Evil Experience points

MRHAPPYFACEMAN

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As a reference, Toby Fox used in his game, "Undertale" a mechanic where every time you killed something, your "love" increased. I would like to use something similar to this. But I don't know exactly what to call it. What would be a clever name to show to the player that the main character is turning evil via EXP? 


Suggestions?
 

Shadow86

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That would have to be something like corruption.
 

Diretooth

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Closed Fist? Renegade, perhaps? You're describing a morality system, except without the explicit 'good' counterpart. This is easily done just with variables. All you have to do is label one variable as 'Evil' and add on to it every time the character does something evil. That is, at its most basic, what you can do.
 

Ultima01

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Having played Undertale myself, I think I know what you're talking about.  I'm not sure I'm the best person to ask, but I can issue some decent suggestions.


You could name the character level DIS (DIStance), because when you kill massive numbers of anything, you start to distance yourself from the events.  AP (APathy) could work as well, for similar reasons.  Or BL (BloodLust), if you're feeling particularly dark.  KP (Kill Points) or EP (Evil Points) would work just as well for EXP.  Or you could just retool the default acronyms, like Toby Fox did (Level of Violence and EXecution Points, instead of LeVel and EXPerience).


That being said, @Diretooth has an interesting point.  I'm not sure exactly how you'd have events keep track of the character's exp without a system variable, and it's likely easier to just use the system variable.


Then again, my own game is suffering from massive feature creep, so what do I know about simplicity?
 
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Diretooth

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If you looking for a way of having this being tracked through battles only, just set it up so that each enemy has one EXP, and it takes one EXP each time to level up.
 

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