alternte endings

basically what i want to know is if theres anyway to make a way to earn alternate endings like in silent hill i wanna make a horror game with endings that you can earn (you know for replay value) i believe that i could use python for that. like if i set it for if the player does this and that they add on the requirments for certain endings (good,bad neautral, ending etc…) i know enough python to make dialogue(a big thanks to fullgrown for telling me how), control an objects values, and activate an actuator.basicly im asking for your guys input on this. normally i would test this myself through trial and error but the comp i se for blender is busted. one more thing im debateing whether to make the endings ingame or prerendered if that’ll help with the answers.

You’ve got a lot of different options here. Ultimately it depends on how far you want to go with this idea.
There are truly procedural games that play out completely differently per player, and no-one game is the same.
Other solutions involve pre-determined endings. It really depends on how far you want to go. However, it sounds like you’re not a confident programmer for a large project such as this (it does take quite a lot of work and learning), so I’d go for a pre-determined route.
There are trade-off solutions such as analyzing what the player does given an event and adding subsequent modified events thereafter, like Left 4 Dead.

First off: Always make Ingame Cutscenes, unless your pre-rendered Cutscenes actually do look better – this can sometimes be the Case, but it is unlikely that the same Artist will make a gorgeous pre-rendered Cutscene when his very own Ingame-Graphics don’t look quite as good. So go with Ingame Cutscenes as they keep you immersed in the Game. Also, speaking of Silent Hill, in SH2 I have to skip some prerendered Cutscenes because my old Disc gets hung up on some of the Movie Files – that never would happen to me in SH3, simply because there are no prerendered Cutscenes at all. Also, pre-rendered Cutscenes are mostly made at an earlier Point in Time than the very End of Development as they take long to make or at Least to render, which can often lead to the Models/Persons or other Details differ heavily in Terms of Looks from what they look ingame – take the Game Haunted Grounds: Fiona looks sôôô adorably attractive (the Hell, it even is the Essence of the entire Plot, so she better does!) and then whenever one of the seldom but still too often occuring prerendered Cutscenes comes along… gross, she looks ugly, and not the slightest as she does in the actual Game! Dude, avoid that!

Now to your actual Question…
… set a Property. Most probably in the Global Dictionary.
The Possibilities are not as widely spread as agoose supposes (but I think his Conclusion matches this Case) as you actually made clear that you are going for a Silent Hill-like Approach, which confines the Variations.
Go to the Indian Runner, Kaufman gets saved, so a Value in the Global Dict is changed from 0 to 1. Et Cetera. In Silent Hill 1 it was really simple you just got some Thing either set to 1 or 0 (save Kaufman, save Cybil, etc.) and at the End before the Boss Fight, the Game would check the list of Values – let us assume Kaufman and Cybil were the only Factors:
00 no one saved
10 Kaufman saved, Cybil not
01 Cybil saved, Kaufman not
11 both saved
Depending on the numeric Code, you would get a different Scene set up for the Ending.

WARNING! THE FOLLOWING IS LINES ARE A GAMER RECALLING HIS MOST RECENT PLAYTHROUGH OF SH2 – YOU KNOW THAT THIS CAN END ONLY IN POINTLESS BABBLING BEATING ABOUT THE BUSH.

Now, in Silent Hill 2 (and probably in SH4 too), it is a Tad more complicated as there are several Things to be done that change the Ending.
When I played it, I generally got the Leave Ending – practically always, eycept for that crappy Rebirth Ending which was flat to achieve anyway. But recently, when I showed the entire Game to my Mother to educate her a little Bit in Gaming History ;p I showed her some Stuff like the second Text in Neely’s Bar and also showed her the Letter getting erased and eventually vanishing at the End – I had learned of these Details in the Meantime, so I wanted to show these… and what do I get? In-Water Ending! Never got that and I have often read that you would often have to observe Angela’s Knife to higher your Chances to get this Ending – well, whenever I skimmed through the Inventory and asked my Mother whether she would like to observe that Knife, she didn’t want to as it seemed like a waste of Time. Only once at the very End she gave into it and only once we observed it – so , does that Knife have to be observed often or just at the right Time? Hell, I don’t know, and I only can guess that observing the vanishing Letter also influenced the Ending, because I never did that either before – heck, I didn’t even know of it until I saw some Videos speaking of it! But the second Text surely was an Influence…
… long Story short: In SH2 there can be many Things work as Factors determining the Ending, like there was a statistical Scale of how big which Chance would be, more that just 1 and 0, or maybe Floats Numbers.
So…

… Better stick to the Way SH1 does it, it is WAY simpler. ;}

As far as I see it is the point of games to produce alternate endings (success, game over, achievements etc.). Otherwise you can watch movies, they end the same ;).

So I think you are talking about the games story.

As said before a game always has alternative endings which is just a variation of multiple ways to play a game. So it is pretty easy to have several “success” endings as well. This is pretty high level and belongs to the story line.

You can implement this without Python.

okay good ill just make ingamee cutscenes. less stress on my comp after it gets fixed. so im thinking itd be be like

if char_one_dead = true:
char_one == 1
if char_two_dead = true
char two = 1
end = 0

ending == char_one + char_two

if ending = 0
end = end_zero

if ending = 1
end = end_one

if ending = 2
end = end_two

would that be about right?

yeah i mean aternate as in story based though achievments and unlockables would be a nice touch :slight_smile:

I think the easiest way is to have ending points.

Depending on your decisions you add points to a certain ending. For example, if I kill an NCP a bad ending point is added.
By the end of the game, you’ll have something like:
Good ending: 10
Bad ending: 12
Normal ending: 9

Find the ending with the highest points and use that ending.

So basically what C.A.ligári suggested.