So, I'm writing my first novel, mostly because I find many of the ones I've played to be lacking in depth. That said, I'm new to coding, I learned a little C++ in high school, but that is now over a decade old, and I understand a only a little bit about python (which I already like more than C++). My main questions as the Title suggests, is what do you guys in the community think of integer based affection tracking vs using simple flags and if statements to determine if relationship content becomes available?
I know for my part, that I find affection tracking systems to be grindy, they kinda take me out of the game, relationships are far too complicated for a basic point system. The system in DMD seems to have been the best I've played with thus far, but it creates an environment wherein every move has to be completely perfect in order to advance at pace. Also, I don't want the sexual content in this game to be the end, I want it to explore the relationships with more depth. Is it just sex, are we dating, are we in a closed or open relationship, what does that mean.
In my experience most games that use points fail here, DMD, changes the entire dynamic from being a blossoming romance between two people who shouldn't have those feelings into one where a father is taking advantage of the sexual confusion he's creating in his daughter. When I play it I feel obliged to decline the advances of any other characters. But that's not to say that games with flags are that much better.
Almost every other Ren'py game I've played seems to have their characters behave according to flags, however those flags are incredibly simplistic and simply serve to make the game about reaching the end so you can finally have a reason to cum. I don't know if that's simply the business tactic of the developers or shoddy storytelling. My favorite among them is probably one of the earliest I played, SisterSisterSister. Each event happens along a mostly linear path, sure you get to choose one kink over another or to interrupt a scene, but with all these binary choices you end up running through it and going back to get the ideal outcome.
So there, I think we have reached the root of my problem. Too much of the scripting by other developers is Binary. Do you do the exact right thing to get this scene? no? then fuck you. Yes, then good for you, here's a cookie, keep playing if you want more. DMD did have other choices, but if you glance at a walkthrough you see pretty quickly which choices had points attributed, which took away points and which were just filler. You still had to follow a very fixed path, and because of DMD's inherent time constraint of the 2 week period, there was no room to make up for missed points.
My story, as I'm only just getting started, contains only 2 scenes so far, the intro, which is very different from other games I've played, and sets up the story. It has no choices. But the moment I start adding menus to my second scene, I've found I'm already in a huge back and forth trying to add in new and interesting choices that each open different paths and also allowing, as the conversation passes, old flags to be tripped again. Needless to say, this is tedious work. I wonder, would it be wiser to create a hidden integer system and make my choices more varied in order to simulate more player control, or do I stick with flags for their more immediate effects. If I stick with flags, is there a way to make the constant checks less of a chore, both for me and the player, or is it going to make flags just as much of a grind as points, or worse, really hamfisted in trying to keep them open?
I know for my part, that I find affection tracking systems to be grindy, they kinda take me out of the game, relationships are far too complicated for a basic point system. The system in DMD seems to have been the best I've played with thus far, but it creates an environment wherein every move has to be completely perfect in order to advance at pace. Also, I don't want the sexual content in this game to be the end, I want it to explore the relationships with more depth. Is it just sex, are we dating, are we in a closed or open relationship, what does that mean.
In my experience most games that use points fail here, DMD, changes the entire dynamic from being a blossoming romance between two people who shouldn't have those feelings into one where a father is taking advantage of the sexual confusion he's creating in his daughter. When I play it I feel obliged to decline the advances of any other characters. But that's not to say that games with flags are that much better.
Almost every other Ren'py game I've played seems to have their characters behave according to flags, however those flags are incredibly simplistic and simply serve to make the game about reaching the end so you can finally have a reason to cum. I don't know if that's simply the business tactic of the developers or shoddy storytelling. My favorite among them is probably one of the earliest I played, SisterSisterSister. Each event happens along a mostly linear path, sure you get to choose one kink over another or to interrupt a scene, but with all these binary choices you end up running through it and going back to get the ideal outcome.
So there, I think we have reached the root of my problem. Too much of the scripting by other developers is Binary. Do you do the exact right thing to get this scene? no? then fuck you. Yes, then good for you, here's a cookie, keep playing if you want more. DMD did have other choices, but if you glance at a walkthrough you see pretty quickly which choices had points attributed, which took away points and which were just filler. You still had to follow a very fixed path, and because of DMD's inherent time constraint of the 2 week period, there was no room to make up for missed points.
My story, as I'm only just getting started, contains only 2 scenes so far, the intro, which is very different from other games I've played, and sets up the story. It has no choices. But the moment I start adding menus to my second scene, I've found I'm already in a huge back and forth trying to add in new and interesting choices that each open different paths and also allowing, as the conversation passes, old flags to be tripped again. Needless to say, this is tedious work. I wonder, would it be wiser to create a hidden integer system and make my choices more varied in order to simulate more player control, or do I stick with flags for their more immediate effects. If I stick with flags, is there a way to make the constant checks less of a chore, both for me and the player, or is it going to make flags just as much of a grind as points, or worse, really hamfisted in trying to keep them open?