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Good day to all, we're back with another MHC dev log~

This past week I've worked on designing and implementing the traits the player can acquire during play, so I would like to expand on this a bit here. Now, there will really be a lot of traits in the game, mainly for structural purposes, but only a certain handful of them will actually be important to the player during gameplay. This includes traits that are acquired during character creation and traits that you'll attain later on during play.

The MBTI test in the beginning of the game will stay in, but the starting traits it offers you are switched around a bit. These personality traits are now designed to also offer you gameplay features instead of just new dialogue options. You'll still have your new dialogue options depending on your personality traits when it's important, as I think new ways to talk and interact with NPCs during a story-driven game is critical for 'build' diversity and replayability. These are the new personality traits as of right now in development:

Introvert: 

Minor stress gain when initiating conversation with an NPC of 70 or lower relation.
Minor stress loss when initiating solo activities (studying, gaming, reading etc).


Extrovert:

Minor stress loss when initiating conversation with an NPC with 70 or lower relation.
Minor stress gain when initiating solo activities (studying, gaming, reading etc).


Adventurous:

Stress loss when entering a new dungeon for the first time.
Stress gain when initiating crafting.


Reserved:

Stress gain when entering a new dungeon for the first time.
Stress loss when initiating crafting.


Pragmatical:

Start with higher crafting skills.


Intuitive:

Start with higher academia skills.


Warm-Hearted:

Stress gain when killing.


Cool-Headed:

Stress gain when initiating conversation with an F (Feeling) person.


The above traits are given to you after completing your MBTI test during character creation and will not be able to change during play. As you can see, your personality traits mainly define the ways you gain or lose stress. Stress management will be important in the game, as this is mainly a role-playing simulation, and forcing your character to do things he/she actually hates should have consequences. Reaching max stress doesn't end the game in any way, but it *will* cripple your skills in some way and demands a visit to the (sexy) psychiatrist to fix. This is a psychology campus afterall.

Comments

Bats

I’m hoping we can play in a couple months I’m excited!

Anonymous

I kind of like that. Well thought out as afar as I can tell.