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Yo,

I just thought of something that could be really useful.

In addition to requiring the previous node to be unlocked in order to access the connected ones, it could be great to have an optional requirement based on a Switch being ON. This would allow the creation of perks that remain locked until the player unlocks them through gameplay conditions , for example, reaching a certain point in the story.

I think this would give developers much more control over progression and would be useful in many different scenarios. Let me know what you think when you have time.

I found the suggestion brilliant. There are some gameplay design choices I'll have to make, for example: if a switch is needed for a node, do I need the switch activated to unlock the node, or can I unlock it without the switch activated but the ability only becomes available after the switch is activated?

Personally, the first scenario makes more technical sense to me, and I think it's easier to implement as well.

But where your idea really shines is in the possibility of building a skill tree with invisible nodes that only appear when you have a switch activated. This allows access to special abilities related to the story.

As I said, I found the idea brilliant; it's noted down, along with your previous suggestions, to be put into development.

Thank you so much, you're amazing!