I broke 3000 words for today and I’ve clocked in over 2000 most days this week. That’s a really good writing streak for me. The new branch is over 16k words and I still have a ways to go, but I’ll get there.
I am really happy, I asked for feedback and people replied and gave me great advice. Also, my grammar is improving, in 500 words I only have two or three words that were awkward sounding.
Once again telling myself that I need to stop focusing so much on making my writing ‘palatable’ and ‘inoffensive’, or it will just turn into bland, unsatisfying, muck.
People like personality, and it doesn’t have to be for everyone, and I should just write something I would like to read myself…
I had being there, the critism I got for my metaphors and descriptions made me trying to be American because you are not American enough. American we dont use so many figures and exaggerated simils.
Or real life doesn’t work like that.
I ended up depressed and trying to fake being something I am not.
At the end, Lewis Carroll was English. And he got titles being the most chaotic surreal writer ever. So I am what I am and I am not a typical American writer if that exist if you don’t want metaphors don’t read my stuff.
You have to write what your heart tells you or your gut. Your heart know
Honestly, the most fun I had writing was when I realized I could manhandle swedish sentence and word sensitivities into the english language and just let it be weird. Reading poetry and authors with distinct styles really helped loosen myself up there.
And then trust proofreaders to catch the things that’s just too awkward…
Hi all, I wanted to get people’s input on save checkpoints. I would like to add them to my game, but I’m unsure whether to add them every chapter, or just chapters with lots of variation.
So the way LTE works, there are normal chapters with minimal branching and there are 3 date chapters with massive branching. If you’ve played dating sims, the date chapters basically ask the PC to choose a “route” to go on. Without a save checkpoint to restart the chapter, the player would need to do 2 runs of the game to go on every date available for a single RO. I think adding checkpoints in these chapters will save players some grief. However, should I also add save checkpoints to the regular chapters? I don’t feel like there’s as major a need for checkpoints, and the less coding there is, the less debugging I have to do later. On the other hand, save checkpoints are a really nice quality of life feature and more the merrier?
Took me a moment to realize you weren’t talking about mobile network technology here…
I’d personally prefer checkpoints in every chapter (in case I, you know, accidentally pick an option that checked different stat than I assumed, or was using different tone I assumed, or me just accidentally picking an option I didn’t mean to).
The more the merrier, I think. I had a three slot save system in my first game, and players could save and load the game every turn, as much as they wanted without limits or penalties. I’m planning more save slots in future games, along with a soft restart option which will allow players to have multiple characters across different save slots at the same time.
Are these regular chapters fully linear sections, or is there some degree of choice and consequence to them? If it’s the latter, I suppose players might see value in restarting the chapter to try for a different outcome.
THAT IS A GOOD POINT. When I play, I often have like, one choice I Regret and vow to not do the next run. Or a couple times, I got so laser-focused on the game that a distraction resulted in startling, which resulted in a misclick. Sidenote: LTE = phone stuff I didn’t think of that when choosing a title and its acronym! I just thought of like, light bulbs or the sun That’s a really fun connection, especially with the solarpunk and high technology theme.
The non-date chapters aren’t linear. They have choices and consequences, like a normal Heart’s Choice title. The date chapters have choices and consequences too, but the route choice demarcation is quite sharp. Going by what you and LiliArch are saying, it seems like folks will want checkpoints every chapter.
I play most games in a no save scum not change choices similar to an iron mode. Could you add it like a hard mode and put an achievement with it I am sure it would attract replay value. And in highlights saying I have a hardcore mode sells.
Just by creating three copies of each permanent variable, and writing up a system of menus. To save a slot, the game would set all permanent variables to that of the first copy, and to load a slot, the game would refer to the first copy and adjust the value of all permanent variables based on that. I haven’t tried the checkpoint function, but my method allows players to preview save data before loading it.
I wanted to disable saving on the hardest difficulty, but later decided against it. I was too kind.
(I ran out of likes. Will distribute more tomorrow)
Out of nowhere, the sky lights up, green and red arcs crackling and dancing across the Milky Way like a curtain in the wind, causing the bustling streets to turn into a full-scaled traffic jam, as more and more people stop and turn to look up at the sight.
”What on Earth,” Nordvarg says. ”Aren’t we too south for Foxfires? …what’re they called in English, anyway?”
”Aurora Borealis,” Vintervarg says.
”That’s not English.” Nordvarg scratches her temple. ”That’s Latin.”
”Foxfires,” Kokko mutters absentmindedly, then snapping their attention back to the surroundings, blinking like an owl in the headlights. ”Eldräven. Reven’s in trouble.”
You’re very impressive to not save scum A hard mode would be a fun achievement! Like Honor Mode in Baldur’s Gate 3.
@ChanceOfFire I’ve bookmarked your post so I can remember how to set up save slots. I think I’d want to test it out on a smaller game first before tacking it onto a bigger project. Thanks for telling me how to make it possible!