Firstly looking at having purely neutral dialogue options: Each bad dialogue you pick is - 1, each good dialogue you pick is +1, each neutral is 0.
Yes! I did this exactly, actually! This is the method I used. My math was wrong, and I had the “passing” number too high that if you failed the first choice, it would not work. Since the first choice was weighted like this: -2 +0 +2. I fixed it to be -1 +0 +1 and adjusted the final threshold number so now it should be a little better! I’d like to go back in and add more opportunities to earn + lose points, as well as more CGs and things.
I tend to suggest the dialogue option should be the first sentence of the dialogue the player character will deliver
I have them matching word for word already! So maybe some more rewording is necessary? Also just to say, I wanted the user to have the ‘bad’ route as the neutral ending, so maybe I should rename it to ‘neutral end’ even though it’s a lighter version of the bad end. I want the fail to happen first as it’s important to my story.
what do you think about choices that don’t show up until after you’ve done one playthrough?