Stats

So for the training game I am doing, I sort of came up with stats at the start but I have not done any coding yet. I been just working on the scenes. I am actually not sure what stats I should use for the game, so it is kind of a work in progress.

Originally I did have stats to see if you could resist commands or what not, but as I am writing I am wondering if I should just give the player the full ability to make any choices they want(and living with the consequences for those choices).

The other stats I had, just measured things like how much you viewed yourself as a man or a human and not a pet. Those would be used for your Mistress to determine your training. Such as if you view yourself as a man, she does more training that makes you feel more girly and feminine.

The last set of stats I had, were like skill stats. Like how good you are at giving oral, or how good you are at cleaning and stuff. Those would factor into the ending you get, since the ending I have planned is you get auctioned off. Of course, at least at the start, your goal is to escape before the auction, but if you fail to escape then skills will help determine where you end up. So giving up on escaping, to get the best sale price is a valid choice and it is what your Mistress is hoping you will do.

3 thoughts on “Stats

  1. Verycoolname

    Maybe a set of stats based on how far along you are and how you are acting, with your Mistress choosing harsher training methods when you don’t act girly/obedient/horny enough? So the key is to toe the line and not rebel too much and get punished while also resisting enough to keep from embracing your new fate.

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  2. Namerok Shadow

    Personally what I love in corruption themed stories is charas rationalizing their new mindset. So I would consider just a simple obedience/rebellion stat that changes some of the text in scenes about how you feel about the situation (and likely the ending) Same scenes, but going through the scenes at different levels of resistance shows off a bit of the flavour of how your chara feels or rationalizes their way into being in the situation.

    I also vote for longer ending descriptions if you have time. I also love not only seeing a chara who they were before and how they changed, but enough time devoted to where they are now and what daily life looks like for them.

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  3. enmesarra

    It really depends on the underlying narrative. I design rpgs professionally, and stats usually depend on what the purpose of the system is (i.e., how does the character interact with the game world). In this case, you might want to have dual stats reflecting attitude and mental resilience. For example, the character’s Soul stat could range from Defiant to Compliant. The more they retain of their Soul, the less likely they are to submit. Mechanically, they can either fight the training or accept the training… moving the stat in the appropriate direction. (Always happy to help, if want to discuss this in-depth).

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