- Nov 8, 2020
- 95
- 164
It depends, does it not? Not every interaction ever needs to reflect some things. Like, sure, the more you put in, the more you get out, but that should be scalable. You can just have a few instances for a few choices with just a few things kept track of, and still have it have impact, even if every little interaction isn't fleshed out. Just because I bring this up, doesn't mean I have some sort of expectation that it should be some major project where every route imaginable should have its own branch that encompasses everything.What your asking sounds awesome, I've thought of this type of game mechanic before, however it would be a big ask and make the development time and effort increase exponentially.
First, there would have to be multiple different lines of dialogue for every scene (lets not forget, if you get your simp style dialogue other people will want Salia to make their most craved style as well).
Second, Salia will have to go through the whole game programing this new feature.
Third, the game has an ending planned for it and certain things may conflict with this ending (like becoming a skull girls little bitch for instance), this means Salia will have to make alternate endings and not just to this game but likely to FemU1 and 2 as well.
The burnout potential will skyrocket and so will the time between updates unfortunately.
I understand that the more variables you keep track of, the more instances get created when you act on them, and then the more exponential the work becomes. This can be cheated a bit though by just having specific interactions with extra meaning be what gets acted on by such variables. You can look at the flow of the game, and space together just a few interactions that convey what you want, without going all the way with the reflective interactions.
Like, creating a variable and having it go up or down (which, you might just need it to go one direction for some) isn't the strenuous part. It's creating a bunch of dialogue and creating a bunch of new scenes. I think that's what adds up. But, if it's just a few at key points, it makes it a lot less tedious, does it not? I'm just giving feedback, ultimately, on what things really would pop out for me and those who really vibe with the Skull Girls in this universe. I'm sharing what really gets me excited and into it.
I trust Salia to be able to manage implementation and work load choices, to the point that I feel that it's rather sensible to share such things in an open forum. Having ideas and genuine thoughts and interests shared, I believe, only helps with the process of game development. I imagine it's also positive to hear when people are really into their game and are passionate about their thoughts with it and where it's going or what could come of it. I share a lot of thoughts because their work brings a lot out of me. Beyond that, it's always going to be up to Salia what they do with such ideas and feedback.