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(+1)

Hey,

I don't think I understand difference between dynamic and static scenes. Could you give some examples ?

Also do I understand correctly that game currently consists of static scens only ?

Thanks in advance !

(+1)

I'm glad you asked.

Static scenes might be about 3 to 5 message boxes long, using around 250 words. It doesn't change, or changes very little. It can use variables, so it can quote a number that changes over time, or a random person's name. But, the good thing about this design is that it's very "loosely coupled", meaning it doesn't care very much about how other systems, such as obligations or outfits, are designed or change over time. It's very simple to make, which means we can make more of them. The bad thing is that it won't change much over a long game, so can become boring.

Dynamic scenes might be around 3 to 5 message boxes long, too. The intro and the ending of the scene will likely always be the same. However, the 1 to 3 message boxes in the middle can change a lot. We'll call them "middle parts". The game will figure out how many valid middle parts there are. Some middle parts will be conditional, such as only being valid if the main character's bra is visible. Then, the game will randomly pick in any order, 1 to 3 valid middle parts. The good thing about this is that it keeps the scene fresh. It can also introduce new parts to an old scene, as you progress further in the game. The down side is that it's very "tightly coupled", meaning that dynamic scenes care a lot about how other systems are designed. If I change out the outfits later on, then I'll have to go back and revise a lot of different dynamic scenes. The other issue is that dynamic scenes take a lot of time to write and maintain.

Currently, the game mainly uses dynamic or semi-dynamic scenes. For example, when you go to the cargo bay, even if the main character is not harassed, how she asks for a status and how the crew respond tends to change. I'd call this semi-dynamic, because there's some structure to it. But when for example an officer asks the main character to show her panties, this is a very typical dynamic scene. There's an intro and an outro that's always the same for this scene for this officer, but 2 out of 4 possible middle parts are randomly selected (in any order) by the game to fill in the middle of this scene. These middle parts don't have conditions gating them, but they could.

My dilemma is that if I make static scenes, I can do them now, and then update systems later on without worries. If I make dynamic scenes, then I might want to wait until other systems (obligations, art, etc) are finalized. I'd like to think they are, but I also just recently commissioned brand new art for the paper doll...

A more moderate semi-dynamic scene might be the best way to go.

(+2)

Thanks for clarification, I was convinced we are dealing with static scenes in the current release :P

I like the current system therefore I'm in for Dynamic System