What are you talking about ?
Have you heard of a small almost unknown game named
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(to take only one example) ? It have no grinding, a linear content like your game, each update add a whole day to the game,
and it use three points systems. One useless since it just mark the static evolution of the relation, one that influence the way the story goes, and one that influence the way the scenes are played.
Do you really think that :
Code:
if carri_points > 6:
[...]
elif car_points > 3:
[...]
else:
[...]
is more vulnerable to bugs and harder to debug than your actual :
Code:
if v1_c_temp3:
[...]
else:
[...]
if v1_c_temp2:
[...]
else:
[...]
and others :
Code:
if v1_c_temp2:
[...]
$ v1_c_temp3 = True
[...]
if v1_c_temp3:
[...]
$ v1_c_temp4 = True
My experience tell me the opposite. The deeper you'll go on the story, the more your flag system will be hard to maintain ; especially with this kind of naming convention. Soon you'll start to make typos on each three parts of the flags' name, using a day 5 flag instead of the day 4 one like you intended, using a Michelle (m_) flag instead of a Melissa (mel_) one, and/or using the third flag instead of the second one.
Not only you'll don't even see it, but you'll have to pass through your whole code to remember what's exactly the flag you were supposed to use. And don't think that you are too good for this. Even coder with decades of experiences make these kind of errors. Just look at what you already did. All you have to do for the incest patch is to remember that when you wrote "neighbor", "Rachel", "ex" or "Krysten", you have to duplicate the line and change its content ; still once you didn't changed the said content...
But well, it's your game, you code it the way you want and pass the time you want writing it. The good thing is that if you start to struggle too much with your system, there's an easy way to revert the whole game to a more reliable system without forcing the player to start a new game ; just search on the "guide" section of the forum.