Let's get right to the point:
- I want my game to have unlock-able content. On the first playthrough, all neutral and bad routes are unlocked and playable.
- Completing ANY route gives the player more dialogue options, as well as unlocking all good routes.
- Completing ANY good route colours most text choices to hint at the route they swing towards, and unlocks the true route.
- Finishing the true route allows different options at the very beginning of the game; not full playthroughs, but other perspectives.
For II: I believe I can accomplish this through a persistent variable that is set after the player reaches their first ending state. Something like -
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$ persistent.completed_once = True
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if persistent.completed_once = True
jump newgameplus
For III: Colouring text for choices can be done easily enough by making my menu choices images, like so.
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menu:
"{image=It kills me not being able to indent}":
"{image=That being said, I don't particularly think of myself as a good coder}":
In addition, the last route - a completely new story/label, is unlocked. Since I'm using colours pretty thematically, I'm hoping this will also make the true ending and it's immediate 'branch' fairly obvious for those still hunting around what's new, but who want to see the conclusion, since the colour doesn't correspond with any other theme in game so far.
For IV: At the moment, the start pops up with a single-choice menu. Like so:
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menu:
"{image=Main path, narrator's perspective}":
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if persistent.true_end = True
menu:
"{image=Main path, narrator's perspective}":
"{image=Secondary character's perspective}":
"{image=Tertiary character's perspective}":
"{image=Antagonist's perspective}":
Whew! I think that's everything, feel free to call me out on if something won't work or can be done better; and naturally, if you feel like doing the same, go for it! Thanks so much!