Introducing the VISION idea
🕑 Added 2024-03-26 18:29:42 +0000 UTCOne problem all visual novels have, is if you make a key bad decision at a crucial point it kind of ruins the play through. Makes you want to restart/re-load.
Introducing the idea of FORESIGHT - a stat that is hard to grow, but when you get it high enough, in certain situations you get the chance to apply VISION.
What vision does is gives you a rough glimpse at what the outcome of your choices could be, almost like seeing possible futures and branching paths.
An example is, when you jump in and the spiders are getting smashed by the doomsday fleet you can chose
take command and do your best
tactically retreat, see what happens
In one circumstance, Fel salutes you and nods as you press ahead. In the other Fel scowls and takes over command.
Yet, either decision, will see you go into the fight.
But what you see may not be 100% as it seems, you may miss context.
For example you could see Kira shouting at you, and not chose that decision, but the shouting at you could be a moment after an intimate night of passion ..that you would miss out on.
Comments
Mr Adam McMurchie
Yeah totally! It might not completely solve the saving problem, but definitely add an interesting dynamic!
Greynightsaber
This could be a good idea, usually id have to save a bunch or get lost down the rabbit holes of possibilities.
Mr Adam McMurchie
Thank you, I appreciate it! Oh man, there is so much more to come!
zeroxjason
This is a cool mechanic. I really like a lot of the subsystems you are putting in!
Mr Adam McMurchie
I know right! It's kind of cool though because it gives you a chance to explore further on a pivotal moment. I might even allow a 'do-over' option for those who want easy mode.
Mr Adam McMurchie
Thank you man!
Overlord23
That's an amazing idea
Cneaus Fechine
I love how it's such a double edged sword to obtain that could either guide the player or 'misguide' if they're not careful like you mentioned. XD