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Francis L.
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Yeah, that's far more complex than what we really had the time to do in the end. I wanted to give more depth to the conversation logic but then we wouldn't have finished the game on time.
The current logic actually allows for some probability to change people minds when talking to them (either through casual conversation or ideological discourse). There's an "affinity" level that I ended up deciding it was best to show the player via a color shadow. If someone's radically opposing you in the spectrum, there's no way to convince them, but casual conversation can let you know about someone's way of thinking - much like in real life, sometimes.
I'd absolutely loved to explore more gameplay posibilities for this, but we were going for something simple for this arcadey theme.
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