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Pull request #36 introduces a faction system to the game. When each in-game city is generated, it is assigned one faction from three possibilities: good, neutral, and bad.
Any character that spawn inside this city will also share the same faction, the entire city will be populated by this faction. When two characters from enemy factions come in contact with each other, (a good character and a bad character) they will run at each other and attack.
One more planned feature of this system that is not yet implemented is dynamic character factions. Just like every character is aligned with a particular faction, the player as well will have a faction alignment. However, this alignment will change over time, depending on actions that the player takes. For example, if the player spends time with, trades with, or takes quests for good characters, their faction alignment will shift towards the good side. Eventually, characters of the bad faction would begin attacking the player on sight.
The text was updated successfully, but these errors were encountered:
Pull request #36 introduces a faction system to the game. When each in-game city is generated, it is assigned one faction from three possibilities: good, neutral, and bad.
Any character that spawn inside this city will also share the same faction, the entire city will be populated by this faction. When two characters from enemy factions come in contact with each other, (a good character and a bad character) they will run at each other and attack.
One more planned feature of this system that is not yet implemented is dynamic character factions. Just like every character is aligned with a particular faction, the player as well will have a faction alignment. However, this alignment will change over time, depending on actions that the player takes. For example, if the player spends time with, trades with, or takes quests for good characters, their faction alignment will shift towards the good side. Eventually, characters of the bad faction would begin attacking the player on sight.
The text was updated successfully, but these errors were encountered: