- Jun 24, 2018
- 1,950
- 3,050
Before anything, RNG means Random Number Generator
I was bug hunting in a game I am doing and one of the events is having a date with your teacher, I know, probably one of the biggest cliches on this forum,. The thing is that in every teacher-student date, the fear of getting caught always take a huge part, but in 90% of any games with this scene you won't get caught, because the dev didn't programmed it, and in that 10% when you can get caught it depend on the choices you picked.
I had this idea, what if: instead of just the classic RenPy menu choice to determinate if you get caught or not, you have a system where the choices increase or descend you % to get caught?
For example:
Going on a date (let's say, watch a movie together) with the teacher vs not going is a 0% vs 15% of being cuaght
End the date after that or go to a restaurant is a 15%-35%
End the date after that or going for a walk after the restaurant is a 35%-60%
Or choose between going for a walk after the restaurant or walk her home is a 60%-50%
Of course, the idea of this is that you increase your risk and reward as you go further. If you go all the way and succed, the player should get more scenes, story, whatever than if you just did one thing and then end the date. If you go all the way and fail, the consequence should be worst than if you fail at the beggining, like she being fired and leaving the city or anything bad.
I don't intend to do this in my own game, this is just an idea I had few minutes ago where two players could choose the same options and get a different story/ending. I don't know if this idea would be great or horrible.
Now, a fun fact with Ren'Py is that you can't just press back and change your luck until you get the best result, Ren'Py has the functions to avoid doing that, so it won't be as easy as that.
I was bug hunting in a game I am doing and one of the events is having a date with your teacher, I know, probably one of the biggest cliches on this forum,. The thing is that in every teacher-student date, the fear of getting caught always take a huge part, but in 90% of any games with this scene you won't get caught, because the dev didn't programmed it, and in that 10% when you can get caught it depend on the choices you picked.
I had this idea, what if: instead of just the classic RenPy menu choice to determinate if you get caught or not, you have a system where the choices increase or descend you % to get caught?
For example:
Going on a date (let's say, watch a movie together) with the teacher vs not going is a 0% vs 15% of being cuaght
End the date after that or go to a restaurant is a 15%-35%
End the date after that or going for a walk after the restaurant is a 35%-60%
Or choose between going for a walk after the restaurant or walk her home is a 60%-50%
Of course, the idea of this is that you increase your risk and reward as you go further. If you go all the way and succed, the player should get more scenes, story, whatever than if you just did one thing and then end the date. If you go all the way and fail, the consequence should be worst than if you fail at the beggining, like she being fired and leaving the city or anything bad.
I don't intend to do this in my own game, this is just an idea I had few minutes ago where two players could choose the same options and get a different story/ending. I don't know if this idea would be great or horrible.
Now, a fun fact with Ren'Py is that you can't just press back and change your luck until you get the best result, Ren'Py has the functions to avoid doing that, so it won't be as easy as that.