File: Unimplemented

It's impossible to implement every idea.  This is especially true when considering all this was written by one person working part-time with no funding.  The following elements were desired features at one point, but they were eventually dropped due to project contraints.


Topic: Input

* A way to recognize multiple failed input attempts in a row and then offer help.


Topic: PC Actions

Things the player should be able to do.

* It would be nice to be able to recruit NPCs to the go party, either forming it or just filling it out.

* Could recast PC telling an NPC that they are good or bad to a COMPLEMENT or INSULT.  Right now, these are treated like any other statement of opinion... which may get slightly strange results of an NPC doesn't like herself.  But I don't have any plans to reincorporate COMPLEMENT/INSULT any differently than the existing ENDEAR/AFFRONT.  Also, the talk menu doesn't seem to get used enough to make it worth it.

* Should detect repeated PC opinions (saying the same thing over and over again), or explicit contradictions (saying the opposite thing to the same NPC or publicly), or inconsistancy (supporting through action plans opposite to what what supporte previously).  Such situations should have a reduced affinity affect, and should have some sort of NPC reaction to notice them.


Topic: NPC Reactions

Additional NPC behaviors.

* Conversation: A deeper level of conversation with NPCs.  They should talk about themselves, and offer additional information as the story progresses.

* NPC_Assists: An NPC would actually aid the PC on actions she agreed with, such as joining the assault on a hated character, implementing one of the plans, etc.  Also, a NPC_Hinders, where they actually try to prevent the action.  This would be handy for fearful NPCs preventing others from opening the gondola hatch, for example.  In the end, NPCs are a little more polite/inactive than this.  Also, there wasn't that much they could do to help/hinder for most plans, so <NPC_Replies_To_Plan_Action> is sufficient in most cases.

* NPC_Suspicion: An NPC might grow agitated at seeing two hated character conversing quietly between themselves, or if a couple such NPCs leave and then return together.

* NPCs should respond to finding the body of one of their fellows--especially if in the gondola (killed by the PC offscreen).  

* A highly moral NPC should attack the revenant in order to defend others nearby.  (This happens somewhat in the gondola skirmish in <A_Long_Night> should the revenant get into the gondola.  And happens for NPCs that support DP_FACE when confronted with Revenant.)

* It would be cool if, once sighted, the revenant chased after you as you fled, especially when alone.



Topic: Scenes

Important story events...

* GoParty reformation: Besides recruiting NPCs (above), PC could maybe rejoin a still-active GoParty if catching up after simply loitering behind:  "Ah, there you are!" or "Decided to join us after all, huh?".

* Romance: It would cool if NPCs were more proactive on romancing, possibly even for each other.

* Subduing PC: warn and then subdue a violent PC.  This was covered sufficiently by emergent behaviors through their normal reactions to violence and <PC_Unconscious>.



Topic: World Features

Things that exist or change in the world...

* Considered having the revenant growing stronger or weaker during the night or day, or if fed recently or not.



Topic: Gossip system

Currently, if events happen offscreen, NPCs don't share information about what they've seen with those that didn't.  A very simple gossip system would allow for two kinds of RELATE actions: LIE and REVEAL.  REVEAL would be a truthful relating of an earlier event.  This would allow the listening NPC to change affinities as if they had been present at that event, though perhaps at a slightly smaller degree than when directly witnessing the event itself.  A LIE would be a different version of an earlier event.  A listener would react to a LIE just as to a REVEAL.  However, a later REVEAL would unearth the LIE, reversing the LIEs effects and AFFRONTing the listener in regards to the liar.

In this simple gossip system, I'm assuming NPCs can tell a LIE from a REVEAL if presented with both.  Also, a LIE can't be about an event that didn't happen.

Even a gossip system this simple proved too much work for how often it would be used.  (For example, it at least requires tracking who was present for each event so NPCs can determine who needs to be told about them later.)  In the end, <GoParty_Reports> was deemed sufficient.

