HoboForEternity
LIBERAL PROPAGANDIST
Underrail and and the original copper dreams have a baby
1 - "You have absolutely no idea whether this is or is not %status%. 50/50"
2 - "You have no clue, but if you had to guess, you'd say that this is a %status%"
3 - "Probably this is %status%. At least you think so."
4 - "You are fairly confident that this is a %status%"
5 - "You are almost completely sure this is a %status%"
>5 - "No doubt that this is a %status%"
Valid point. The reason why I chose the manual trigger, is that it is more similar to how pen-and-paper RPGs do it; at least in my experience - you tell the game master that you want to detect lies and then you roll. It's a conscious act.Just throwing an idea, but what if instead of having you click the button each time (which seems quite cumbersome), the roll were automatically made every time the conversations progresses and instead of having a text prompt providing the outcome, you got the reading by looking at the beeping frequency in the lie detector? Perhaps showing it with a ribbon or knob instead of lights for ease of reading.
Are the text choices selectable via keyboard?
Alternatively, you could make the check expend some sort of resource, like stamina or the detector's charge (or even a consumable item), so that choosing to detect lies would be less of a no-brainer.Valid point. The reason why I chose the manual trigger, is that it is more similar to how pen-and-paper RPGs do it; at least in my experience - you tell the game master that you want to detect lies and then you roll. It's a conscious act.
Someone pointed out another possible issue - there are players that have kind of OCD level of obsession and they would feel really uneasy unless checked every single line of dialogue. Automatic checking would be better in that case.
My bad, I didn't even realize I'd rated it negatively. Misclicked and all that.Excellent suggestion, ItsChon!
I think it's better when games have a little indicator for each option for the reasons you listed, as I believe the pros of seeing your skills and actions impact the dialogue far outweigh the cons. If possible, it'd be really cool to have certain dialogue options based on things you've seen/side quests you've done/items you have, which can be labeled accordingly as well. Stuff like that seems very small but is a big step towards making a game feel way more reactive. A player has one or two of those happen to him, and his perception of the game will shift greatly in terms of reactivity.Just curiouos - what's your take on this whole metagaming aspect, e.g. skill check indicators in dialogues?
It's hard to quantify that because I've both added and removed things, as my primary goal is not to expand but to refine.How's the size of the game compared to that demo from a couple of years ago?
This is a concept for screen what you get when travelling between various wrecks.
Oh, and btw, how many obscure games related references can you find in this GIF?
Is that legionnaire a Nethergate reference?