CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Player-operable card games with companions #73115

Open MNG-cataclysm opened 2 months ago

MNG-cataclysm commented 2 months ago

Is your feature request related to a problem? Please describe.

I got to thinking about this while doing mundane technical work, and it occured to me that it might be a good idea to have the player be able to play card games with their companions in a human-operable way. I'm aware that the currently existing items can be used to "play", giving a small morale boost, but what if this functioned more like a selectable minigame?

Solution you would like.

When prompted to use the card game's activate action, bring up a selection menu asking if you want to play the game in question in a minigame fashion, or use the existing automatic method with the activity. If the minigame mode is picked, it brings up a text box describing the game you are playing. For this example, let's pick blackjack.

In a dialogue box, your current hand is described (Ace of Spades, Queen of Hearts) along with a point total (21), and you have a few options to either hit (gain a new card from the deck) or stand (do nothing). Afterwards, the opponent (your companion) runs an algorithm to do the same. Then cards are "shown", which can be a simple greater-than check for point totals between you and your opponent(s). A small morale buff or debuff is applied based on if you won or lost.

This would be a small, but fun way for players to have a change of pace with the game and create interesting content to do with your NPCs. Maybe some NPC settlements could feature card sharks and tables like this, where the player can go and gamble.

Describe alternatives you have considered.

Not doing this, and sticking to the automatic, activity-based method for games. This might also only be feasible for simpler games which can be confined to smaller algorithms; D&D is too complex and multifaceted to represent this way, and may only have an automatic mode to play.

Additional context

This could possibly be done with basic selection EOC's and a chatbox, but it could also happen with C++ too. The biggest issue is finding someone with the time, knowledge, and willingness to create it (which might wind up being me), if at all.

Something like this could also lead into Red Dead-style poker matches, hopefully not concluding with a shootout.

PatrikLundell commented 2 months ago

Not something I would want to do, but as long as it's not forced upon the player (such as through a morale penalty for not going through it) I have no problem with it. However, there is a significant risk people will demand rewards for "winning", resulting in effective penalization for avoiding it.

RanikOrtega commented 2 months ago

Not something I would want to do, but as long as it's not forced upon the player (such as through a morale penalty for not going through it) I have no problem with it. However, there is a significant risk people will demand rewards for "winning", resulting in effective penalization for avoiding it.

I'd agree on no morale penalty, but I'd disagree on no "reward" part. We might want to separate the abstract "doing fun activities with NPC's vs the "make the game interactive via EOC". Currently reading books in game can give morale bonuses at the cost of time. Why shouldn't in game "entertainment" activities?

PatrikLundell commented 2 months ago

I'm fine with the same morale reward as for not involving the player in the micro management of it, as well as a marginally greater one that doesn't really affect the game. I'm also perfectly OK with achievements and other non game "rewards", such as winning counters.

PGR-14 commented 2 months ago

We could use the system from the handheld game thing for stuff like cards using different games. Including: Caravan, Poker, Go fish, old maiden etc.

Perhaps the INT of the NPC could affect the "skill".

PGR-14 commented 2 months ago

Also: If you put in "Play anything for a while" it'd solve PatrikLundell's problem about micromanaging (Median morale boost)

Also Also: Some games add in an extra morale bonus I.E. RobotFindKitty, so we could probably set it up similarly where it'd give you a mood boost for playing, & a mood buff/debuff if you win/lose. So, if you won a game, you'd get a mood boost from playing the game itself, & an additional mood boost for winning. The NPC would also get the boost from playing it, but would get a debuff from losing

Of course, it would always be a net positive either way

github-actions[bot] commented 1 month ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

PGR-14 commented 1 month ago

Any work being done on this?

MNG-cataclysm commented 1 month ago

Not at the moment, I'm wrapped up in other projects right now. I do plan to start on this when I get the chance.

MNG-cataclysm commented 1 month ago

Could someone add a P5 - Long Term label to this, please?