Well there you have it.^^
Also hope this helps a bit.^^
a lot ![]()
I agree with this. I donât mind longer scenes provided they are relevant or interesting. Lore dumps through exposition arenât the best method to reveal information. Thereâs a golden rule in writing called âshow, donât tellâ;
[âŚ] allow the reader to experience the story through actions, words, subtext, thoughts, senses, and feelings rather than through the authorâs exposition, summarization, and description. - Wiki
Any lore that adds context (but isnât necessarily relevant), can always be added to a Codex for the player to read at their own discretion, if they so desire. Though I would still keep it concise to avoid inflating the word count too much with side-stuff.
The best series reveal information as the story develops to retain some sense of mystery and progression, and to allow the reader to digest what they see.
As for the museum:
The plan now is this:
Upon first playthrough you ought to read through all the descriptions, but in consecutive plays youâll be able to skip things.
See above for the overhauled version of Chakythinosâs introduction to get an idea :3
Lol no cuteness stat is gonna work for the winter welp since it will overflow that even Ashenmaw will pause. MC acting like an adult and understands some complex topics yet not knowing what a banana is cute and hilarious
End of Month Status Update
My dear little winter whelps
Another month, another Status Update.
First of:
Thank you all for your continued support and feedback, it means so much <3
Reworking the Godsâ introduction is going quite well, which should also increase the overall wordcount quite a bit.
And for those wondering, the plan concerning that interlude is the following:
Upon first playthrough youâll have to read through all the introductions, in subsequent plays youâll be able to skip to which Gods you are most interested in directly. There will be an overview in the stats.
After this thereâll be a quick visit to the library, where Kassias (I know, Iâm sorry) will give you a basic run down of the various races on Sildrys, or rather those thatâll be available as a mortal guise down the line.
Other plans include a âpersonalityâ system additionally to the basic personality stats that will have an impact on how you react to certain scenes/dialogues (like Phyronâs animosities going over your head entirely). This will take quite some work. Weâll see.
So, if you have questions, suggestions or general feedback, drop us an ask ![]()
And update on IRL stuff.
Funding for a new computer (for proper art, writing and gaming streams) is at 365/2500 (thatâs comp with new furniture, no use in doing streams shrimping over a coffeetable for several hours). Thanks everyone who helped out so far. Also, everyone who has chipped in will get their promised art as soon as I do have the new comp.
<3 ![]()
A meeting with Kassias oh boy. Rip blue and black whelps. I hope we can throw barbs at him even if we get punished later for disrespect. I look forward to getting our mortal forms so the trade off is worth it. I doubt he even acknowledge his own welp sadly. That one really needs some love.
I am not a welp young queen. Or have you forgotten about the dragon of time?
Which they donât have on Sildrys (unless Padamonos is up to hitherto unknown shenanigans somehow)
Oooh I like the idea of a personality system a lot! It certainly helps with making the character stand out from playthrough to playthrough, and is one of those details I love seeing in IFs.
My question in this case would be, is there a plan to include some potential reactions to when MC acts unlike their set personality? For example, a usually stoic MC suddenly having an outburst of emotions, or an outgoing MC being shy all of the sudden. I understand that it can be a hassle to code for, so completely understandable if something like this is not going to be included, but Iâm curious nonetheless
I will certainly try.
I think the easiest way to approach this might be letting the player gather a bunch of personality traits as usual and then see about choosing a core personality based on those stats.
Iâll see what I can do
This idea is great instead of just a preset personality we can get one based on the personality stats which get locked some point which can the reaction u want for this scenario. Itâs still a bit early through for a fully developed personality for whelps right now but itâs good for down the line.
âWhatever depravities are you teaching the child, Padamonos?â someone calls, quite angrily, and you turn to find Kassias arriving with Sarimyne, Alerhon and Vaelias in tow.
new bit if kassias arrives when you are learning about the Deity of Mortal desires. Should I go as far as to actually have him say âmy childâ when youâre a red dragon?
For Kassias to refer the red whelp as âmy childâ? Do it. (i also want to know if there will be flavor text for the whelpâs thoughts on it too)
Iâm really on edge. It does feel a little early, unless the whelp perceives it/recognizes it, even, as Kassias âclaiming his propertyâ
Maybe but he will probably barely acknowledge the whelps existence so he might be bitter or indifferent. We really didnât get much of an impression of him despite being petty earlier and anger at our existence but that is understandable since nothing can be about that monster even if heâs being a cold prick about it. People in this game can really hold a grudge
Ive seen that integrated well in other games before so thats a possibility!
Can you name some? I havenât encountered it in those iâve played.
An example I can think of is Dragon Kin (WIP) by Dubs3. At some point (early) in the story, the player can choose what kind of personality they want for their MC, like genuine, sarcastic, cynical etc.
