Traveling can be lonely at times, why not get a companion
At the end a quest or during it, a companion can share with us their opinions before and after each choices we make. Their alignment can be randomly decided at character creation, giving different experiences each playthrough. I think it will add some depths to the game. It also makes "falling unconscious" respawn reasonable, by having someone carries us back.
The companion can also help us train some skills when reaching certain levels (maybe every 4 levels like us, or 8?). It won't have much effect on powerspikes, because most are level locked, while making reaching special skills like fracture/taunt/rejuvenation/concussion more easily. Let's face it, while those skills are indeed interesting, most players give up the idea of acquiring them because of their prerequisites.
The companion may lead a new quest line, and after the first part of the quest they join us on our journey. They will not influence any of our quest choices apart from speaking out their opinion, so that it doesn't affect past game developments.
There will be a new companion tab in player menu, in which you can give companions equipments. A snall percentage of companion's combat power may be added to the player's, and that percentage can increase or decrease depends on the player's choices and the companion's alignment. It may incentivize different choices for each playthrough.
Apart from implementation effort, what do you think of this?
v0.8.12 ("Towards Feygard" or "Of kobolds, fae, witch and troll") released to Google Play!
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12) from Google, F-Droid, our server, or itch.io
Useful links
Source code of the game - Contribution guide - ATCS Editor - Translate the game on Weblate - Example walkthrough - Andor's Trail Directory - Join the Discord
Get the game (v0.8.12) from Google, F-Droid, our server, or itch.io
A travel companion
- Milo Hiroya
- Posts: 47
- Joined: Thu Aug 13, 2015 8:02 am
- android_version: 9.0 - Pie
- Antison
- Posts: 5639
- Joined: Mon Mar 28, 2011 11:33 pm
- android_version: 14 - Android 14
- Location: A home without a beagle is just a house
Re: A travel companion
I only read the first sentence and I stopped right there because this is a request that's happened many times and has been rejected many times.
The game engine does not support a companion.
The game engine does not support a companion.
"A home without a beagle is just a house"
- Milo Hiroya
- Posts: 47
- Joined: Thu Aug 13, 2015 8:02 am
- android_version: 9.0 - Pie
Re: A travel companion
I didn't mean something that follows you around on the screen. I only meant a npc that sometimes pops up in the conversation. The companion doesn't aid you in fights (in the sense of taking turns) either.Antison wrote: Sun Feb 11, 2024 3:43 pm I only read the first sentence and I stopped right there because this is a request that's happened many times and has been rejected many times.
The game engine does not support a companion.
- Nut
- Posts: 1699
- Joined: Mon Oct 27, 2014 12:14 pm
- android_version: 8.0
- Location: Glade
Re: A travel companion
Did you already do the ratdom quest (yellow it is)?
There exists a compagnon like maybe you talk of here
There exists a compagnon like maybe you talk of here
Nut
-
- Posts: 1
- Joined: Mon Jun 03, 2024 4:42 am
- android_version: 10 - Android 10
Re: A travel companion
I get what you're saying now - a dialogue-based companion could be a neat addition without requiring too many code changes. It could offer some fun roleplaying elements and add variety between playthroughs.