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Poll

Type of Walkthrough

  • Use the easier hint system with (optional) notifications 229
  • Spend more time coming up with something else 21
  • 2023-01-30
  • —2023-02-09
  • 250 votes
{'title': 'Type of Walkthrough', 'choices': [{'text': 'Use the easier hint system with (optional) notifications', 'votes': 229}, {'text': 'Spend more time coming up with something else', 'votes': 21}], 'closes_at': datetime.datetime(2023, 2, 9, 23, 48, tzinfo=datetime.timezone.utc), 'created_at': datetime.datetime(2023, 1, 30, 4, 37, 5, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 250}

Content

Hey, everyone! 

As I'm working on the backend of the game, I was curious to get your thoughts on the in game walkthrough. I touched on it in the last post, but the basics are...

I've struggled to balance the walkthrough. Originally, I had the option to turn it off or on as a "hint" system, but I had to double up each question to do so, and it was taking extra time, so I eventually stopped doing it.

Then, someone was making their own walkthrough mod based on my document based walkthrough, so I let them take that off my hands. Problem is, that dev stopped making walkthroughs. Plus, some of their guesses were wrong, so it was getting a little messy.

I've been searching for a few options to simplify, and honestly, I've been searching for years. I want the option to make text within choices optional, and although I thought I was close at times, I've yet to find code I could figure out how to use. Thanks to anyone who has tried to help though!

So the solution I've come upon lately is to keep it as a hint system as opposed to a full blown walkthrough. What does this look like? There will be a notification that pops up when you've made a significant choice, looking something like this for Hypnosis:

Or, for Endowed:

For example, when you find an ending, you'll know right away. When you choose one path vs. the other, the path will be labeled as such, like "good" route vs. "evil" route. Some of the notifications would simply say "recommended path" or something similar. 

I would keep the existing walkthrough with more information behind the choices, and this system would compliment it. Because the notifications would show up after the choice and not in it, I could still make it optional pretty easily.

The other option is for me to attempt to make a more complete walkthrough. My problem with this is in keeping it optional. There are a few tricks I can think of, like making the walkthrough separate where you could drag the file over into the game folder if you like. 

The other issue is, it would probably take longer. I've already spent more hours than I can count trying to come up with a simple solution and I would rather be working on other things.

So, what do you think?

Update: Thanks everyone for the help and suggestions! There is always more than one way to do something, but my main goal was to figure out something I could add to each choice easily without having to rewrite entire menus each time.

Andy had already shown me where to find a similar code to what I was looking for, but he was kind enough to hold my hand and show me exactly how to do my original idea, that being to add the hints right into the menu optionally.

Here's the example he sent:

Along with the option to toggle the walkthrough on/off right from the settings menu.

Right on, on to my next thing on the list!

In the future, I'll get your opinion again on where to use the notifications I mentioned above and how to make them useful as opposed to annoying. 

I'll make a post about my plans for Hypnosis tomorrow. It will mostly be spoilers, but I'll include a status update at the top for people who hate things being spoiled.

Thanks again!

Files

Comments

Ilb760

Don't worry about the hint system. Work on content and eventually, you'll come up with something you're happy with.

Ryan

We just want more content lol. There are already 3rd party walkthrough mods for Hypnosis. I don't think there is any rush on making an in game one

Mouseguru

Doesn't seem like the optional hints would take too much more time. If you have a static menu block then just copy/paste and modify the entries. If you have a programmatically generated menu with dynamic choices, then maybe copy/paste the entire menu logic and modify that, then display the resulting menu.

necrid110

I like the hint system, it worked well when I played the game the first time to let me know what was up with each path, or how to avoid something I didn't want. If you want to get around copy/pasting too much stuff one dirty fix is to just make all the options lead to a flag, then follow up with a separate section that actually displays the options depending on the flag. eg: if hints = yes: menu: option 1 (hint) flag = 1 option 2 (hint) flag = 2 elif hints = no: menu: option 1 (no hint) flag = 1 option 2 (no hint) flag = 2 if flag = 1: flag 1 content elif flag = 2: flag 2 content that way you just have to copy the choice itself, and only need to write all the content once. Sorry if this doesn't work for this issue and I'm missunderstanding, I don't want to back seat drive; I just like helping.

Redd

How hard would it be to use a color system? Highlight the choices based on what ends they can lead to? I know nothing about this stuff so I'm asking just out of curiosity.

Albino

Can you not have a hint flag, then in each question field an if statement to append the hint? It's been a while I forget if renpy allows python in the text file

glrider

I think you could make it an option at the beginning of the game. If the player chooses yes, make the hint color something that stands out, like red. If the player says no, make the hint color the same color as normal text color. Then when you 're writing code, always use the color variable. That way, you'll be consistent throughout the game... just a thought.

XD60

I like the popups I've seen in other games (often of the form "Jenn liked/disliked this") which let you optimize the choices if you want, and rollback to pick a different choice. They don't do as well for explaining long-term consequences, but can handle flagging "evil route" or the like. You could probably get a lot of mileage out of popups plus a separate written guide to explain what the major routes are. That being said, I could probably help you figure out the optional hints if you want to spend some effort to make it work.

Expanding Universe Games

Yeah, that was part of why I stopped adding it to the game, but the main one is no longer being made.

Matty Matt

For me, if I really need to know what to do, I just use the text based walkthrough you have up, having one in game seems a bit overkill, and I'd rather you work on "bigger" things, if you catch my drift XD.

Callahan Darc

Make life easier on yourself. The whole "X liked that" thing can be fun, but I'd rather you focus on important stuff

Expanding Universe Games

Yeah, it could work for Endowed, as it works with character points. Hypnosis is more yes/no based.