I’ve been attempting a text adventure, with multiple branching paths and permadeath. It’s essentially meant to be a text adventure version of Hitman, with multiple ways to assassinate the target, the use of disguises in order to progress in certain areas, and of course multiple ways of getting your brains blown out.
Due to the multiple approaches, a flowchart was the best way to go about designing the scenarios before I put anything down in code. This soon turned in to a reasonably large flowchart for a small game, which you can see above.
Adding an inventory system to this would have increased the possibilities in this quite a lot, so I decided to leave it out. I also decided to leave out the possibility of going down another completely branching path once you’d started one, as this would also increase the number of scenarios dramatically. Fortunately, the nature of text adventures means that they allow the designer ultimate restriction on what the player can and can’t do, and at the risk of going insane by writing a scenario for a combination of every single disguise and every single inventory object, I’m keeping this fairly short for now. In the future I might implement a system that gives the player more freedom but we’ll see.