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Alignment
Alignment is a core part of the RPG's progression system. Progress is tied to dialogue and other non-combat decisions, rather than typical experience-based advancement. The player's alignment score impacts NPC interactions, item use, and even skill options.
Classes and quests are cool, but in this duck-based RPG, alignment is the most important system.
Alignment is represented by a graph on the character panel. Similarly to D&D, the graph will feature Good/Evil and Lawful/Chaotic as the primary axes. However, a secret axis also exists, which extends in the z-dimension and defines the player's sexiness. Sexiness is not visible by default, but the player will be able to do certain undetermined actions to reveal this access in the UI.
A key aspect of this UI element is that it is "dope as heck".
Every dialogue option and choice available in the game has an associated alignment change. Based on the way the player progresses through the game, their alignment score will reflect those decisions. The player's initial alignment is based on the options chosen during the tutorial sequence.
Likewise, the player's current values on each alignment axis are directly used in several aspects of gameplay. Most notably, NPC interactions are influenced by the alignment system in multiple ways:
- Dialogue option availability
- Aggressiveness of certain NPCs
- Effectiveness of skill checks
- Etc...
Certain items or even skill choices may also be locked behind alignment thresholds.
The sexiness axis of alignment unlocks special dialogue options and skill checks much like lawfulness or goodness. However, at high enough sexiness values, the player can also unlock the Sexy Duck customization option. This will likely be implemented as a new class option.
The VGDC rpg is currently in early development stages. All the information in this wiki is subject to change.
Join us on Discord to get involved.
> Home
> Our Team
> Milestone 1: αω plasmashark
Setup
> Merge Conflicts
> Using GitHub
Tools
> Behaviour Trees
Character
> Level Progression
> Alignment
> Inventory
Gameplay
> Gameplay Loop
> Combat
> Quests
> Items
> Dialogue
Art
> Art Style
> Thematic Decisions
> UI
Music + Sound
> Inspiration Board
Story
> Prologue