Indie Dev

Hello Guest!. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, sell your games, upload content, as well as connect with other members through your own private inbox!

How can Politics (in game) change the entire Game Environment?

Isaac The Red

Towns Guard
Ah fun, then I think worrying about how much things interact with each other could to an extent be minimized. As much of political things are story based more than just mechanics based. Pseudo political systems in games for example where there are many political outcomes but it is mainly handled through player interaction and what they do for whom. A more realistic 'political system simulation' would need a lot of variables, as well as pseudo random number generation, and settings for all of these variables.

I'm not too much of a scripter, but I think separate plugins for each different kind of Political system would be best. Ease of use and usability need to be kept high priority. Once the plugin is loaded, interacting with it is mostly event based anyway. Even more so if someone uses it to allow the Player to become a part of the political system as a candidate, rather than just being affected by and having an effect on the outcomes.

Anyway beyond my 4am rambling... Your tax system, does it keep track of how much 'tax' is collected, through the players purchases/psuedo economy?
 

Boy Who Codes

Praised Adventurer
Xy$
0.00
Yes. I played this game called Kungfu Knights (previously called Heroes of Kungfu), where they were divided by states. If the emperor declares war, the tax lowers but the threat of battle keeps tighter. When the emperor needs resources, the tax heightens. I thought of bringing that back in RPG Maker MV.
 
Top