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(+2)

Maybe have the player decide the character's reaction to it and thus the morale effect?  Just a thought.

Thanks, that's a neat idea. I'll have to give it some thought. Could you give some examples of what choice would raise or lower morale?

(+1)

I was just thinking it could basically be a prompt for how the player character is reacting, something like:

1. Get angry (+ morale, - relationship)

2. I guess that wasn't too horrible (neutral)

3. That was disgusting but I had no choice (- morale, + relationship)


The idea with the relationship change is to give the choice some benefit even thought you're losing morale, and vice versa.

(+1)

Get angry - refuse doing something, hit some1 touching u +morale, - relationship

Don't do nothing - don't do requested thing, withstand things done to u -+morale, -+relationship

Happily agree - agree doing something, accept or flirt when things done to u -morale, +relationship

(+1)

I wouldn't use relationship as a ressource here, relationship is the most valuable ressource and there are little situations where you would go for morale instead. It also would change the game mechanics a lot. What I could imagine is a money/morale tradeoff. While doing things for money doesn't really fit a private party (might better fit stern male), you might meet certain people at the party. If they enjoy your company, they could use your services the next day. In other words, if you accept some lewd actions on the party, you loose some morale, but get a guaranteed passenger of even VIP mission from that officer the next day.

Still, I'm not sure that implementing new features at this stage of development is a good idea, or whether this should be postponed for later.