XaiJu
Shark
Shark

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Companion Planning

Shark poll's still not over, so I have taken on a task tangential to the current voted choice: planning how companions will work; not gameplay-wise, as that has more or less been completed, but story-wise.

Planning Companion Event Interaction

I have begun planning how I will distribute flavor companion interactions through events and stuff. There are basically two ways this happens: significantly and for flavor. The first is when the event's outcome might change completely based on the companion. The latter is when a companion's presence is noted and that's all, or when they note their opinion on the matter, or when they make a helpful comment or observation.

The first will be done inside the event class, as that is the most proper way. The latter is where it gets interesting.

If a companion's presence does not change how a scene will play out, I am thinking of putting it in a separate class that is not the event's. This will make companions more modular and will avoid me having to go back to events to add interactions all the time. There're some problems associated with that that I still have to work out, though.

Planning Companions Structure

Also, I am planning the overall content structure of every companion, and how they will change in their interactions to the player. I had a rough idea before, now I am drawing the outline and defining things in a clear way. I will make a separate post about this, and what this possibly means for daisy, when I have a concrete game plan.


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