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    Chasing the elusive "perfect ending"!

    Multiple endings are a staple of many RPG's, and if you want to include them in your RPGM3 game, it's a piece of cake.

    So, lets say you want to rank players based on what kind of achivements they did. We'll make a theoretical game with the typical objective of rescuing the princess. Now, this is important: rescuing the princess DOES not get counted in any way for the multiple endings, since its a requirement to end the game at all. But lets say the King and Prince are locked away as well, and the game DOES not require them to be saved. How do you reward the players for finding them? (Besides the typical sage advice and shiny sword). Simple!

    SCENARIO #1: Multiple Story based endings
    Free up a shared variable (I like to use 60) for this purpose. This is in addition of, not replacing, any variables/modes regarding freeing the prince/ king. Obviously, those will be needed, but I'm not including those.
    Now, lets say that freeing the King is harder then the Prince. So, we'll make the Prince worth "1 ending point" and the King "2 ending points." This game will have four potential endings:

    Only freeing the Princess (storyteller #1)
    Freeing the Prince and Princess (storyteller #2)
    Freeing the King and the Princess (storyteller #3)
    Freeing the King, Prince, and Princess: (storyteller #4)

    CODE ON THE PRINCE:
    Shared Variable 60: Increase by one

    CODE ON THE KING:
    Shared Variable 60: Increase by two

    ENDING CODE:
    Val Control Branch (shared variable 60)
    Variable =0
    Play storyteller #1
    Variable = 1
    Play Storyteller #2
    variable =2
    Play storyteller #3
    Variable =3
    Play storyteller #4

    SCENARIO #2: ITEM COLLECTION BASED ENDINGS
    Say that you want to reward the player based on how many, say, banannas they collected. It's just a bit different from scenario #1: most importantly, every single bananna found MUST INCREASE THE VARIABLE BY THE SAME AMOUNT. If this is true, it's pretty much the same: if you could potentially find 5 banannas, you simply treat the variables value as the number of banannas found: thus, if the variable equals one, play a storyteller that says "ONE BANANNA OUT OF FIVE."

    SCENARIO #3: A SINGULAR RANK MARKING MANY ACHIVEMENTS:
    This is the end all ranking system that includes every extra activity made in your game. You CAN have more important acts be worth more points, but it requires planning. Figure out every act in the game that should bump up the rank if done (remember, don't include required events.) Then, you have two ways to do it:

    scenario 3a: Every act is worth 1 point. Just treat it like scenario two, except instead of saying "ONE BANANNA OUT OF FIVE", you use the rank of the endings. (i,e: Worst, Bad, Normal, Good, Great, Perfect endings.)

    scenario 3b: Acts are worth different points. This is the hard one. First, add all of the potential points together: this is the Perfect ending. Then, add every combination together (yes, I really do mean EVERY ONE.) Then, disregarding values that are never used (i.e, it may be impossible to get a 14/15 in your game) rank the endings.

    And thats all there is to it!

    #2
    Re: Chasing the elusive "perfect ending"!

    Thanks a lot Hito for taking your time in posting this for me, I'd give you rep points for posting this, but I can't again

    I'll definately be incorporating this into my game, once again, thanks!
    Last edited by JPS; 11-25-2006, 07:07 PM.

    Here I come Pav, like the Kool-Aid man barging into a funeral! Oh yeah!

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      #3
      Re: Chasing the elusive "perfect ending"!

      Series 1 actually had 17 different endings you could get, revolving around if you played as good or evil, and also depending on which guild you joined (assuming you joined one). This was actually not that hard to do, taking into account one variable for guild (which was either a 1 or 2), and then a ranking for your alignment (which was between 0 and 200). I made val cond branches for each of these things, and thus got to one of the endings.

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        #4
        Re: Chasing the elusive "perfect ending"!

        Wouldn't their just be an easier, if less effictive way? Just have one event in the game have two modes, and you could use a yes/no decision. The only thing is, you would have to make two games really. Of course, thats only 2 endings, but for all those out there who don't really understand variables..... (me included)
        Kamekaze

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          #5
          Re: Chasing the elusive "perfect ending"!

          I don't understand. The player picking a yes or no answer determines the ending he/she gets? That kind of defeats the purpose of multiple (hidden) endings.

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            #6
            Re: Chasing the elusive "perfect ending"!

            This also seems like a counter-effective way to employ this technique as well. Sure, it makes sense if the question is something like "Male or Female?" or "Good or Evil?" but even then, you have 4 (semi-)obvious endings.

            Really, the best way IMHO to make seperate endings is just to make events that are obviously going to directly effect what happens after you defeat the end boss.
            A God from the Machine - Menander

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              #7
              Re: Chasing the elusive "perfect ending"!

              Well I was really suggesting that one choice could spin the game off in two directions. For instancce: Kill him or Don't Kill him. If you select don't kill him your by default good. From then on you make an entire different game from each point of view. Hey, I said less effective didn't I?
              Kamekaze

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                #8
                Re: Chasing the elusive "perfect ending"!

                I have about 4 different endings for Siren's Reef. Two for each girl.

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                  #9
                  Re: Chasing the elusive "perfect ending"!

                  Originally posted by kamekaze77 View Post
                  Well I was really suggesting that one choice could spin the game off in two directions. For instancce: Kill him or Don't Kill him. If you select don't kill him your by default good. From then on you make an entire different game from each point of view. Hey, I said less effective didn't I?
                  OR, it could turn out that that particular Pope is really the bringer of evil, so killing him makes you good...
                  A God from the Machine - Menander

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                    #10
                    Re: Chasing the elusive "perfect ending"!

                    Pope? But yes it could turn out that way...
                    Kamekaze

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                      #11
                      Re: Chasing the elusive "perfect ending"!

                      "Pope" being the first job-title to pop into my head that was associated with being good, thus making you bad if you were to kill him (her)...
                      A God from the Machine - Menander

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