- Nov 15, 2018
- 53
- 69
Honestly, Java isn't very hard. Especially as it is in this game. there is a reason why modding it is so simple. the framework is good and flexible enough, for a text game in my o.
A very simple example of variations in text is that the game has multiple words for different bodyparts (I don't know what precisely they are but something along the lines of: boobs, tits, breasts, etc.). whenever they appear on screen, the actual code has variables instead of specific words, and writes them from a list randomly (or in a cycle, i don't remember anymore).
Coding in the actual companion variety texts is as easy as what i wrote above. they teach you that level stuff in high school. the companion's name, race, body parts, and every single piece of usable information about them is stored as are the player's stats either in memory when the game is running, which means they can be checked for with a simple variable.
Writing the actual text for it probably takes more time than coding it in, because there was far more text in them, than just writing variations for the word ,,penis".
Other reason could be that not many players tried them out or fonud them in the first place. I for one remember 2 instances in the entire game where having a companion made a difference in 2 scenes, and it didn't matter who/what the companion was. either you have one with you or not. I'm not sure what other ,,companion content" there is. (would love to get a reply about that if anyone knows)
EDIT: turns out Inno meant literally every interaction the involves multiple characters on the player's side (that aren't pre written character part of a quest). I initially thought she meant stuff like the slaver alley encounter where having a companion and new parts and dialogue to the scene. or some parts of the imp fortress quests.
A very simple example of variations in text is that the game has multiple words for different bodyparts (I don't know what precisely they are but something along the lines of: boobs, tits, breasts, etc.). whenever they appear on screen, the actual code has variables instead of specific words, and writes them from a list randomly (or in a cycle, i don't remember anymore).
Coding in the actual companion variety texts is as easy as what i wrote above. they teach you that level stuff in high school. the companion's name, race, body parts, and every single piece of usable information about them is stored as are the player's stats either in memory when the game is running, which means they can be checked for with a simple variable.
Writing the actual text for it probably takes more time than coding it in, because there was far more text in them, than just writing variations for the word ,,penis".
Other reason could be that not many players tried them out or fonud them in the first place. I for one remember 2 instances in the entire game where having a companion made a difference in 2 scenes, and it didn't matter who/what the companion was. either you have one with you or not. I'm not sure what other ,,companion content" there is. (would love to get a reply about that if anyone knows)
EDIT: turns out Inno meant literally every interaction the involves multiple characters on the player's side (that aren't pre written character part of a quest). I initially thought she meant stuff like the slaver alley encounter where having a companion and new parts and dialogue to the scene. or some parts of the imp fortress quests.
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