It'll also be easier to add clothes in, right? I can already see the perfect set for her, the 80's military-girl look. Tank-top, cargo pants tucked into tall boots and fingerless gloves. I guess it's way too much to ask for but it'd fit her in my opinion.
This is entirely doable. We're keeping the wardrobe system so go ham if you want.
I'm interesting in how that'll work, I'm guessing there'll be an in-between, so you if you're unsure if you like it, or don't mind it, they react accordingly?
I know the player can choose more neutral reactions but it depends on the girl of whether or not it encourages her. More responsibly-minded girls will probably take your lack of strong reaction as a deterrent. More impulsive girls will probably take it as you being accepting of it.
Basically, what do YOU want vs what makes more sense for the character.
Yes, please. Let me be an asshole if I feel like it. Although, give me more options than the three types in the 0.3c prologue, please. I'm fine with being a cocky asshole, but I don't want to be offensive when I don't need to - being offensive is an art, of both language and war. Besides, unless some sort of past history is given - with we being able to choose or just reading it - I'd like to play as a normal guy before turning into a hero, it'll make the roleplay in the new realistic setting more interesting.
The prologue has been revised several times to the point where I'm no longer a tester on the new builds. I focus my time on talking to you all or outlining material for our head writer to adapt into the story.
The MC is just an 18-year-old college freshman. We'll probably give you a few convo options to explain some things such as if you talk to a girl about previous relationships or your family if it's a topic that comes up but that's up to the writing team.
I figure the "homework-tree-of-dialogue" you get with Rogue on 0.3c is better than the prologue options. You can be a dick and also offensive, but you can also be a dick and just be sly with your wording.
I've explained this before but I'll expand upon things.
From my gathering, it's gonna be a combination of old and new Bioware.
The new Bioware is that we have 3 personality types that are at the forefront.
Eager: The character is excited about being a superhero. They're the kind that wants to put on the costume and beat up the bad guys.
Reluctant: The player is mixed on being a superhero. The situation is weird and you're taking a cautious approach to everything going on. They're the kind who does things because they feel they need to.
Bitter: The player is resentful. They didn't ask to have powers or to be thrown into the drama that mutants and heroes have to deal with. They're the kind to resist acclimating to this new life and will be more aggressive in dealing with situations.
The old Bioware comes in with having plenty of situations where you'll have more than just 3 conversation options to explore and learn about situations without three different kinds of snark leading to combat but those three will also have nuance as the story goes on, expanding as the story unfolds.
The Eager individual will likely evolve into an honorable and noble figure like Captain America.
The Reluctant individual will accept their situation and realize the responsibility that comes with having powers. Somewhat of a Spiderman type.
The Bitter individual will come to understand their powers and their resentfulness can be corruptive. They may end up giving an anti-hero vibe and even agree with Magneto's views of regular humans being weaker.
The player will be able to choose the options at any point and the game will notice if you choose a conflicting option. If you're reluctant at first, but later choose Eager, the characters will be happy that you came to terms with things. If you're reluctant but choose to be bitter, characters will express sadness that you're seemingly spiraling.
It will give a range. The eager will do something thinking they're heroic but it can backfire. Leading to them wanting to choose the Reluctant because they're growing doubts, and then allowing you to choose Bitter in an evolution that will be like Captain America falling to the dark side and being like The Punisher or something.
Now I will temper expectations in that this isn't some fancy AI that will track every single conversation in the game and reflect upon 30 different characters or something. It is mostly for roleplay with my description being just a storytelling summarization but your changes in behavior will reflect in certain reactions. If you tell Magneto to fuck off during your first interaction but are polite during the second it will probably be something he takes notice of and vice versa.
Things may be more complicated down the line but I'm not a programmer and, again, I'm not the head writer. So as the project evolves, so will opportunities to evolve the development.