Orchestra: New Game +

This post is well ahead of time, and details what I’m planning to do with Orchestra once the game is “beatable”, which as an open-world game with no more than 1% of all the main story content integrated into the game (and it’s about a sixth of the content, about 5% if you count player perceived content), doesn’t mean very much yet.

Let’s start out with what New Game + will offer: Continue reading “Orchestra: New Game +”

Orchestra: Armor And Protection

One of the slightly annoying things about StoryNexus is that it does not, at least of the time of writing, support conditionals. It’s really not a huge deal, but there are times when it forces an indirect approach to certain things, namely in this case, healing and armor.

Because I cannot check to read a person’s armor every time they get hit, and because I cannot use functions to subtract an armor rating from damage taken (not that I’d necessarily want to, that linear system gets a little unrealistic and forces upward escalating spirals of damage) I wind up having to take an indirect approach. Continue reading “Orchestra: Armor And Protection”