Branching system


Let’s talk about branching! At its core, this story is straightforward: the central conflict revolves around the MC trying to rebuild his life. But who he chooses to surround himself with is up to the player. Based on your actions, side characters can be merely NPCs, friends, or even girlfriends if they’re female. My goal was to create a system that lets players choose their companions without grinding for points, while also making relationships meaningful and earned, rather than too easy to achieve.

I accomplish this through a few key design choices:

  • Indifference at the Start: Most side characters start out indifferent to the MC. This isn’t the kind of story where the MC arrives in town, and all the girls instantly fall for him. Quite the opposite—some might even hate his guts! The people of Cascade Falls have their own lives, conflicts, and struggles.
  • Character States: Every character has "states" like "Acquaintance," "Friend," "Interested," "Casual," and so on. The "Friend" state can become locked as "Friendzoned," which closes off any romantic path for that character. There are also negative states, but you’d have to be a real jerk to end up there.
  • Romantic Options: You can initiate romantic relationships with some of the female characters. There are currently 8 love interests (LIs). Some are more casual and don’t care if the MC is in another relationship; others will demand exclusivity. The game won’t force you to close other paths—you’ll have to decide whether to cheat or be honest. Alternatively, you can avoid all romantic relationships, which is also a valid path. It may have some benefits, but could make for a shorter game.
  • Attitude Points (AP): In addition to states, there are attitude points. These points are gained based on how you treat each character. If you’re kind and sincere, their attitude towards you will be positive; if you act like a jerk, they’ll dislike you. The amount of AP you gain also depends on the state. You gain points quickly while you’re an "Acquaintance." Once you’re a "Friend," AP gains slow down. In an "Exclusive" relationship, AP gains slow to a minimum. At key moments in the game, characters will check their attitude points, which can lead to a state change. For example, a negative attitude might knock you off a romantic path, while a positive attitude might make a LI interested in you. Friends with positive attitudes will be more likely to help you in crucial story moments. Keep in mind that negative actions will lower attitude points much faster than you can gain them.

This system is a bit complex and takes more effort to develop, but I hope it will make playing the game more engaging!

That’s it about branching! See you later when I post a progress update. Also, this Friday, I’m hosting a stream where we’ll continue working on animation. Stray paranormal out!

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