What is the dynamic affection system? How is it different from a normal "static" affection system?
It's nothing innovative. Just a lot of extra work >.>
It's also difficult to kind of explain what makes it different because VNs have a multitude of point systems to begin with. I can explain what my system does though.
Just like most point systems, most choices will affect affection in some way. The difference is that as the game progresses within each choice the scenes will begin to vary dramatically depending on affection level.
Heimos is actually an example of something closer to a 'static' system since he's the first iteration. In the later scenes of his game, the same conversations will happen with only mild line rewrites to address that he's garnered extra affection - unless it's the opposite. If you're on a bad or neutral run, you'll notice he's a lot colder and the MC is a lot more paranoid.
To me, a 'static system' is one where the points go up, but the dialogue only changes a little bit. The intended story marches on with very little variation in reactions to choices - even if they're weird. For example, imagine that you've been +1-ing a character for the entire game but randomly decide to make a very hurtful choice. In some games, this is just an automatic bad end. In others, there's a reaction to the choice, but that reaction is the same regardless of the affection level (with maybe a line or two different).
VV really showcase what I mean. The tone and sometimes the content of later conversations can vary dramatically depending on the choice made and what their respective levels are.
To use my previous example, if you've been raising Violo's affection significantly, he thinks that you're a good person who does the right thing. That's why, in a particular scene where if you're a good person you'll at least cooperate with him to save someone's life (in his mind), if you try to reject that idea, he is infuriated and gets violent for the first time in a while. He expects this at low. He's a bit miffed at neutral. He's heartbroken at Affectionate (but not as violent because his fondness has progressed to romantic interest), but at Attentive, he lashes out even more viciously than he does for the lower affection levels.
That's what I mean by 'dynamic'. The characters react to each choice depending on their affection levels instead of just what the choice is.
It's fun to see it played out (and to see people who like to replay games enjoying the new content), but after writing it myself twice now, I can see why this method is unpopular. It's tedious as hell. I get trapped in choice reactions for fucking 5 to 8k words (if not more at times), and you have to make sure that the code all works and that each choice loops well into the next post choice bit of narration despite the scenes possibly being very different.
It's why for WRBC and GSLH, I'm trying to figure out a modified system that doesn't check the affection at every choice but only at key ones and for little extra bits of dialogue. That way, I can use that modified system for that pipe dream game of mine.