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relationships and family


Tsukune117

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ahh. ive gotten this far with what i believe to be failed ideas but if you guys don't like this idea i have in plane, i don't wont know how to impress you. so here is my new idea. (please dont talk about how the programmers would be able to do this and how hard it would be. its just a suggestion. but please reply away)

 

relationships

what i would love to see is a new ribbin icon for npc chat called relationship. this is where you can increase or decrease your relationship with that npc. it could be giving them a gift, or doing a personal mission for them such as getting there teddy bear etc. you have a releationship bar for each character that you meet. most being neutral at first. but robbing or stealing there stuff for example will make them give you a negative view. not allowing you to buy stuff off them or let them join you. on the other hand being very good for them can open more dialogue options such as flirting, embracing, high fives and getting drunk can improve your relationship with an npc. these will help create a full choice of becoming friends, romantic partners, or just plain friendly companions. these will allow your character to get benefits such as having social friends, companions, guards, traders, or just loyal acquaintances. their will be other benefits such as free gifts etc.

 

family

you can start families with romantic partners by having intercourse. although their are some requirements= need to know RI for at least a week, need to be near a bed to do the action, need to have the RI as a companion, need the companion to agree (some may disagree randomly if not ready) it will fade black until the time you have mated for. usually a day or two later, your ms will become pregnant and will have you collect some items to help with the pregnancy. Note you need three friends to help with the birth. you will have to collect some milk, towel, pillow, book, surgical scissors, drugs etc. (may change depending on NPC). when the child is born (probably a week) a cotton will be spawned next to the bed you mated in, (make sure you have intercourse in a safe area or base). 

 

baby

while  the child is in the cotton you will have to go on supply runs to collect milk and apple sauce to feed it. if not fed for two days your child will die from starvation and your romantic interest will look towards you as negative and might even try and kill you. you can feed your child once a day. interactions will be made that will allow the user to interact with the baby. such as adoring it, hugging it and tickling it

it will take a week for a baby to turn into a child

 

child

when a child, you can teach him to read by gifting him dictionary etc. you can also teach him anything you can be taught in a more fartherly way such as teaching him fish, read, cook, hunt, use weapons etc. if zombies are nearby and you are in stealth, your child will succumb and freak out scrunching up on the floor, in these cases you will have to pick him up and run to a safe area, or tuck him in bed. it takes two weeks for a child to turn into a teen

 

teen

when a teen all the skills you have taught him will go in affect. he will be able to defend himself, survive in extreme cases and become your companion were you can the same skills but now you can teach him firearms. allowing him to get better will benefit you both in the game. you can choose what he wears and equips. teen is the oldest your child can get and will stay this age for the rest of your game play

 

added feature that dosnt need to be in if you dont want to

this is when your characte dies. you could choose to reload your last save or continue playing as your child who will automaticly become a man and you can custimize his characteristics etc.

note that the skills you taught him will be on his character info when played.

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There is used in the context "there is a chicken in my garage."

They're is used in the context  "they're coming!" (They're stands for they are)

Their is used in the context "we want their farm!" (their is used then talking about people in a possessive sort of sense.)

 

For more info:

 

 

I'm pretty sure most of these ideas are planned. (excluding the children)

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Your suggestion kinda sounds like The Sims rear-ended Zomboid on a lonely country road. Then Zomboid bit out it's throat :P

 

Seriously though, setting up former family/friends/relationships before the time of the zombie outbreak could be a nifty thing to add to character creation though. Kinda like character traits. If you're supposed to have a cousin/parent/sibling that lived in Kentucky, you could have a whole battery of things happen. A sense of dread as you enter their home, only to find the floor covered in blood and the door beaten down. Knowing that they always kept a rifle in the tool shed, or feeling a sense of grief as you pass the park you and your nephew went every weekend for an icecream. Moodles/text prompts that pop up in randomly determined places depending on what you set up in other words.

 

Little things like that. Things that add a little spice and flavour to your character's backstory, minimally affect the gameplay itself, but making you feel more attached to them overall. Just think. Your cousin Frank said he had just moved into a two-story house in West Point, that his wife really liked the red brick construction. You also know Frank is a bit of a gun nut, and the chances of you finding something to use at his house are high. But at the same time, you don't know where the house is, only that it's made of red bricks. Bam. There's a little objective for the player to complete.

 

I dunno. The best kind of implementation of character relationships, at least family related ones, would be as backstory elements that add a little flavour to the game without changing the gameplay, You could completely ignore the entire thing, not take any character backstory traits, and play the game just fine.

 

At least, that's my five cents :P

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I'm curious why anyone would want relationships in this kind of game?  I know it is a survival sim trying to be as realistic as possible, but is this mechanic needed?  I have never had the urge in a video game to pretend I had some kind of virtual family.  Is it normal for people to be able to role play feelings of endearment for a virtual character?  Am I just dead inside when it comes to video games?

 

Someone find me a pixelated wizard, so I can wish for a heart.  Although I would probably just eat it when I got it.

 

The short answer of my two cents is this: I will never give two shits about an NPC besides what they can do for me.

 

[NOTE: Please don't take this as just another person shooting your idea down, Tsukune.  It is just my opinion and an honest question why someone would want this. :)]

 

I guess an appropriate title for me would be 'Virtual Sociopath'.

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The relationship between player and NPC can be very interesting.

NPC could be us so faithful a friend, he decided to follow us.

Or conversely, he hates us so much that pulls us over he sees us!


(As against the idea of ​​having an heir and recover some XP I proposed and it did not much :P )

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