August 2022's Writer Support Thread

Holy yarnball, Batman! I’ve just dabbled with ChoiceScript for the first time and I believe my respect for ChoiceScript writers has grown tremendously. There’s a steep learning curve and it’s definitely not like writing a traditional novel, and this is what you CS writers deal with everyday?

I just hope I’ll be able to handle this, 'cause my life is going to become a lot more interesting

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It’s wonderful to see so many writers supporting one another. I started writing my own ChoiceScript IF late last year and am finally thinking of publishing the demo. The demo consists of the prologue and chapter one and I’m about halfway through writing and coding chapter two.

I am curious, though. What is everyone’s experience with posting their WiPs? Is it best to have a buffer of one or two chapters before seeking out alpha testers to get feedback?

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It’s been a few weeks since my hand got burned.

Good news: I can actually use the hand. I managed to even make a little bit of writing progress for the first time in what felt like forever.

Bad news: sensation is still… off. It’s muddled, as if I’m wearing a latex glove. Presumably, this will get better with time.

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The wiki will become your greatest friend I promise! There’s also an incredible group of people here on the forums that you can reach out to by creating a thread any time for those issues that you just can’t seem to work around. I’ve posted one or two coding problems and I’ve always gotten back a solution within a day or two!

I think this is really up to the personal style of the author. For me, I decided to post my WIP when it was still under 10k words, and just had the prologue and bits of the first chapter. While I was worried about posting so little, I actually got a lot of incredible feedback that helped out in writing the rest of the story.

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That’s a good point. I am definitely concerned about some elements in my first chapter that I might be better off nixing. And if I got feedback on it sooner, it would probably save me time in the long run.

Another part of me is nervous and wants to put it off until it’s “perfect,” even though, logically, I know that perfection is unattainable. Especially if I don’t have people read it so I can get feedback and improve it! lol

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In one of the earlier support threads (i believe in one of this year’s threads) there was similar discussion on “when to make a WiP thread.”

You might do a search and read the posts for perspective and insight.

Edit:
Here is what I posted on this topic, a while ago; it still applies today:

There are legitimate reasons to post one earlier, as you note, so always keep in mind that each story is as unique as its author.

One last thing – look at other WiP and see what works, what they do to draw feedback (like polls), and most importantly tell everyone the type of feedback you are seeking, for example; “I am seeking feedback on these elements in my opening.”

Most readers give better feedback when guided by knowing what is needed.

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Thank you, that’s good advice. Especially looking up other WiP threads for reference on how to ask for feedback. I’ve read through some already, but mostly as a reader rather than as a writer/hopeful author.

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Can’t get over this actual dumpster fire of a code block lol.

warning: it's a bit long
*comment - rolls[n][m] defines the roll result m for set n
*comment - lowest[n] defines the lowest roll for set n
*comment - sum[n] defines the final score for set n
*temp rolls_0_0 0
*temp rolls_0_1 0
*temp rolls_0_2 0
*temp rolls_0_3 0
*temp rolls_1_0 0
*temp rolls_1_1 0
*temp rolls_1_2 0
*temp rolls_1_3 0
*temp rolls_2_0 0
*temp rolls_2_1 0
*temp rolls_2_2 0
*temp rolls_2_3 0
*temp rolls_3_0 0
*temp rolls_3_1 0
*temp rolls_3_2 0
*temp rolls_3_3 0
*temp rolls_4_0 0
*temp rolls_4_1 0
*temp rolls_4_2 0
*temp rolls_4_3 0
*temp rolls_5_0 0
*temp rolls_5_1 0
*temp rolls_5_2 0
*temp rolls_5_3 0
*temp lowest_0 6
*temp lowest_1 6
*temp lowest_2 6
*temp lowest_3 6
*temp lowest_4 6
*temp lowest_5 6
*temp sum_0 0
*temp sum_1 0
*temp sum_2 0
*temp sum_3 0
*temp sum_4 0
*temp sum_5 0

*comment - roll 4d6dl1. store the roll results, lowest rolls and the final score
*temp set_counter 0
*label set_loop
*temp roll_counter 0
*label roll_loop
*rand rolls[set_counter][roll_counter] 1 6
*set sum[set_counter] (sum[set_counter]+rolls[set_counter][roll_counter])
*if (rolls[set_counter][roll_counter] < lowest[set_counter])
	*set lowest[set_counter] (rolls[set_counter][roll_counter])
*set roll_counter (roll_counter+1)
*if (roll_counter < 4)
	*goto roll_loop
*set sum[set_counter] (sum[set_counter]-lowest[set_counter])
*set set_counter (set_counter+1)
*if (set_counter < 6)
	*goto set_loop

Usually I would never use so many temp variables but I need to print those values later on. I can’t move the code forwards either because I’m trying to get around the issue with *rand and the Stats screen. :frowning_with_open_mouth:

I do wonder if there’s a better way to do it but at this point, it’s already written and working so…

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If it works, you wrote it well enough to work.

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If you want to store the results of each individual roll, then there isn’t a more efficient way of storing them. it was very clever of you to use a matrix to store them, didn’t think it was possible to do in Choice Script. What issues do you have with the Stats screen and *rand?

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There is a known issue If you enter the stat Screen after a random Roll when you get Back it roles again, so you can Cheat. Best Tip I have for that is making the Roll the page before the Roll is needed.

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This is what Eric Moser did for Talon City, I believe.

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It’s what most everyone has to do. Hide it before a page break or choice.

That being said, I still hear all these years later that I missed doing that for one or two spots in Parenting. But hey, it’s as much a feature as it is a bug. Those in the know can make sure they get a good result.

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@JBento I’m using die rolls for my new game too, and I’ve adopted the habit of coding the *rand command on the next page following when a die roll is called, so it’s always ready for the next scene when it’s needed.

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I have a question regarding chapter lenght. I’m not a writer so I’m looking for any pointers I can get.

What is sweet spot regarding chapter lenght?
10000 words? More? Less?

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There’s no formula for that. Action scenes or plots could be faster paced and required less words. A dialogue chapter with a very specific scene could be longer as you want to maintain the whole scene as a solid unit. For example, a chapter about going to your first date.

That and personal preference. I personally don’t like to add chapters and use other ways to broke the pacing and separate one part from the other. It is all about experience what it feels better to you.

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Something I should be thinking about when plotting out my thing: What makes a satisfying power fantasy story? Player character starts out as the bastard child of a baronet (gentry/minor nobility), and by the end of the story he has risen into a politically influential position and/or become rich.

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Think at least two other big life goals different to be political power or be rich get player choose more life goals

Be the Paladin knightt of the real

Marry with a royal

Become a famous writer mage etc… and be the royal advisor

etc… Choose things that aligns with your plort. If you force a life goal you will alienate many readers and fill your game is linear and not a power fantasy

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Well, the progression IS linear… there’s no getting around that. PC gains political influence as the story goes on with one out of two main powers (or three, still undecided on how to go about that one) he can side with. It’ll be two different stories and two different sets of characters depending which path you go down. This is the “meat” of the story.

So, life goals = add plot? I’ve actually cut out a lot of stuff–this is about half of what it was. I’m currently keeping three storylines: politics, bank, and family.

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Never forget the importance and impact of implementing flavour choices and flavour scenes. Even if the growing is linear adding small choices and small scenes when player choose their own goal is key to provide the sense of ownership of your character.

For example, imagine a Pc choose to be the Arch mage in the court .

You can add small scenes of player training and gaining power with other mages maybe using their choosing faction to provide a “place in the Magic power.”

The rest could be the same of a warrior (that instead wins tournaments and train with the faction paladins) But those small events is what shapes the Character and make it special. It is also main key with romances to add replay value.

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