Pok23 wrote:Anyway, perhaps (just for playtesting purposes) implement something like Ariane did in Date Ariane? Where each ending results in a string (e.g. 0xd4) and the user can input that string into a textbox that then pre-populates all the necessary variables from that route?
Hi Pok, thanks for your interest! You're in the next group of Playtesters btw.
What you are describing is exactly what I'm looking for, but hopefully something simpler for the player than just ramming everything together into a long string. BEW will have about 250 variables, if we count achievement related stuff. That's OK for a copy/paste, but not viable for pen/paper.
tlaero wrote:If there's only one or two places for the restore to send you, then you can avoid needing to encode the htm file. I don't suppose all of your variables are in the range 0-9 are they?
Don't really need to store a location at all. Currently I'm thinking more of an endgame string.
All the Achievement and their related subAchievements are effectively binary, either 0 or 1, earned or not earned. That accounts for about 150 of the total variables. That's not 150 acievements, but includes variables that track achievement progress. For example, there is an achievement for causing every love interest to have an orgasm. That's impossible during a single playthrough, so each of the 5 love interest is tracked in their own subAchievement variable. Once each of the 5 love interests has a sixth variable is triggered for the actual achievement.
All the game variables are effectively integers that can range from 0-999.
It is not necessary to export achievements and game variables together. In fact, that may be counterproductive anyway, since only the latest achievements export would be useful.
If there is some easy encoding/compression scheme for one or both sets of variables, then the preference is to just take all of them as-is at the end of the act and present them to the player.
If necessary, for the game variables I can probably prep and consolidate them down to one per scene, and three per love interest, so that's about 35 total for Act 1, give or take. There are 22 total scenes in Act 1, but not all carry variables (ie. the intro, the short home scene between the office and bar/club, the post club home/recap scene etc..)
Achievments are already processed every game start where they are revoked, and rechecked against the sub-achievement requirements. I coded this function to allow for adding new requirements for achievements during playtesting so that some of the mastery achievements could be earned based on existing content. So some consolidation there is possible as well.
I hope at least some of that makes sense.
Wolfschadowe