Thanks, I appreciate you catching those. I’ll get to fixing them today. See you chose Alice as your best friend
I agree, I was too worried about making the pages too long that they ended up being too short. After finishing this chapter, I’ll work on making some longer.
The cutscenes are fun to write. I’m glad you liked them!
Not every character is possible RO which is fine, I would love to see her grow alongside MC, if possible fell in love with someone else, curious of what’s the future will bring and how she adapt or overcome her awkwardness
Jk, thanks for taking the time to read it! Is it the dialog options that you feel is pointless? Mainly these choices are A. to build relationships, or B. To keep the player engaged in conversations, even if it only changes the convo a bit. I do want to go back and add more rude, or stoic responses.
Or is it the first cutscene? That I can understand, due to all the cutscenes having the same end. My logic in thinking was I wanted, like dialog, have the player feel engaged into the fight. And I added strikes to try to add to the intensity. I am planning to have if you lose, they’ll be a short couple of scenes where you revive as a Abnormal. But, I can see why some might not like it.
Other than that, most choices lead you to different dialog paths, different deaths, or different levels of readiness for the community. At least that’s what I was going for.
Cutscenes make the game feel very linear as is. You’re giving us a few right and wrong questions in row. It forces players to choose answers based on what they think the writer wants instead of RPing their character.
Fake scripted “choices” like the example below are annoying as well. They all lead to the same failure.
I can see that point of view with the strikes cutscenes. I did worry a little about that while writing it. Would you rather take strikes out? Have all choices right, but descriptive for RP’ing? Timed cutscenes, I felt better about because it’s just not your wrong try again. There’s four different outcomes.
May look into doing a poll, later today.
As for the second, I feel like those options help with RP’ing. Are you friendly, sarcastic, rude etc. Nice to some, rude to others? Are you more gung ho, or timid?
As for that choice, it’s a rp choice that follows into a bigger choice. If you decided to follow after it you’ll end up with the Maya/Hector path. If you didn’t June/Hector. Baby sat? Daniel/Lonzo. Hungout? Kye/Gemma (wrote, not added yet).
Do you guys like the Strike Cutscenes? Or would you rather it just be a descriptive scene, with no “right” answers. Timed cutscenes will not be affected.
I think it will be cool to give each Abnormal that do different thing/ specialized in different ability different name, like the one have more speed, better durability, longer leap, ambusher, etc than naming them all abnormal.
As of now they’re just called Abnormal due to them not acting like a normal Zombie. However, there is a researcher scene planned for later where they’ll go into details. Ps. Alice is a researcher assistant.
Dwelving into deeper classifications of Abnormals seems cool but will soon turn out to be a pain if you actually plan to implement them into the game mechanic, needless to say, coding will be hell. I can see a lore section working out though if you plan to make one and/or implement a couple variants of Abnormals later on.
I’m not planning on adding specific variants of Abnormals, but different levels of intelligence. Their eyes will be different shades. (Yay? Or Nay?) This isn’t set in stone. I only have up to day three planned. With a general idea of what’s next.
Can bring more flavour, although take it at your own pace , gotta keep in mind the coding labyrinth that will ensue as well if you plan to go through with it.
Sorry for the long-ish update! This update focuses on those that are in group one, or the “perimeter check” there is a new strikes cutscene in there. If you’re in group two, or arrested those have not been updated.
The polls have came back that you do like the strike cutscenes so they are staying in, but I did change them up a little. Instead of dying and going back to a checkpoint, you’ll just continue with a different outcome. Maybe it’s something minor like losing a fight, or bigger like a death. The first cutscene will be updated after I finish this chapter.