i was reading some reviews of some other interactive fictions and something that struck out to me is the idea of a lackluster premise oft used for open world type games
while this is mainly a learning experience, i do want it to be good, so i had the idea of quests
each time you play through the game you can pick a different quest to give your life some direction. they're simple and won't be too noticeable, but i just thought it'd be a neat addition to let you choose a goal
i wish emojis were more homogeneous so i could actually discern what other people will see instead of vastly different results on different computers and even across different browsers
i really like microsoft's segoe ui emojis and they really fit the story, but if you view it from an apple computer you'll see some unfitting 'realistic' icons which don't go well with the font and general feel of the story at all
also i needed some simple descriptions of places based on night and day (a feature which also affects some encounters)
there are four distinct locations: the three vistas (breezy beach, leafy woods, and spicy volcano) and the grand city connecting them. so far i've just been adding content to leafy woods though so that's why it's all you're seeing
i'd like to define the whole basic experience of the game more before moving onto other places since stuff like day/night requires going back and changing everything to fit the theme
also you can make the cooldown or whatever 24 hours idk why its capped at 6 client side
news of slime adventure since twine arrays and everything start at 1 instead of 0, because of course they would, i just figured out the most brilliantly simple way to do modulus for array indexes: x = x % y + 1. it's so simple yet i always assumed modulo might've been lower than addition in order of operation but apparently it isn't so it's really as simple as +1 at the end whoa
in fact you've indirectly inspired me to probably implement styling more like harlowe's macro tags, which would further allow combo style-name tags; for example:
#tag{b: bold}
then you can $ change #tag to "hello" and it'll still be bold
if you dont get the syntactic flaw, it reads as "i-i know" and "bright"
harlowe's (macro: content) tag looks nicer but it's used for coding rather than styling, although one could easily do {style: content}, and this syntax would also allow {b, i: bold italic} multi-tag syntax (which the limn syntax does, but via %b, i{bold italic} instead, keeping tags outside of the content). it can further allow multi-tag and class syntax, such as %i, b.u{italic, bold underlined via class}
i see the attempt in this format to be 'minimal' but in doing so actually complicates using it via ambiguity
i know this is probably a troll post but i like talking about syntaxes
so today i worked on my little slime game more and im adding neat little things like day/night (with corresponding events) and karma (which influences some interactions) and i might have a very tiny demo later today if i do enough stuff
forest area only, you can travel to other areas (or start there depending which type you start as) but they wont have anything
stay runed
1
deleteddeletedover 9 years ago
I AGREE WITH NPR
deleteddeletedover 9 years ago
i cant do anything w/o ur consent cub i respect u too much
1
deleteddeletedover 9 years ago
do u love me idk if i can sign this petition or not :'(