- Jan 14, 2023
- 72
- 37
Yes and yes, no needs to thanks me...Does that make sense? Is it doable?
This is exactly what you have to do. But if you knew that, you wouldn't have asked if it's doable, because would have already know the answer.Success on Day 13=Date on Day 17. You meet her initially and if it works out, you get a second date on Day 17. You get a text, or text her, and hook up for coffee or something. But if it's unsuccessful on Day 13, either Day 17 becomes an uneventful day or just gets skipped altogether . Uneventful Day 17=something like "You've finally got a day to yourself.
store hub:
IF day = 13 GO TO encounter with X
ELSE IF day = 17 and X-pursued = True GO TO second encounter with X
ELSE IF [whatever condition] GO TO [whatever part of the story]
ELSE # No special content is expected GO TO regular visit to the store
park hub:
IF day = 19 and X-advancement = 1 GO TO first date with X
ELSE IF [whatever condition] GO TO [whatever part of the story]
ELSE # No special content is expected GO TO regular visit to the park
encounter with X:
X-pursued <- True
the code for the encounter
second encounter with X:
X-advancement + 1
the code for the encounter
first date with X:
X-advancement + 1
the code for the date
whatever scene:
blablabla
IF x-advancement >= y GO TO whatever with X
ELSE GO TO whatever without X
I didn't say sandbox. I said quasi-sandbox. And a stats bar wasn't the point of my question.Simple stats wont turn a plain vanilla Vn into a sandbox. Have you taken a look at how some of the Sbx-games found e.g. here, were made?
Thank you for the constructive advice, and the idea as far as the logic. This coding thing seems like a 101 philosophy class where you learn basic logic. This if and only if that. If this, then that. Modus Ponens. One question would be: Do I have to do some renders as filler for Day 17 if the player opts out/fails on Day 13? Or can I skip ahead to Day 18 like Day 17 never happened without filler renders? Does skipping renders for Day 17 after opt-out/fail Day 13 and moving ahead to Day 18 make things more likely to be buggy? Or do I need the filler? I wanna go through it without bugs if possible, obviously.Yes and yes, no needs to thanks me...
Before answering the implicit "how to do it", I want to advice you to starts with a way more basic game, to learn the basis of a development process and of the engine you'll use.
I advice this because your question is relatively basic and you answered it in your own post:
This is exactly what you have to do. But if you knew that, you wouldn't have asked if it's doable, because would have already know the answer.
You "just" need to starts the code for each locations with a hub that will branch the player to the right part of the game depending on the game state. Something that would looks like:
How you'll handle the game state and how you'll effectively code the hub will totally depend on the game engine you'll use to make the game, and partly depend on your coding capabilities.Code:store hub: IF day = 13 GO TO encounter with X ELSE IF day = 17 and X-pursued = True GO TO second encounter with X ELSE IF [whatever condition] GO TO [whatever part of the story] ELSE # No special content is expected GO TO regular visit to the store park hub: IF day = 19 and X-advancement = 1 GO TO first date with X ELSE IF [whatever condition] GO TO [whatever part of the story] ELSE # No special content is expected GO TO regular visit to the park encounter with X: X-pursued <- True the code for the encounter second encounter with X: X-advancement + 1 the code for the encounter first date with X: X-advancement + 1 the code for the date
Also note that having a hub for the locations will not be enough. At some point you'll have to tweak a scene of your story to make the girl intervene in it if the player continued her story so far.
This is done more or less in the same way:
Code:whatever scene: blablabla IF x-advancement >= y GO TO whatever with X ELSE GO TO whatever without X