f96zonetrooper
Engaged Member
- Dec 21, 2018
- 3,003
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No offence but didn't she say that KG is her first program ever?Be a crappy dev if she didn't...so you can safely assume that yes, she does.
She is now working 5-6 years on KG and if you check the script files the variables are all just added as they appear in the script.
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The fact that Tess simply transfered all 300+ variables to season 2 suggests that she has no plan which variables she may use in future and which not or that she simply doesn't care. Since v0.7b and v0.8.2b both work, nobody will change the coding and remove unused variables or restructure variables. (We all know how sensitive players are to restructuring data which may invalidate save games.)
For the players this situation with too many seemingly important variables is confusing, eg you start a new game, you see the variable "elena_p" and try to optimize your playthrough to get a high rating with Elena, just to then notice that "elena_p" is NEVER evaluated and so is an irelevant variable. By following the path to maximize "elena_p" you may make decisions which in the end lead to a closer relationship with Elena, but you may also unneccessarily sacrifice other options on your way. And this applies to other (flavor) stats like good/evil/sub/dom etc as well which seem to have less impact on the story than expected and mostly just cause slightly different wording in dialogs.
(Note : "good" is actually a very bad variable name since the script contains thousands (ca 3,400) of occurences of "good" in the dialogs which makes it difficult to search for code lines with the variable. It would have been better to use something unique like "p_good".)
