Progress has been slow lately, but I’m finally done with (apparently) the hard part. I freaking hate my inner editor.
I’m also reworking how the personality stats work.
The opposed stats pair has now been replaced with personality points. Instead of a single bar that tracks “opposing” personalities, you can now gain points for both of them, which both start at zero.
So, for example, you can have 10 Honesty, and 20 Manipulative. Gaining Honesty points won’t deduct your Manipulative score, so keeping a middle ground won’t be as punishing, and it is actually possible to be both now, which can give you more choices.
This means stats can be checked in two ways now. A single check will just check if you have enough points for a certain stat, while opposing checks will check both the stat and the opposing stat.
- For singular checks, the code will check your Emotional points to determine if you’ll either just nod, smile, hug, or kiss someone.
- Opposing checks are used if both are conflicting. So to determine whether you will cry or not, the code will check your Emotional points in relation to your Reserved points.
- 30 Emotional vs. 10 Reserved means you are 75% Emotional, for example.
- Having the Emotional Trait (which gives +20%) means you’ll have 36 Emotional in this case.
I think this will give the player more freedom to pick their choices without limiting to min-maxing, while also being easier for me to balance stats. I don’t have to know how much points you have for opposing checks, I just know that you have to be above or below a certain percentage to pass or fail a check. This also means I’m not limited to 100 points, like a regular stat bar.
So if you only picked Silly choices in the prologue, you’ll automatically be 100% Silly from the start, and not something like 65% Silly. That would be silly!
What do you guys think?
@BABYCRY Well, what do you think about the new title? Do you like it?