Alone Ending and Heart Systems
Posted: Mon Aug 23, 2021 9:48 pm
Hello there!
I am currently working on a game. In truth it is the first time I am this excited and motivated to get a story out. Ultimately, I know I want to release the game because I enjoy and am proud of it. But I thought it may not hurt to get some perspective on some recent questions that have been popping up in my mind. In order to keep the topics somewhat separate, I am going to break it up into a few posts. So my apologies for the spam!
What are your thoughts on alone ending options? I am contemplating giving the option for the player to choose not to engage with the interests at all. Therefore not raising any deep romantic connection between an interest. So there could be an ending where she ends up on her own and maybe some light friendships with the interests. This isn't really a "bad ending" per se. And to be frank, I don't really plan on making true "bad endings" as it doesn't really seem to fit. Additionally, I am contemplating scripting in "rivals" per say. I don't think these gals are hostile or antagonistic, but if the MC chooses to not engage with the interests, they eventually move on and end up with someone else.
And somewhat related to the previous question:
What is the best "heart system"? In my plan there are three interests and ultimately two "phases" of the story. To put it simply, midway through an event occurs that fundamentally changes the main character and interests. My thought process is rather than picking a route, based on your actions you accrue a certain amount of hearts with an interest. There is one main storyline and based on bonds created, some aspects are different. But I don't think it's different enough to justify an entirely separated route. There would be "heart checks" where based on your previous interactions certain characters would show up during certain story beats. Or if you didn't talk to anyone or didn't engage with them enough, it would be the MC on her own. As much as I like the idea, I feel like it runs the risk of isolating a player who is trying to test the waters of everyone before choosing someone. Or who the event wants to change to someone else entirely. I feel like the concept of the alone ending plays heavily to this as hypothetically these people would end up on that path by diversifying who they spend their time with. Additionally, if someone wanted to switch, they would be at a severe disadvantage to try and reach the check needed at such a late point. Unless the points increase as you go on? (I am not sure if this is too complicated of an idea in general and I should scrap it)
My apologies if this doesn't quite make sense. I am trying to iron out jumbled thoughts.
I am currently working on a game. In truth it is the first time I am this excited and motivated to get a story out. Ultimately, I know I want to release the game because I enjoy and am proud of it. But I thought it may not hurt to get some perspective on some recent questions that have been popping up in my mind. In order to keep the topics somewhat separate, I am going to break it up into a few posts. So my apologies for the spam!
What are your thoughts on alone ending options? I am contemplating giving the option for the player to choose not to engage with the interests at all. Therefore not raising any deep romantic connection between an interest. So there could be an ending where she ends up on her own and maybe some light friendships with the interests. This isn't really a "bad ending" per se. And to be frank, I don't really plan on making true "bad endings" as it doesn't really seem to fit. Additionally, I am contemplating scripting in "rivals" per say. I don't think these gals are hostile or antagonistic, but if the MC chooses to not engage with the interests, they eventually move on and end up with someone else.
And somewhat related to the previous question:
What is the best "heart system"? In my plan there are three interests and ultimately two "phases" of the story. To put it simply, midway through an event occurs that fundamentally changes the main character and interests. My thought process is rather than picking a route, based on your actions you accrue a certain amount of hearts with an interest. There is one main storyline and based on bonds created, some aspects are different. But I don't think it's different enough to justify an entirely separated route. There would be "heart checks" where based on your previous interactions certain characters would show up during certain story beats. Or if you didn't talk to anyone or didn't engage with them enough, it would be the MC on her own. As much as I like the idea, I feel like it runs the risk of isolating a player who is trying to test the waters of everyone before choosing someone. Or who the event wants to change to someone else entirely. I feel like the concept of the alone ending plays heavily to this as hypothetically these people would end up on that path by diversifying who they spend their time with. Additionally, if someone wanted to switch, they would be at a severe disadvantage to try and reach the check needed at such a late point. Unless the points increase as you go on? (I am not sure if this is too complicated of an idea in general and I should scrap it)
My apologies if this doesn't quite make sense. I am trying to iron out jumbled thoughts.
This has been done in "cute demon crasher" (