A short game about countryside + 0 RNG bug


Sweet & Savory is the first game in my "Cards & Dice" master template for short games, allowing me the freedom to write whatever I want without worrying too much about mechanics. My main focus will be telling a story and creating branching dialogues.

It reflects the experience of a person who lives in the city but finds themselves in the countryside, embracing simplicity and a sense of community, where money and success are no longer concerns, and the individual can finally find the famous "place in the sun."

The game has not just one problem, but three, involving the way ChoiceScript generates random values. I will illustrate it below.


In one out of three games, the procedural generation will not create three protocols per turn, only one. This is a bug that can only be fixed by restarting the game.


Typically, on the next screen, two routines are executed, and the third generates the three protocols, as is the standard. However, I don't have much control over this, and I can't always replicate the problem.

Occasionally, a value of 0 may be generated for the challenge, or it may oscillate between the minimum and maximum in sequence, ignoring the intermediate values.

To fix this, it's relatively simple: create separate blocks and link them so they work in isolated instances, providing a dedicated space for each process instead of a unified one. This is primarily because I am using three variables that control everything. I would need to break these variables apart and generate a gradual process for ChoiceScript to treat them separately without having to calculate and recalculate. This way, I would only have five variables in the game. Since the game focuses on storytelling, the protocols are part of that story and are not mechanically heavy, nor do they break the game. Therefore, I left them as they are. What matters is the character's journey. I don't intend to use the Cards & Dice master template for highly mechanical aspects; it is more for interpretation, and I generate situations as in the context of Sweet & Savory, which includes service protocols.

Without generating random elements, this project was created precisely to explore outcomes; the system behaves perfectly. In the random process, many elements need to be condensed. For example, there are 36 protocols that connect through three success and failure magnitude variants. I consciously did not make the process friendly for the tool, but it supported the work, and in the areas I need, it functions well. In fact, when I tested it, I found the bug charming at times: "Ah, on this day, there was just one protocol. Cool!" So it will stay like that.

See ya!

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