SakeTami
DwindlingAway
DwindlingAway

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Relationship System Plans

The purpose of the relationship system is to give everyone a chance to build relationships over the course of the game. Each giantess will have multiple endings and with 4 giantesses to choose from that means there could be as many as a dozen different endings to Dwindling Away. But relationship choices don't just affect how the game ends, they affect how the story plays out. The upcoming Layla CYOA/Visual Novel segment is an example of the kind of choices and outcomes you'll be faced with. We encourage you to play through it multiple times to see the different outcomes.

With all that said while working on this system I realized there were two obvious ways of building this system.

The first is a 'game-like' system where you make choices and get direct feedback on whether or not your choice improved and worsened your relationship, for example if you say something that makes Layla happy the game will say "Your relationship with Layla has improved." The main benefit of this system is that building the type of relationship you want will require less guesswork (aka easier).

The second option is a more realistic system that does not tell you 'how you're doing'. In this system you'll have to infer from a giantess's behavior (via images and dialogue) whether they like your choices or not. Sometimes this feedback will be very obvious, other times it might be very subtle. The main benefit of this system is that its more 'realistic', just like in a real relationship you don't always know exactly how well your actions go over with your partner (though you can usually make an educated guess).

The question is: which would you all prefer?


Comments

I've added in the 'game-like' system for Layla. However, because there is also a large number of people who want a more realistic system I'm going to look into creating my own RPGMaker plugin with an option to 'turn off' the relationship notifications. Normally writing a class like this would be simple, but RPGMaker has some extra jank to deal with so I'll see how it goes. If it looks like its going to be a big hassle or significantly slow down development I'll have to ditch the 'choose mode' option for now.

Realistic systems work better for immersion Sims like RPGs where your not expected to do every possible thing. Here were gonna want to see every event, so a game-like system would work better

BryTheGuy

I hope maybe a hard mode could be included in the future tho, i like to feel hopeless and adapt to something unfair but i understand that not everyone agrees.

Rik

I think with this type of game, as opposed to more traditional games, players want to see and experience all the content. So that said, I'd prefer the easier system. I'm fine with either, though.

SW Riddick

I've noticed there's been a sharp decrease in professional ero-titles with choices affecting hidden parameters; as if such a system has fallen out of favour. I would assume there's a good reason for this trend, so don't feel as if you're diminishing the quality of your product if the first poll choice wins.

Petite Soeur


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