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I'm working on a short story that features this with a bit of a twist...
When each character is introduced, the player takes control of them and is immediately faced with a difficult decision and not a lot of background information to go on. The decisions that the player makes sets the scene for the story-- so it's more about the choices that are made than the player's stats and equipment (it'll be part of it, just not the primary focus). I don't want to spoil the surprise, but it should make for an interesting story (hopefully).
So if you have it done once you just copy and paste.
Whats with the new "skilluparrow" from the directors cut version? could you use that and tweak it?
Playing a whole team would be so awsome. With an operating base to start runs from, that you can improve... like pen&paper style
It would ALL have to be contained within a conversation, and you would need to export each character stat into a different variable, read each variable every time you run the conversation. To increase the stat would be a simple addition formula. (press 1 to increase strength! press 2 to increase int! etc etc).
BUT you would need to jury rig the cost system and have other variables for each characters Karma that you add to manually every time you give the main PC karma. This character specific karma pool would get subtracted from every time you increase a stat....you'd need formulas to determine what the 'next cost' would be and make sure you have enough in the variable to do so.
It would be horrendous to code, but plausible. You'd need to be skilled with variables, variable manipulation, and tracking details.
Too bad, a real party/groupwould have been nice.
if you take a samurai and give them points in a gun they dont have its wasted points.