Skillcheck Modifiers
Posted: Tue Jun 06, 2023 5:53 pm
Hi, I'm pretty new to DS and Unity in general but I've been using it alongside Adventure Creator and I'm really starting to fall in love with it. I'm awful at coding so really appreciate the level of depth I can achieve without having to venture into visual studio.
I've been trying to implement skillchecks in my current project - I've had a look at the example package and feel that I've got a good idea of where to start but haven't implemented anything yet. Specifically, I'm very interested in the idea of skillcheck modifiers as used in games like Disco Elysium or Pentiment. The idea is that players can pick up booleans that, when they go to make a skill check can impact their chances. For example, if you want to convince someone to help you, but earlier in the game, you called them a big idiot, when hovering over the skillcheck option, something like "-5 you called this guy a big idiot" appears and makes it harder to pass the check. I've included examples from the two mentioned games below.
This strikes me as a really nice way to add depth to conversations simply by adding in tags where necessary. How difficult would it be to implement something like this? I'm familiar with the hover text example but not sure how to alter the text so that it specifically shows the modifiers or how to keep track of and use those modifiers?
I've been trying to implement skillchecks in my current project - I've had a look at the example package and feel that I've got a good idea of where to start but haven't implemented anything yet. Specifically, I'm very interested in the idea of skillcheck modifiers as used in games like Disco Elysium or Pentiment. The idea is that players can pick up booleans that, when they go to make a skill check can impact their chances. For example, if you want to convince someone to help you, but earlier in the game, you called them a big idiot, when hovering over the skillcheck option, something like "-5 you called this guy a big idiot" appears and makes it harder to pass the check. I've included examples from the two mentioned games below.
This strikes me as a really nice way to add depth to conversations simply by adding in tags where necessary. How difficult would it be to implement something like this? I'm familiar with the hover text example but not sure how to alter the text so that it specifically shows the modifiers or how to keep track of and use those modifiers?