An example I could only think of is like when you have a baby and you don’t know what gender, how many they are, and when your baby will come out.
So like, if ever you end up playing the baby, or playing the mothers, the beginning would be so random. Maybe you gave birth months earlier than the due date. Maybe you don’t only have one kid but twins, or even triplets.
It’s literally going to be a hard thing to make if the beginning already has random beginnings, and the storyline would be so hard to keep track off, but every time I read a Choice of Game story, I keep thinking, what would happen if this or that happened instead of the beginning I’m reading?
I saw the_black_reaper’s comment, and I do want to know if there is a difference between
*rand prologue_check 1 5
*rand origin 1 3
I kinda hope it’s not a stupid question asi know prologue and origin are two different things, but when putting the code in at the start of the game, i think they’re both the same, but I still would like to know if they have any differences
From what you said to CC_Hill, it sounds more like you have a list of permanent variables that would be randomized to create variations within the prologue. So it depends on how you want to write these prologues. I assumed you’d be giving the readers a prologue that they’d read through (growing up in a poor family, middle class family, a rich family, etc.) but I can see that might not be the case.
Malin Ryden, author of the Fallen Hero series, has a demo for the next book, Retribution. In it, you can create a random character. That sounds more like what you’re trying to achieve. You can look at Malin’s startsettings.txt file here and get an idea of how Malin did it.
No, there’s no difference between the labels besides their name. They’re still serving the same purpose as a unique label name for the variable, so as not to receive a bug, but otherwise they’re the same.
Forgot to mention, you can @/USERNAME if you want to reply to multiple people in a single reply so as not to clutter a thread with your own posts.
I used a randomizer for the gender of your baby in The Parenting Simulator, which worked along similar lines to what has already been outlined here (except a bit less advanced, I must admit; I never did master the elseif command). Also used it to allow for randomized events if the player preferred that to seeing everything in one go. They’re a lot of fun, but the page breaks are key. If you don’t insert a page_break between the randomizer running and the reader seeing the results, anytime they go to the stat page and then return it will reroll the result. As long as they have yet to see the result that’s not an issue, because they’ll never know it’s rerolling. But if they can see it, it will be a little jarring to see one outcome at one moment and another after they return from the stat screen.