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HOW SHOULD THE DIALOGUE GO FOR STEALING ITEMS IN A GAME (NON BATTLE) RMVX ACE

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This involves going in to people's houses and taking a look through their furniture. Just like in the Elderscrolls games.

I was first using a message to say that this was going to count as stealing, but I don't know if this looks a bit awkward, and instead should it just be that if you press (X) you're going to attempt to steal?

Here is what the message currently reads

"There is a on the shelf. Are you going to steal it?"
Yes/No
If you are caught "Hey! Thief! I'll be reporting this to the guards you know!
How about just colouring the text in a specific colour if it's going to count as stealing. For example:

Non-stealing:
"There is a pouch on the shelf. Take?"
Yes/No

Stealing:
"There is a pouch on the shelf. Take?"
Yes/No

OR

"There is a pouch on the shelf. Take?"
Yes/No


Just make sure you let people know near the start of the game that that colour means thievery and that it can get you in trouble.
Sounds good. I'll go with that.

Thanks.
Going with some more flavorful text might be cool. It'd be a nice touch (and not that much work) to make each sentence about each specific item you can steal, even if they're all generic.

"In this drawer, you notice the glint of candlelight on an open pouch of coins. It could be taken with little effort..."

If there's endless garbage to steal like in Elder Scrolls games, this will get tedious for both you and the player. But if it's specific items in specific places, it'd be a nice touch. You could also randomize the message.

"A little unguarded pouch of coins sits conspicuously on top of this cupboard..."

For stuff that's not being stolen, is there any reason you need to give the player a choice in taking it, especially if it's coins? Does a message even need to pop up, rather than just an item jingle and a "you found X"?
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
You should not steal things. It is against the law and also makes the baby Jesus cry.
author=MoonWolfV
Here is what the message currently reads

"There is a on the shelf. Are you going to steal it?"
Yes/No

I like this, it's clear what is and is not stealing, and ensures that any theft is a deliberate choice by the player.

I played one game (maybe Homework Salesman?) where you're given a quest to learn more about the people in town. And when you look at their furniture, about half the time you get some flavor text, and the other half you steal their stuff. No choice, no warning, you're just forced to steal. I stopped playing before finding out if there were any consequences.
Actually seeing Sooz's comment made me think again.

The game is going to be set in Israel at the time of the crucifixion. So when a crime is commited (say stealing or false testimony as you'll be able to get a job as a tax collector and can lie about how much you've received from the villagers) you'll pay off your bounty but still have it counting against you as a sin. You then have to go to a synagogue and give the priest the item for the offering, which then lowers the sin variable by one. Going to the temple in Jerusalem will have the result of setting it back to zero in one go.

I've also decided I'm going to go back to my original plan, of making it clear that you are about to steal. Thanks Kalin for the comment.

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