More complicated story branching – use of Counters

In the course of the story, it may come in useful to count something. Counters do right that. They can be just an informative message for the players, for example, when you want to show how many searched artifacts they have found, or how many magic herbs they have collected. However, these counters can also be used to branch the story.

Imagine, for example, that the main character, one of the prisoners – Solo – has seized a revolver during his escape. He has 6 wounds available. How the player use them, depends on him.

One by one, you can count how many shots the player used during the story. If he is wasting the shots during his escape, he will miss them when he needs them the most. At the same time, if he is caught, you can punish him for the murdering according to the number of the killed guards.

So you will need two counters:

  • spent cartridges
  • killed persons

In the menu choose Settings → Counters

Click on the green plus to add two counters. Fill in their names and short descriptions for readers.

Now put the player to the situation where he can choose whether he shoots the guard or tries to solve the situation in another way.

From the context menu of the particular state choose the option Modify the counter.

In the window which appears select the adjustments you want to make to the counter. In this case, add 1 to the both counters.

These adjustments are displayed in the infobox of the state. So, you can see at first sight that some counters are modified in the state. After clicking on the infobox, the details are displayed.

Put such adjustments to the story whenever prisoner Solo uses a gun. He does not have to use it against a person every time. Sometimes the gun may be useful to remove locks and so on.

If you want to respond to the counter state at the end of the story or at any time in the course of it, do it from the state contextual menu - select Response to the counter.

In this particular case, Solo was caught and brought to justice. In connection with his past actions, you can condemn him. Prepare the states where he is condemned for the murder of one, two or three guards. You will also need one Holder to evaluate the compound condition.

Choose the option to respond to the counter state at the state from which he approachs the court.

First create the first part of the condition. When Solo comes to trial, first separate the case when he, being on the run, killed just one man.

In this case, send the player to state no. 8, where he will hear the sentence for the killing of one man. The others send to Holder no. 11.

Then create the second part of the evaluation and connect the action with the Holder, in which the player is sent to the state no. 9, if he killed 2 people during his escape. The others (in this case, the player could kill a maximum of 3 people) is sent to the state no. 10. If you want to involve more court results, proceed analogously and use more Holders, with each case being separated in each of the Holders.

The whole model of the court situation that responds to a player's previous behavior looks like this.

By analogy, you can incorporate a similar mechanism into the story. If Solo manages to escape from the prison and to get to the burrow where Salo's accomplices are waiting, it will matter how many shots remain. They will want to get the information from him where the money from their common robbery are hidden that Solo was put in prison for.

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