Telling the reader when their stats change

@TheGraveThief I personally don’t like them,but if they’re there I don’t mind them either.

But,have you thought about putting it like a sentence in the game,for example if you work hard you can have the text say : You feel strength growing within your…or something.

I don’t like to be told of small increases/decreases in plain text.
Eg. Strength +3

However a sentence stating "your strength increases slightly, " is fine by me. I feel like it breaks immersion and that previous choice wasn’t a great one when i see it as plain text at the bottom. I don’t mind seeing it if it’s something huge like i just lost half my life points/skill points :cry:

I actually like flicking to the stat menu to check on my overall stats, (if i don’t have to click through confusing menu’s afterwards to get there).

Also, you can just have hidden achievements to not give away plot plans :smile:

Speaking of which, for the mc to better understand the situation their in, really plan on adopting the story mode aspect of stats. For the stats screen that is.

Your just fine, only a scratch
You might want to see a doctor…
You’re gonna need a miracle pill if you want to live the night
Vs
Health: 80%
Health: 50%
Health: 10%


Or better yet a mix of the two.

@Arcania
I really don’t like the full text method because it is too vague.

Like, how do I know how many “hits” I can take before dying or something like that?

Which is why I plan on putting both there, prob the message/snippet right beneath the stat vs a separate section where the mc can switch to and from. Stats and story mode.
@ballmot
But I can see your point, unless it’s detailed…you’re gonna have me at a… If it doesn’t say perfect, I’m worried. Though doesn’t choice of dragon use that? How’d you feel about it?

Was mainly gesturing towards tin star on the split stat and story version.

That depends on more then just seeing your health bar. Different hits could do different damage amounts so whether your at 80% or 10% if you take a 95% hit then you still die in just one hit. Whether it shows stats or descriptions in the stat screen should depend on whether the story is more narrative based or game based. You could also do it like Tin Star and have a button that toggles between the two

@Arcania
When I played CoDragon I always wanted to restart the game when I got hurt.

But that is probably just me, I’d say that using both text and numbers is the best way to go.

On that note @Arcania @Zaroukae , I’ve been struggling with making it so I can have a short description of the stat underneath the percentage bar. I could get it so it was there at the start of the game, describing your initial stat level, eg: You’re fairly sensible, but it wouldn’t change when the stat rose or fell, it would stay the same.

I was using this sort of script for laying it out on the stat screen:

[b]Intelligence[/b]
*stat_chart
  percent intelligence Status
Summary: ${intelligence_text}

and the intelligence text was like this in the startup file (I couldn’t get the temp in the stats file to work at all).

*create intelligence_text "default"

*if intelligence <10
   *set intelligence_text "There are rocks smarter than you."
*elseif (intelligence >9) and (intelligence <20) 
   *set intelligence_text "You're far from bright."

etc etc… I wanted this for all the stats.

If you don’t mind, could someone help me out with this? I’ve had to remove it because I couldn’t figure it out and found nothing to help on the forum or wiki.

*if vitality >80
 *if vitality <91
   *set vit_info "Got a few nicks, but they're nothing to be too worrying."

sneeze. Ahem. I had mines split so it’s a bit complex. But generally I find else if to have…adverse effects, so I stick with keeping things exact. Note how it must be in that exact range above to recieve the message, it’s like that for all the others.

Now this is kinda set up like a gosub, all in choicescript_stats file.

I have a state named ${vit_info}. So when I want the message to appear like in stats.

*stat_chart
 Percent Vitality
Summary: ${vit_info}

this is an excerpt from my code that changes the “summary” based on the numerical value.

 *temp appearance_text

 *if appearance >= 0
   *if appearance < 2
     *set appearance_text "Birth Defect"
     *goto chart
 *if appearance >= 2
   *if appearance < 4
     *set appearance_text "Bad Hairdo"
     *goto chart
 *if appearance >= 4
   *if appearance < 6
     *set appearance_text "Okay looking"
     *goto chart
 *if appearance >= 6
   *if appearance < 8
     *set appearance_text "Good Lookin"
     *goto chart
 *if appearance >= 8
   *set appearance_text "A Hot Tamale"
*label chart
   *stat_chart
     text appearance_text [b]Appearance[/b]

Okay, thanks for the help! I’ll change it around and see if it works for me too, fingers crossed. :slight_smile:

Awesome! It does look different from my own attempts, and rather more concise haha.

@Arcania @Zaroukae

Looks like it’s finally working! Can’t thank you both enough for your help! I’m totally stoked. :smiley:

Great ^~^ glad to hear it, Be sure to let me know how it looks in that style, I just might be seeing about adopting the system ^~^

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I like being told when my stas change.

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One cool thing about Hollywood Visionary is you have an assistant who gives you a progress report that shows your critical stats at the beginning of each day. I found that very clever and diegetic.

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That’s a $10 word if I ever heard one. :stuck_out_tongue: