Rue Valley - Membrill0
Hello again.

In this blog, we'll explore one of Rue Valley’s most important features: The Personality System. It is the driving force behind interactions and dialogues in the game. It is a system that differentiates a role playing game from a visual novel, and more importantly, it makes you consider the personality of the character you're playing, rather than just their abilities and occupation.

Personality Axes and Attributes

Your character’s personality is divided into three axes, Decisional (sometimes referred to as Cognitive), Social and Emotional. And each of those three axes consist of two opposite Personality Attributes.

  • Decisional Axis: Impulsive - Calculated
  • Social Axis: Introverted - Extraverted
  • Emotional Axis: Sensitive - Indifferent

Character Creation Screen.

At the start of the game, you can assign up to nine points across all three axes, with a minimum of one point and a maximum of five per axis. You cannot assign points to both attributes on the same axis.

For example, if you allocate two points in the Calculated attribute, you can’t assign them to Impulsive attribute. Also if you put five points in Impulsive then you only have four more points available for Social and Emotional axis and each of them must have at least one point.

With these rules, you decide which axis of your character's personality is most prominent (if any) and which attribute they take to extremes. Even if you spread points equally across Decisional, Social, and Emotional, you still have to decide which attributes the points go to.

As you can see, the combinations are limitless. Each type of personality will give your character a unique vibe and open up a range of possibilities and outcomes throughout the story.

Personality Checks

Often in dialogues or interactions, you will encounter a Personality Check. This is a special type of dialogue choice that has multiple outcomes based on the current state of your personality axis. These checks can be Decisional (Cognitive), Social, or Emotional. In most cases, a successful outcome of the check would be if your personality attribute for this check leans toward zero. That is, the more balanced person you are, the greater are your chances of a successful outcome.

But since the middle of the axis is a success, there are two different failure outcomes depending on whether the current axis value is closer to "left" or "right".


Emotional Check option during a conversation with psychotherapist.

In this example, If your character has one point or fewer in both Sensitive and Indifferent attributes, the outcome will be successful. However, if they have more than one point in Sensitive, the outcome will be a "Too Sensitive" fail, and the story will continue accordingly. Similarly, if they have more than one point in Indifferent, the outcome will be a "Too Indifferent" fail, and the story will take this into account.


Screenshot of branching dialogue nodes in Articy Draft.

So, as you see, the “difficulty” of these checks depends solely on the range of the personality axis where the success area is. The larger the area the easier the check is. Also, you might notice that I haven’t mentioned any randomness in these checks. That’s because there isn’t any. The trick is that you are never sure what the check’s difficulty is before you try it, so it’s up to you to decide whether to try it or not. This decision also eliminates the need to save scum as the outcome won’t change when you reload the game.

Another interesting fact is that since this is a narrative game, failing a check won't get you stuck or make you lose. It will only shift the story in an unexpected or unintended direction. Sometimes, failing a check can be a more enjoyable experience. So, when you need to decide whether to try a check or not, be more assured to do it, as you never know how the story will unfold.

Traits

On top of personality axes and attributes you character is also defined by Traits. They set a more concrete definition of you character’s personality and they directly impact on what choices you will be presented with and also what choices will be blocked for you.


Use of Traits in dialogue. Character is both UNKIND and SECRETIVE so choice 2 is available and choice 4 is blocked.

When your character has a Trait assigned, special dialogue choices appropriate to that trait will appear during conversations and interactions. These choices will be visible only to players who chose that trait while creating their character. Similarly, certain traits will block certain choices, making it impossible to act “out of character,” making Rue Valley a true role playing experience.

During character creation, for every two points you put in specific Personality Attribute you will be able to assign one Trait that corresponds to that attribute. For example: If you have two or three points in Impulsive attribute you will have either Reckless or Impatient trait. And if you have four or five points in Impulsive, you will have both Reckless and Impatient traits.



But as you see, Traits are directly connected to Attributes, as they are attached to second and fourth points. So if, during the game, you gain or lose points in a specific attribute you will gain or lose a Trait. Therefore the “position" of the trait also has a role in your character’s personality definition. To put it simpler, the trait you put closer to the center of the personality axis is the one that defines you more, since it’s harder to lose it.

In future blogs, we'll discuss about what makes your character's personality evolve during the game, and how your choices can alter their mood or state of mind, temporarily or permanently.

Until next time!

Marko
Roller Drama - Open Lab Games
When a game is localized... it is ready to ship! No longer lost in translation: Roller Drama now is ready in English French Italian German Spanish Portuguese Chinese and Japanese.



Making text fit and the fonts look good in the diverse scenes took quite a while and we are not completely done yet.

Only a few weeks left until release... wishlist it to get it ASAP 🥳😎😝
Dec 29, 2022
Corpse Box Racers - scubabikestudio
Hey peeps!
Another small update.
I've revamped some of the early Heaven levels based on player feedback.
Level 6-10, 15 and 16 have all gotten an increased time limit by 5 seconds along with fitting level changes to make them more interesting and fun to play.
Also, Level 27 has been a bit too rough on people. So I've shortened it a bit to make it more fair.

Sadly, this also means that Best Times on the levels that got an increased time limit will be cleared upon starting the game. This is only for level 6, 7, 8, 9, 10, 15 and 16 though. no other Best Times will be cleared.


Version 1.07 Change log
  • levels shortened: 27
  • levels lengthened: 6, 7, 8, 9, 10, 15 and 16

Cheers!
/Kabi
Dec 29, 2022
Pixel Survivors : Roguelike - Amrita
More 14 Achievements are available in the new update
Boat Builder: Andy's Story - alisamey22kz
Load boats that are needed now on start game.

Show loading screen when boats take a long time to load

Dec 29, 2022
Dungeons and Raids - Pixelabor
The game has been redrawn and redesigned...

Lets see what the future will bring!?
Warhammer The Horus Heresy: Legions - EGOliver

"Only one of us will walk away from this."
– Ferrus Manus

The Iron Hands return! First to respond to the Warmaster's treachery, Ferrus Manus and his Iron Hands stormed the surface of Isstvan V to secure a landing zone for the loyalists and press the attack against the traitors. Meanwhile the fleet in orbit was forced to defend itself from a series of brutal boarding actions.

Relive their doomed offensive in the campaign, March of the Gorgon, and face down the traitors!

Learn all about the campaign in their blog post:
https://www.horusheresylegions.com/iron-hands-campaign/
Dec 29, 2022
Jianghu Survivor - Infeasted Surprising Studio
1. Significantly increase Bodhi Sutra skill damage
2. increase the damage of Wisdom Finger / Subdue Dragon / Ice Tornadoes / Vajra Palm / Return to clan / Phoenix Wedding / Yue Maiden
3. Slightly increase the damage of Sun & Moon / Across River / Dust Tornado
4. Adjust player's collider to be much more visual aligned
Dec 29, 2022
Ocean Is Home : Island Life Simulator - birdydogstudio
Hi all! New weekly update released today. In this update, we have added vehicle camera control as well as several camera modes to choose from. We've also added advanced settings for the mouse and gamepad sticks. There is also a new furniture store on the island. Merry Christmas and Happy New Year everyone!

CHANGELOG
  • Added control of the camera in the car - now it can be rotated with the mouse, and also added camera modes with different distances to the car
  • Added advanced mouse and gamepad stick settings. Now you can more flexibly change the mouse sensitivity, change the sensitivity of the sticks, set the inversion for the mouse and sticks.
  • Added bathroom items for sale in the furniture store - a toilet, a shower and a cabinet with a sink.
  • Added a new furniture store near the airport - many new pieces of furniture for the home have been added, including various sofas.
  • Redesigned and improved UI
  • Improved control settings and key bindings
  • Increased reward for transporting cargo between cargo depots

BUGFIX
  • Fixed a bug with changing the flooring of the stairs
PAW Patrol: Grand Prix - Outright_Games_Social
PAW Patrol, the Pup Cup is up for grabs 🏆.
Do you have what it takes to win it? Meet Ryder on the starting grid in Adventure Bay to see. 🎮



#PAWPatrol
#PAWPatrolGrandPrix
...