Dialog System Explained
After looking at dialog systems in week 5's workshop (linked below) we saw how in games where multiple endings are present which is the majority of games with dialogue options nowadays a player dialog score is encoded in the background and each dialog option could either have a positive or negative number which will influence that scale.
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This gave me the idea for the dialog system that is presence in "NERVES" - A Story Of Anxiety
As you may be able to see in the notes I made above my idea is a suspicion meter which tracks the players answers the negative ones being the answers that make NPC's more suspicious of Michaels mental state.
The scale idea works from negative 3 up to positive three and each one of the dialogue option has one of these values for example an options that says something along the lines of "I was late because I was panicking about my chores" would make a person curious as to why you was panicking about something that is seemingly meaningless to them so this option would have a negative score.
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At the end of the game the current score will determine the ending cutscene that the player sees (the values can nit go below or above minus three or positive three, so if you chose a dialogue option that was really suspicious and minuses three from your dialog score but you were already at the lowest you would just stay there in the scale no change)
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-3 to -2 the bad ending (the player sees the character taken away to a mental ward and "treated" using cruel treatments (linked below))
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-1 to 0 the natural ending ( sees the player seeking professional help from a nice person who talks and does relaxation treatments with him)
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1,2,3 the good ending (the player successfully has hidden his mental impurities and is now successful portraying the message that with time everyone learn how to control there anxiety.)