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(+1)

Well... Each option effect each person stats (mom, giraffe, nuy). After calculation, it will select the next dialogue based on who has the highest stats, then proceed the next conversation. If there are character with same stats, it will resolve it like this

mom==nuy =>mom wins

nuy==giraffe=> nuy wins

giraffe==mom=> giraffe wins

like rock paper scissors....

if all the character has the same stat, then mom wins! because mom is always right.

The thing is, because the option given mostly (not all) decrease mom stat, the only way to get mom ending is to balance all stat (mom==nuy==giraffe) ON THE ENDING of the game. Which is pretty hard to obtain.

as for the question as to why you feel all the options are meaningless, it's because i had restricted time when i create the dialogues, so some option and dialogues are reused multiple times, creating a feel like there are no effect on the dialogue.

Best solution is to actually show all character stats, so people can see what option effect what character.

Nice one! Yeah this shows up a lot, what do they call it... Invisible complexity? Something like that... And the other issue is another problem with the same result of having your work not translate into gameplay - basically having doors that are too narrow to pass through. I did a fair number of tries aiming for a mom ending, and didn't feel like I was getting anywhere.

You're totally right, showing the stats (and some sort of current ending tracker maybe?) would help quite a lot. Then you would have clear things to aim for. 

Kind of reminds me of the way many FPS/3rd person shooters threw away a lot of enemy simulation code in favor of just teleporting enemies into preset interesting positions when you opened a door that made them look smart, and created interesting situations.

With that info, maybe I can get the mom ending some day XD.