zoey 1
variable X = 06 adolescent Zoey 2
variable X = 07 adult Victor 1
variable X = 08 adult Victor 2
variable X = 09 adult Victor 3
variable X = 10 adult Victor 4
variable X = 11 adult Zoey 1
variable X = 12 adult Zoey 2
variable X = 13 adult Zoey 3
variable X = 14 adult Zoey 4
The only time I really HAVE to check this variable is when one of the 3 'life-changing' story events happens. Ok, so someone asks you a question like 'what is the most important thing in the world to you?' And then gives you 2 options:
A - Strength
B - Compassion
(this is just an example, but you get the idea.)
This event will check to see your current X amount before it asks you this question, and depending on your response, it will go something like this:
*
If you're child Victor (variable X = 1) and you choose...
A (Strength), your X var. amount will be changed to 3
B (Compassion), your X var. amount will be changed to 4
*
If you're child Zoey (variable X = 2) and you choose...
A (strength), your X var. amount will be changed to 5
B (Compassion), your X var. amount will be changed to 6
Later, when one of the life-changing story events happens, it again checks for your X variable, and will then 'transform' you into whatever value X holds. (It actually is simply adding 1 character, and removing another.) I'm sure I'm going to have LOTS of gender-bending/reverting back to childhood bugfixes to mull over, but at least they should be entertaining.
The same thing could happen going from Adolescent to adult. The previous options would not have to be there, since they were already covered in the previous event. In other words, it wouldn't have to check and see if X was (1-2), because at that stage in the game it would HAVE to be at least 3...you see what I mean? I think a simple 4-way val-conditional branch should suffice for each life-changing event. We'll see.....
I think I'll make the point of the adolescent era to be to reach level 8 on any one quest. After that, you become an adult. Each quest path will grant a player not only the highest-level quest item for another quest path, but will grant a stat bonus...depending on what quest class you complete. Regardless of what quest path you pick, your appearance is set in stone. If you want a different appearance, answer the corresponding questions differently (IE, give 'pro artist' views, even though you plan to be a thief...or whatever).
FAME:
In 'Tree of Life', there will be 2 kinds of fame - 'Quest Fame', and 'Overall Fame'.
Quest Fame is only checked by a particular questmaster, so there are 8 variables to check these values...one for each quest path. Upon completing a quest path, your quest fame is tallied, and your reward varies depending on your score.
Overall Fame is a running record of all your actions in the game, and controls several things, primarily NPC attitudes toward you, but other things, as well.
- Your Quest Level (1-8) - this is the level of your quest
- Your Quest Fame (1-80) - this is for each quest path
- Your Overall Fame (1-700) - total for all deeds
QUEST PATHS:
The meat of the game revolves around interaction with NPC's, eight of which need your help in a bad way...these NPC's are the source of the 8 quest paths...and each of these have 8 subquests within them. These paths can be completed in any order, but each subquest will check to see which set of 'quest tools' you are using (4 levels), and alter your 'quest fame' and 'overall fame' accordingly.
Since there will be 4 tiers of quest items, I've decided to give them all a prefix, depending on the level.
Basic Harp
Good Harp
Great Harp
Supreme Harp
or...
Basic Bandit Gloves
Good Bandit Gloves
Great Bandit Gloves
Supreme Bandit Gloves
This way, there's no mistaking which level you have...as there's a system to it. Also, I think I will remove the old versions of the treasure, and replace them with the new one. In the same event where the treasure is gained, I could add a message to the effect of 'your harp became a 'Great Harp!'
Speaking of moving treasures around, the TRADER quest path is looking very promising. Maybe I should NOT be removing the lower versions of the treasure items, so that they can be traded. Only thing is that you would be automatically using the best one...why give the option to use an inferior tool? There will be plenty of other treasure items in the game to trade...like the pieces of music from the 'musician's guild' quest.
Since I can't have a treasure set as the requirement for an event branch, I'll have to track all of this with variables. There's going to be a LOT of variables in this game.
Y = (quest item variable)
Y = 1 (you have quest item 'A') - Basic
Y = 2 (you have upgraded it once) - Good
Y = 3 (you have upgraded it twice) - Great
Y = 4 (you have upgraded it 3 times) - Supreme
After each event where the quest item is 'used', variable Y is checked, and you get one of 4 results, depending on the value of Y.
I'll need 8 of those, one for each quest item set.
The quest paths are not meant to be linear...you can do them all at once, or one-at-a-time...but in order to get a 'perfect' quest fame score in any 1 quest path, you HAVE to use the highest-level quest tools from the very beginning...which means (usually) avoiding that quest path completely until you have the best tools. Since the tool sets are all found (mostly) scattered within the 8 quest paths, this means that you have to do some other quest paths before you can get a perfect score in another one.
The rewards for completing a quest path vary, but you always get the highest-level quest tools for another quest path. The rewards for completing a quest path with a perfect score vary also, but include things like being able to marry that questmaster, or access to other lands, characters, or items which are exlusively obtained this way.
A general overview of each quest path:
ARTIST Gain fame by making sculptures and portraits of people
THIEF 8 Highest quest tools...8 quests to steal them. It's your karma, dude.
SAINT Atone for your sins by living virtuously
COOK Gain fame by cooking, and make money by opening your own restaurant.
TRADER Learn the ropes of trading, and ultimately open your own chain of trade depots.
ARCHAEOLOGIST Uncover and explore ancient ruins for fun, fortune, and glory!
ROMANTIC Regardless of your character's gender, you can flirt with ANYBODY (almost) in the game. How well you do can ultimately result in either rejection or marriage, and after a sucessful union, you can either have a child, or adopt one.
MUSICIAN Locate and 'gather' your fanbase by playing for them. Become famous when you achieve 'standing room only' at your shows...where you actually perform for your adoring fans!
At this point I've made a good start on a map...basically a town on a small, flat acropolis in the center of a larger area, which is divided into 8 different areas by water, mountains, or other obstacles. I've also made most of the characters, and tested most of the quest event concepts...they all work great. WuHEWww!!
NPC Modes:
All NPC's will wind up having many different modes, and these will be switched mainly by your overall fame, but also by things like your quest levels and life stage.
MODES that each character will need (so far):
1 -
Child hero mode - Only active during main character's child stage.
2 -
Adolescent hero mode - Only active during main character's adolescent stage.
3 -
Basic mode - This is your 'mode switchboard'. Choices you make here give you access to the others.
4 -
Shun mode - No one will talk to you until you convince them you've turned over a new leaf.
5 -
Fan mode - Gives special messages after achieving high quest/overall fame, then goes to mode 3.
MODES that only CERTAIN characters will require:
- QUEST MODES - 10 modes total
* quest level 1
* quest level 2
* quest level 3
* quest level 4
* quest level 5
* quest level 6
* quest level 7
* quest level 8
* quest complete
* Quest Item Stolen
- 'Love mode'
...and 1 mode (hopefully) for each of the following:
NPC Options:
- Chat
- Quest
- Flirt
- Info
- Join
- Play Music
- Portrait
- Cook
- Trade
- Steal
Of these, ALL characters will have FOUR.
Here's two possible examples:
Character A -
- Chat (this option can alter your fame, give items, etc.)
- Trade (this character is looking to trade treasures)
- Join (this character is a possible party member)
- Flirt (this character is a possible spouse)
Character B -
- Info (this character provides helpful clues)
- Quest (this character is one of the 8 questmasters)
- Cook (this character is hungry...you want to feed em?)
- Play Music (this character is a potential fan)
So...there are 10 potential audience members, 16 potential mates, 8 potential questmasters, 4 people
you can cook for, etc. But figuring out who gets what may prove to be REALLY hard, especially since they overlap. :-/
I have a plan, though. I'm just going to finish making ALL of the characters, and see which 8 I want to be the questmasters, which 16 I want to be marriable, etc...until I start running into characters who have all 4 slots full already...or I start running into characters with 1-2 slots open...in that case, THOSE I'll just give 'INFO' or 'CHAT'
IF I HAVE 30 CHARACTERS:
that's 30 x 4 = 120 possible 'action' slots
- 4 have 'cook'
- 16 have 'flirt'
- 8 have 'trade'
- 8 have 'quest'
- 12 have 'steal'
- 12 have 'portrait'
- 10 have 'play music'
- 7 have 'join'
- 20 have 'chat'
- 19 have 'info'
That allotment is probably going to be adjusted a bit here and there, but it's a good start.
I REALLY need to work out just EXACTLY how many modes each NPC action will take...because I will probably not be able to give them 'quest' and much else...'quest' alone will take up 10 modes out of the 20. this means that if someone has 'quest' as one of their options, their further options will be limited...they only have 10 modes left. Also, ALL of the NPC's will need some slots to remain open...for things like 'shun mode', 'baby hero mode'...etc.
I'm going to try DESPERATELY to fit all of these into that amount of modes...without having to add modes, or segue to other events. Also, these are ALL just ideas...I haven't actually tried to code any of this yet. It can all be easily done, but whether it can be done in 50 lines of code per mode, and 20 modes remains to be seen.
*A few experiments later...*
JOIN - 1 mode (2-way val-conditional branch, checking for 'number of people in party' variable, and maybe other things)
STEAL - 1 mode (4-way val-conditional branch, checking for your 'glove' quest item level, within a 2-way val-conditional branch, checking for whether you've already stolen from them or not, within another 2-way val-conditional branch, which checks to see if you have the 'glove' item)
INFO - 1 mode (4-way choice branch)
CHAT - 1 mode (4-way val-conditional branch, checking for 4 different levels of overall fame)
COOK - 1 mode (4-way val-conditional branch, checking for your 'Dish' quest item level, within a 2-way val-conditional branch, checking for whether you've given it already or not, within another 2-way val-conditional branch, which checks to see if you have the 'dish' item)
TRADE -
FLIRT - 1 mode (4-way val-conditional branch, checking for your 'romance' quest item level, within a 2-way val-conditional branch, checking for whether you've already married or not, within another 2-way val-conditional branch, which checks to see if you have the 'romance' item)
PORTRAIT - 1 mode (4-way val-conditional branch, checking for your 'art' quest item level, within a 2-way val-conditional branch, checking for whether you've drawn them already or not, within another 2-way val-conditional branch, which checks to see if you have the 'art' item)
PLAY MUSIC - 1 mode (4-way val-conditional branch, checking for your 'music' quest item level, within a 2-way val-conditional branch, checking for whether you've played for them already or not, within another 2-way val-conditional branch, which checks to see if you have the 'music' item)
I'm actually rather surprised that a lot of these won't require more modes, so even if I have to add a mode here and there, I should still have enough modes to give anybody pretty much whatever I want them to have. I mean, I'm looking at the list...and a LOT of them say '1 mode' when I expected them to say '2-3' when I was first thinking about it.