Subject: Re: Reputations, was Re: Shops Date: Sat, 08 Jun 2002 04:20:08 GMT From: "Michael Hahn" Organization: Giganews.Com - Premium News Outsourcing Newsgroups: rec.games.roguelike.development Michael Hahn wrote: How I plan to handle reputation is without burying myself in work is abstraction. In my game, each and every intelligent NPC will belong to a group. When one of those NPC's sees something that could affect the character's reputation, they note it. When the player leaves the map, or when one hour of game time has passed those notes are used to modify what the group thinks of the PC. Each of the groups are also have links to other groups. When the note is converted into reputation change, it is passed to each of the groups that the orginal group has a link to. The receiving group discounts the 'strength' of the note, and applies it to the it's own reputation collection. This continues until the strength of the note is completely gone. Each group keeps track of the current note being passed around so that it doesn't apply the same note more than once.