Seztworks wrote:In pure math terms you are correct. There are 1024 different world states.
But I only have to implement 20 different changes to match that number.
As in every choice in game 1 only needs 2 effects in game 2.
If every choice in game 1 affected every other choice then yes it would be monstrous as I would need 1024 changes. That is not the case.
Regarding the size of the changes. Now we are going into spoiler areas. The brave beware and see spoiler below.
Seztworks wrote:Hiya enlightend
I looked at different options before starting writing for the games and even started implementation in Rags before switching to Adrift.
I was looking for something that would fit my idea of how I wanted to tell the story.
I have played Hentaihighschool and similar and liked it. Very classic dating sim build up. It could work well with the setting of Himeros Hotel.
My personal choice was Adrift because I liked the slightly more text heavy approach without having to go into visual novel mode.
It gives me the option to play with different gameplay elements without being a pure dating sim or a pure rpg.
It seems it is the day of the spoiler as the next part only makes sense if talking about the trilogy. So here goes something I have mentioned before but slightly more indepth.
Seztworks wrote:Hello DarkSoulDrinker
I have been adding specific keywords into the text as italic. This is not always enough but it helps sometimes. I am always in the market for feedback on conversations that seemed to hard to guess.
Regarding you specific block.
All blocks that require user feedback should have the required feedback explained in the introduction texts.
Example if you have to ask someone about a specific subject the event leading into that should mention the subject.
There are a lot of events that trigger on exploration and some only after doing specific things.
I am still working on balance between ease for the player and actual gameplay.
Seztworks wrote:
Regarding hints. Lets see.
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