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To add extra layer of discovery, add chanced occurences for things such as entering locations, using or inspecting items, etc..
Example 1.
Could be used for as simple of a purpose as having couple alternate lines of slightly different flavour text.
This could also be used for riddles and hints.
Example 2.
Could result in a different outcome than usual (telekey puts user elsewhere, item interaction with target granting something unusual, etc.).
As for implementation, to control rarity of events I'd suggest allow to specify chance weight.
Here's another issue, however.
Case 1. It would feel more natural, if flavor text would be allowed to change upon each check. However...
Case 2. It would be scummy, if player could non-stop repeatedly interact with something to "get something special" out of it.
To attempt preventing / punish behaviour of [Case 2], I suggest having a "toggle" for whether a chance is determined upon interaction itself or upon entering the room (similar to how YN handled this). This would hopefully avert players from falling into dull experience.
The text was updated successfully, but these errors were encountered:
To add extra layer of discovery, add chanced occurences for things such as entering locations, using or inspecting items, etc..
Example 1.
Could be used for as simple of a purpose as having couple alternate lines of slightly different flavour text.
This could also be used for riddles and hints.
Example 2.
Could result in a different outcome than usual (telekey puts user elsewhere, item interaction with target granting something unusual, etc.).
As for implementation, to control rarity of events I'd suggest allow to specify chance weight.
Here's another issue, however.
Case 1. It would feel more natural, if flavor text would be allowed to change upon each check. However...
Case 2. It would be scummy, if player could non-stop repeatedly interact with something to "get something special" out of it.
To attempt preventing / punish behaviour of [Case 2], I suggest having a "toggle" for whether a chance is determined upon interaction itself or upon entering the room (similar to how YN handled this). This would hopefully avert players from falling into dull experience.
The text was updated successfully, but these errors were encountered: