Right now, I'm working on subplots. The main plot of the game, of course, deals with the four brothers' struggle to earn enough money to pay off the family debt. How you accomplish this is up to you, and the story takes a backseat after day 3.
To keep things interesting, the game will slowly introduce other plot threads that the player is free to pursue or ignore. Here's where you can help. I'm trying to brainstorm a few of these subplots. An ideal subplot involves some effort from the player over the course of several game days, which may not be consecutive.
For example -- and just an example, since this is silly and doesn't really fit with the game:
- One day, Bruschetta laments that she's been unlucky in her dating life. She remarks that she might do better if she had a wig. You find a wig for her, either that same day or on a later day.
- Some time later, Bruschetta says that the wig is working really well, but would work better if she had a ribbon.
- And so on. At the end of the quest, Bruschetta has found a boyfriend, who begins work at the restaurant as a host, improving customers' moods slightly.
Note that the plot events in this example are not time-sensitive. This is a very desirable trait, though it's probably okay to have a little time-sensitivity in a subplot.
If you have any wonderful ideas for our brave heroes, post them here! Anyone whose idea I end up using will get a spot in the credits as a Scenario Designer. You know you've always wanted to be a Scenario Designer.
Mega Tact v1.1
Super Penguin Chef
Wizard Blocks



