Yozzaxia wrote: ↑Thu Jul 22, 2021 2:33 am
Like you said, load history when a character spawns, but have an individual store the history of other characters in itself, so they can react individually from there.
(Sorry, missed this)
That's pretty neat, storing history of other characters, but may actually be harder than generating an actual history :ultrahapphy: . And only certain character's should know certain other character's history, and then not all of it, like if a person doesn't like talking about, and hides the fact that their great grandfather who murdered half a clan
. I wonder, maybe I could use character archetypes for the creation of historical figures... I could even get rid of some boring characters in history to cut down on loading time so that only characters with a marked goal/chose ones have real history while the rest are background fodder
. But then the history gen class seems like I can put in the yes/no gameplay when I'm ready.
Thanks for the idea, I like others' views on things, it makes my system more dynamic!
togFox wrote: ↑Thu Jul 22, 2021 10:17 pm
I think a simple yes/no might be comforting. Sometimes I long for a very simple interface that doesn't require much thinking.
Hmmm...Though I liked it and had that exact reason to do it the whole imagined gameplay looks a lot like reigns, but not with swiping, just buttons.
Thag made me uncomfortable. Maybe I'll still find a way to differentiate it from Reigns.
Edit:*That made me uncomfortable, wow...sprry, thag wes a mjstake