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Old Guard / IF Central Command Post / Out of Character / Only 96 Days Until RPG Maker 2!
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Emotions Legend
[quote][b]Remus (Sep 08, 2003 11:25 a.m.):[/b] Engine permitting, I intend to implement a system in this game which visually simulates Xan's empathic abilities. This unique feature would actually allow you to [i]see[/i] the emotions of NPCs as an aura surrounding them, whose color corresponds to their emotional condition, as determined by an emotional spectrum. Here is a protorype of that spectrum. Should anyone happen to be reading this who is not me, PLEASE post input here with ideas, as this feature requires serious fine-tuning to work. The prototype: The emotion spectrum can be conceived of as a 3D cube, with each axis counting up one of the three primary colors: red, green, and blue. In other words, we have three scales: red, green, and blue. If you've used Photoshop this shouldn't be too hard; think of the RGB sliders. Now, these colors represent the "primary" emotions: Passion(R), Greed(G), and Fear(B). Passion: emotions that are fiery or hot. This includes both love and hate. Kat would register firmly in the red [i]all the time[/i]. Greed: this includes envy, lust, and other emotions which involve wanting. Ambition is a prime example of a solidly green emotion. Fear: of anything, really. Fear of danger, fear of rejection, etc. Blue would also encompass emotions like caution or distrust. So by adjusting these scales, we can create a visual representation. There are some examples on a 1-10 scale: Love: R10 G03 B01 Hate: R10 G01 B03 Envy: R05 G10 B05 Lust: R07 G10 B03 Ambition: R03 G10 B01 Fear (Danger): R05 G01 B10 Fear (Rejection): R03 G05 B10 Distrust: R03 G01 B10 You get the idea. The interesting thing about this feature is that, while the basics will be explained (somewhere) to the player, there will be no translator which will read these stats and tell the player specifically what that character is feeling. The player is being given access to Xan's perceptions, and it is up to the player to interpret those perceptions. So while the player would have trouble telling whether an NPC's current emotion is fear of danger or distrust (as there's just that slight difference in the red tint), they'll be able to tell the difference between fear of danger and, say, lust. Another feature I may include would be intensity of emotion. In this case, major characters (be they party members or NPCs) would be assigned a certain number of points pased upon how emotional they are. The stronger that character feels emotions, the more points they get. These points would then determine the strength of their moods, as they would be distributed between the three primary emotions. So characters who are fairly cold might have, say, 10 points to distribute between the three primaries, whereas a character who feels with the volume turned up might get as many as 25. Of course, not all the points would have to be distributed for any given situation ("OH MY GOD! CEREAL! I'M SO [b]HAPPY[/b]!!!"). These would represent the limits to which these characters are normally able to feel. In the case of NPC extras, they would probably be assigned a canvas number, like 15. If they're important enough to need more, they aren't extras. Thoughts? Suggestions? Emotion is such a subjective topic that all opinions are greatly appreciated.[/quote]
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