Weekly rambling
Added 2023-03-24 14:14:55 +0000 UTCHello there! Sorry for missing out on last week's rambling. It's always a chore to publish a new update and I basically forgot all about it.
Since there are so many new people here (hello there! thank you for being here!), there are some things I feel like I want to say about… stuff and thangs.
First of all, thank you so much to all of you who have already provided me with feedback. There are things I kinda knew could be a problem but was too exhausted to fix them just yet. I've started fixing things and I should be done at least by the public update (eg. you can tell Quinn to shut the hell up. They do deserve it lol).
There were some things that came up in the feedback that reminded me that it would be best for me to explain to you my process with this massive story. I know there are many approaches to making a game and I might change things in the next one but this is how it goes for me right now:
There are a lot of things that I'm planning on changing during the editing phase. Yes, there will be a lot of editing. This is definitely not the end product. I know there are writers who publish a WIP that is almost ready as it is but that's definitely not me, not right now. I've been pushing out unfinished content so I can pay bills and keep writing, basically. It's not ideal but it had to be done this way. There are not only polishing issues (transitional scenes, typos, grammar errors) but also storytelling issues that will be resolved once I feel like I've moved forward enough with this 1st draft. Here is a list of some things that will change during the editing phase (discounting polishing):
- more flashbacks with Hati's family
- more scenes with the Legate and the rest of Marcus's family (eg. his sisters). This also includes the reason why the Legate is hanging out with you lol.
- more reactions to Quinn's shenanigans
- more exploration of Hati's personality and motivations
- the code is atrocious. I need to think about what variables I need, what stats to use, and how to track the relationships
- will probably write in more flirting options and manipulating stuff
- more scenes with the unit (I need to add two more people there lol. There are supposed to be 8 soldiers in contubernium but I didn't want to get stuck developing more side characters)
- more gender-related choices/scenes/flavor text
- more balanced routes, basically. Camilla's needs work, and so do Niall's and Tinsae's. And Quinn's. And Marcus's. …Never mind, they all need work.
- more… everything. Lol. That 'lol' is my emotional support lol.
Yes. It's a lot. And it's not even all of it (dancing scenes from Samhain come to mind, need to flesh those out too. And will change them into poly/LT territory). The thought both scares me and excites me because I know how to make this story even better. The excitement vs horror ratio depends on the day, really.
Welp, anyway. The next update will happen behind closed doors (for you patrons and beta testers). Will let you know more about it once I'm closer to getting it done.
Oh, and here's the feedback form:
https://forms.gle/3qMtjh2dPZXKvgxXA
Comments
I hear you. It might hurt but damn if it's not entertaining :')
Haley Mattos
2023-03-28 17:12:37 +0000 UTCThank you so much! I will definitely keep this in mind once I get to the coding issues. Which is... probably quite soon lol. Anyway, thank you so much for your help ^^
Haley Mattos
2023-03-28 17:11:56 +0000 UTCLook if there's a way to have a twisted love triangle with Marcus and Niall and be manipulating both of them... I will be a happy little reader. Hati will be miserable, but that's okay, all in the name of entertainment!
Emily Williams
2023-03-27 08:09:37 +0000 UTCLike you said, each author is different and favor different techniques and approaches and what not. Now, from what I've seen in games I've tested in general, there are three major approaches to relationships. - One that is mostly tracking points and you having to reach some levels to be able to go more in depth in a relationship, and it's up to the player if they want it to be romantic or just friendship. Basically the points track if the character will reciprocate (or initiate, even), or if the MC would be rejected. - One where there are two sets of points; one for romance and one for friendship, for each character. And that way, X points in one or another means this or that unlocks and basically it allows the game to track what the player favors in terms of relationship with said character and will respond correspondingly. - And finally one that may or may not have an opposed stat for the relationship with each character, but the stat bar determines the tone of the relationship - like, are the MC and said character on friendly and peaceful terms, or are they rivals, for example. But the player can romance, befriend or be enemies with the character no matter if they are on friendly with each other or if they argue much. In that case romance, friendship and what not would likely be variables set to true or false (like if the MC has shown interest, if the MC has flirted and what not). I feel like for your game, the second style wouldn't fit. But first or third could do nicely? Especially with your whole idea about healthy or unhealthy relationship, which may replace the friendly vs bickering one in terms of opposed stats, if you pick the third style. That's just an example of course!
Konoi Kurozora
2023-03-25 22:12:15 +0000 UTC