QUOTE (Chaos_Martin @ Sep 24 2012, 10:04 PM)
You can do a conditional branch where if variable =25 +1 to character to stat else=0 to character stat,
Have you tried doing the character's in groups? Like say if they is a group of characters called the Milky gang the favours you do for the Milky gang will effect all characters in the milky gang?
I don't get the "Conditional branch" that you're describing.... D:
And yes, I have considered "gangs." At first I wasn't so sure but the fact that you mentioned it backs the idea, so I will add characters into "gangs" but there won't be too many.
QUOTE (Shaddowval @ Sep 24 2012, 10:18 PM)
I looked into this a little bit and honestly it's going to be messy, you are using a lot of variables and almost every choice you make changes something.
One thing you can do, is not have every event change something for every person, maybe each time you make a decision, depending on the decision, it affects maybe 3 or 4 people, tops. This would help keep things down and would also make it so you can make a decision to increase an event with one person, but don't have to have the risk of lowering it with someone you really want. Does that make sense?
The only real way to keep the stats from adjusting more than once is to put a switch on them, at least that I can see. If you put a switch on when it's over the 25 it will keep it from triggering again, then you can have it check if below 25 and remove the switch and drop the stats down. This isn't a very clean way to do it, sadly.
Ah. Okay I agree with the 3 or 4 people thing, obviously there will be the odd exception when there is a big event but I like it!
So after I finish character design I will start on "Event design" to see what sort of events will occur in the game.
As for the stats, I had a quick look and using your advice I think I've found a way it works. Something like this:
Haven't fully tried it yet, but it looks like it'll work...