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(+1)

The branching paths can be linked to stats, so you don't have to make a whole new set of dialogue for each possible situation. RPG maker is already pretty good about this if you make the buttons into map character elements. Map characters with multiple variables  always go the highest possible state, so you can add "action chains" per each button.

For example:

  • "ass grab" is an action that requires dominance and adds arousal, it changes to "ass smack" when dominance is higher.
  • "fondle" is an action that requires arousal and adds dominance, it changes to "squeeze" when arousal is higher.

The two actions would change each other's states without needing any complex branches. As you add more options and more stats, the complexity of the branching story path builds itself for you. It might be fun for players to experiment with what options each sequence of actions give them, and you won't have to plan any sorts of elaborate flowcharts to keep track of every possible thing that can happen.

(+1)

That sounds awesome thanks!