We’ve hit the 10,000 word mark. Story-wise we’ve covered the events of New Year’s Eve the night before the story really begins, giving the player four options as to how they spent the party:
Each option gives us the opportunity to pick up some traits that further define our character beyond their archetype – Hold Your Liquor, Coward, Got Some Moves – and possibly some temporary conditions like “hungover” or “busted up.”
And each gives us the opportunity to further develop our relationship with our cousin Cole.
Big change to the way that traits were working; instead of each trait being a variable within an array, each trait is stored as a key tied to a dictionary object. In practice this means that we’re not using any kind of RPG-like stats – instead you are defined by your traits, and can pick up conditions that temporarily alter your capabilities.
There’s no RNG, no dice involved, when you have a task you’re either up to it or you’re not, depending on your traits and conditions. Being Busted Up makes physical tasks more difficult. Being a Flirt means you’re more likely to summon up a nerve to ask that cute cashier for their number.
In this game Failure is just another state, another choice – death is boring, getting stuck is boring, so failing at a task just means the story goes in a different and hopefully also interesting direction. Does this mean you can’t lose? Yes, though some endings are subjectively less happy. But failure doesn’t necessarily lead to the most happy, and sometimes negative character arcs are fun to read.
This is why none of the traits are objectively better than the others – character flaws simply tell a different story.
You can find version 0.2 here.