Heya!! There's an error when you choose Vehicle tech.
Also idk if this has been asked before, but will there be flavor text for our personality and or Customization?? I'm playing a more cautious and I guess shy MC, and notice at least one slight difference in the way we respond to CAIT for doing what she did. But I was just curious if it'd affect our other interactions or dialogue aswell?
and will you add a profile page at some point or no?
Thanks for the report on the error! I've gotten a couple other reports about the same error. It's an easy fix, and I'll be patching the update within the next 24 hours to fix that and any other major errors that might surface.
As for your question, yes, there will be flavor text. The first two chapters (and possibly some of the 3rd as well) serve as a jumping off point to establish which personality traits are used more often—in other words to set a baseline for the main character.
Right now, the flavor for the personality choices is in the resulting scenes themselves, but some of them do actually affect how the other crew members perceive the main character as well. (I think Path has the most noticeable change in reaction in Chapter 1, but other characters have differences that are more subtle.)
As the dominant personality trait(s) gets established, flavor text will become more prevalent.
Any other customization presented is designed specifically for flavor text. If it's included, there will be flavor text for it. Some things might just have more flavor text than others. For example, customization related to the main character's origin will have more prevalent flavor text when compared to what types of piercings the main character has. Though, I think that's probably to be expected.
There will definitely be a profile page as well. I'm planning to add that when I'm working on Chapter 3 after most of the character background information has been established. There is still one more major background choice that will be covered later in Chapter 2, and by that point the most important background choices will have been made.
In addition to the profile page, there will be a relationships page and a general codex. The availability of the codex is partially tied into the narrative and should also become available in chapter 3. The relationships page might take a bit longer as I've been experimenting with different ways to present relationship changes and haven't landed on my choice yet.
Thanks for taking the time to send this ask. Hope you have a great day!
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So i don't know if that has ever been asked of if the answer is going to be to much, but if you would describe the ROs of Silverking, using only the Personality stats that the mc has, how would they look?
Hope that makes sense.
Here is my (sad) attempt in making the stats XD I'm hoping it'll be big enough to see for you all.
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Hi! Hello! I just found out this game and i CAN'T believe after I finish this i forgot that i'm playing... I feel like I read the whole story only in chapter 5. I'm glad I find a precious treasure game of yours. Thank you for creating such a beautiful story! TT
I'm playing Shy!MC and... Is there any chance I will get to see more side of mc, screaming angry or being mad or being rude more especially in chapter 5?What I mean mc being shy and screaming is the less thing mc would do so it would be shock to their friends and people around them. Sorry for long explanation. Thank you!
Thank you so much for playing and I'm so happy you enjoyed the game 💖😊
I am not tracking personality stats in the game because I dislike games that do - you are free to be shy during romance scenes but that doesn't equate to your MC being shy in other scenes or that you're supposed to continue playing as a shy MC throughout the game.
Choose whichever response feels right in the moment 😊 you won't be punished for it and characters react to your responses opposed to your personality because I think most people are multifaceted and can react differently depending on circumstances.
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If anyone wants to talk about which kind of MC they usually go with and I assign them a character... you up :)
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New Personality Stat Names
So I've been thinking of renaming some of the Personality Stat names for a while now, and here are the changes in the next update:
Extrovert/Introvert -> Outgoing/Reserved
Emotional/Reserved -> Emotional/Stoic
Discipline/Stubborn -> Discipline/Headstrong
[Stoic] Trait -> [Unflappable]
I feel like Outgoing/Reserved is much more flexible to use than Extrovert/Introvert, at least with how I want to use them. Reserved was the best alternative I could find for Introvert, since the other ones I was considering, either has a negative connotation, is quite uncommon, or doesn't quite fit.
The thing I don't like about the change, is that I'm not a fan of replacing Reserved with Stoic. And that's even harder to find a replacement for (since I dislike the idea of an emotionless MC), but that's what I'm going with for now.
There's a lot of other stats-related changes in the update, but I don't wanna make this too long. Let me know your thoughts, or if you have any suggestions!
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I made this instead of doing actual stats homework you're welcome
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School days in District 12
Personally I love pre-canon Everlark because on one hand you have Peeta who has been crushing for 11 years straight, and on the other hand Katniss pretends she doesn't notice him but really she does. I was inspired by this Katniss design for her outfit!
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beauregard lionett was rarely wrong when it actually counted and was often many steps ahead of everyone else intellectually and she still does not get enough recognition for that idc what anyone says
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Something I like about Leo is that he’s honestly really chill? It’s easy to remember the moments where he’s being obnoxious or excitable but I feel like most of the time he’s incredibly “go with the flow” and has an overall affable demeanor.
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Will there be stat checks in this game? Beyond the obvious relationship stat checks, I mean
Hi, anon!
Yes, there will be stat checks! I haven't 100% hammered down what the stats will be, but I have some basic plans.
Because of the MC's background, they will have a certain amount of starting proficiency with technology. I may or may not break down that proficiency into different things, such as hacking, machinery, piloting, etc. You will still be able to improve this skill throughout the game.
Also because of their background, their beginning proficiency with any other skills in the game will be pretty limited, but you will have the ability to develop those additional skills over time as well. Those skills will probably be related to physical skills, combat skills, and charisma skills at the very least. If I decide to put sub-categories under technology, the other skills will also have sub-categories.
True to how I like to do things, I do not plan for skill failures to result in any sort of "game-over." As a rule, I don't really like game-overs as a part of interactive fiction. That being said, Valiant does have stakes, just as with any story, so certain skill failures could still result in bad things happening.
As I make more decisions about the skills in the game, I will probably talk more about them here too, so something to keep an eye out for if you are interested!
There are also personality stats, which already have some options in the game: friendly, timid, flippant, aggressive, stoic. You'll have the ability to establish which one of these the MC tended towards prior to the story start, and then this personality can be developed and changed over time. There may be some checks that look at the dominant personality type. I may also develop "combined types" in the future, but that's going to be a lot of additional coding, so we'll see. Typically, personality stats will serve to change the flavor of a scene rather than the total direction of the story. Currently, the personality choices in the game serve to change the characters' first impressions of the MC.
Thanks for the ask! Hope you're having a wonderful day.
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One of my former students who I used to talk to about hockey before and after class is now engaged to an NHL player. So, follow your dreams, kiddos.
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Soft Personality Reset Option
So now that I've divided the story into volumes, I have a new idea where you can do a "soft personality reset" at the start of each new volume, which actually solves my problems with how the stats work in my game.
DDWCaPH! uses a two-variable system for each of the opposing personality stats, which is different to the usual fairmath system many CoG/Hosted Games use.
For those who want to learn more about how the stat system works and how the reset option will affect your stats, read below:
How the Two-Variable System Works
Choices in DDWCaPH! give a certain amount of stat points. Let's take the Precocious and Naive stats for example.
A choice may give anywhere from +1 to +50 personality points (although most of them are around +3 to +15). Let's say you picked choices that give these stats:
+10 Precocious
+5 Precocious
+5 Naive
...which give a total of 15 Precocious pts. and 5 Naive pts.
Percentage-wise, that would mean 75% Precocious, and 25% Naive. Getting another +10 Precocious would change your stats to 83% Precocious.
Now imagine the amount of the stat points you get after 10 chapters. You can have something like 1500 Precocious pts. and 500 Naive pts. That would still be 75% Precocious, and 25% Naive. However, getting another +10 Precocious would only change your Precocious stat to 75.12%.
The Soft Reset Option
While this system tracks the percentage of how much you chose Precocious and Naive choices, each choice will start to feel less and less impactful stat-wise the longer the story goes.
By choosing to do a soft reset, your 1500 Precocious/500 Naive pts. will be reduced to something lower with the same ratio, like 300 Precocious/100 Naive pts. (for example), so that your choices at the start of each volume feel impactful again and make it relatively easier to shift personalities.
You may not want to do this if you want the stat bars to be an accurate reflection of ALL your choices.
But wait, how do the Trait Bonuses Work?
Certain traits give a bonus percentage to your personality stats.
For example, the [Partners-in-Crime] Trait, which you can get by choosing Lily as your bestfriend, gives you a +10% Precocious Bonus.
This +10% Bonus applies to the total Precocious points you've gotten. So in the example above, having 1500 Precocious pts. functionally means you have 1650 pts. in total.
The relationship stats and bonuses are actually calculated the same way, except of course it doesn't make sense to include them in the reset.
I hope this makes sense!
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