
Posted September 11, 2024 by PowerOfSin
The society has been fleshed out on and next step was making one type of event for each location type, as mentioned at the end of the previous devlog.
Or was it?
One of the main features I had in mind was that effects in one event can affect the next event you pick.
Two types of changes proved extremely interesting, but also extremely problematic for keeping the initial scope sensible.
After playing around with different event concepts I came upon a fairly obvious but troubling development.
If I had 1 event that can get you naked in the prototype set of 8 events and 1 event that lets you bring a friend along, that balloons the minimum required event variations to 3x the amount (rather, 22 because initiating events can't have variant of their own change) .
But, in the final game it wouldn't be a big issue since I would have enough events written that there will always be an available event for the given location, right?
Wrong.
Locations types would appear multiple times in the same run, and thus I would need to avoid repeating the same event during a single play-through since it would be weird to have characters appear at multiple places doing the same thing and reacting in the same way.
Getting all I wanted in the initial design was not viable, so one of these three had to be removed:
I went for removing the 3rd option, despite already having map navigation coded in.
I am currently in the process of writing the first event chain and it's turning into quite a beast. You could get lucky and avoid most of the drama/challenge, or you can get totally destroyed by your opposition. I guess that's how it works for these games, it's more interesting when you are less lucky xD
I am considering to give it to more people to test once I have the first event chain implemented, but it may take a few weeks.