- Apr 13, 2021
- 1,826
- 1,481
This is a little complicated.
I like to find out, if and indirect consequence, where the player chose an option, gets perhaps irritated.
So, the way i have it designed so far is very simple.
Option a yes/no
Option b yes/no
But i was thinking if i add behind the scene so to speak points that are a consequence of players choice.
For that i have to check every time there is a choice if conditions are met.
Though i realize that it is out of the hand of the user.
Example.
For this, i want to have the MC answer based on conditions. But, should the player determine what the answer should be?
My knowledge is of course limited so that will be already a challenge but what i am seeking is, if this is a good mechanic or a bad one.
So this example just checks what you have selected. In addition i add a point to nolove because the player selected the other option.
This is what the player doesn't know.
At one point the value could be in favor of nolove vs. love which will determine how the story will unfold down the line.
So i would love to have the player select, i love you so i do that, but if he/she answer previously differently, the choice the player made will be taken away and he/she will act in another way.
This coding reminds me so much of basic in the old days.
Anyway, i'll appreciate the input.
p.s. i realize there is more coding for this needed.
I hope i really explained right.
I like to find out, if and indirect consequence, where the player chose an option, gets perhaps irritated.
So, the way i have it designed so far is very simple.
Option a yes/no
Option b yes/no
But i was thinking if i add behind the scene so to speak points that are a consequence of players choice.
For that i have to check every time there is a choice if conditions are met.
Though i realize that it is out of the hand of the user.
Example.
Code:
menu:
"I will help him. Though i am not sure how.":
$ love = True
jump choice_base01
"I need to think of myself!":
$ love = False
$ nolove +=1
jump choice_base01
label choice_base01:
label flags:
if love:
scene
show psychiatrist08a_nvidia
with dissolve
e "I will help but i need your support."
else:
scene
show psychiatrist08b_nvidia
with dissolve
e "I can't do this anymore. Please try to understand."
My knowledge is of course limited so that will be already a challenge but what i am seeking is, if this is a good mechanic or a bad one.
So this example just checks what you have selected. In addition i add a point to nolove because the player selected the other option.
This is what the player doesn't know.
At one point the value could be in favor of nolove vs. love which will determine how the story will unfold down the line.
So i would love to have the player select, i love you so i do that, but if he/she answer previously differently, the choice the player made will be taken away and he/she will act in another way.
This coding reminds me so much of basic in the old days.
Anyway, i'll appreciate the input.
p.s. i realize there is more coding for this needed.
I hope i really explained right.