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How to build things with StoryNexus

Hidden Qualities Messages in this topic - RSS

ferguson4848
ferguson4848
Posts: 37

8/24/2013
Is there anyway to hide certain qualities. So they are set and changed, but the player really isn't aware of them.

For instance I have items 'hidden' throughout storylets and by clicking a given option a player will get a shovel or whatever. That works great, but the way branches are designed as soon as they leave that branch ... the option they just picked is still there. Which again is great to have a cohesive world, but when they click on it the shovel is still even though by logic standards they have it so it can't be there.

The only way around this I've come up with is basically make two different versions of the same branch. One pre object and one post object. This is fine in theory, but then you have to apply some sort of negative state for the pre object branch to appear. Again, this if fine, but the problem is it puts a little card next to the "go" button which states they don't have that given object. This sort of gives away that they should look here and what they'll find.

A way around this might be to have a generic quality on every single branch. Call it "Potential" or something. Unfortunately you would need a Potential quality for every single object quality you would have your player find. This would clutter up the sidebar with all these potential qualities.

This brings me back to my original question about having hidden qualities.

Any help or thoughts would be great.

Thanks

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