August 2026 Writer Support Thread

While I’ve been away from my computer, I’ve been working on the code for a side project on my phone. Working on a phone has its unique challenges.

I also bit off way more than I could chew. It’s an open world with 133 distinct locations you can visit. Each one is a port (or similar to a port) with a range of standard activities, like Sid Meier’s Pirates! or … actually it’s literally just Sid Meier’s Pirates but fantasy and with choicescript.

Having 133 locations is really annoying – copying and pasting stuff on a phone takes forever to do and is super fiddly. So, I tried to figure out a way to semi-automate it.

First, I created exactly one port to see how the code should look:

*label rosewharf

[b]Rosewharf, Ocrya[/b]

Rosewharf earns its name from the thickets of bright red roses that choke the hills in a bloody, prickly half-circle around the docks. The townsfolk all wear thick leather gloves.

*label rosewharf_hub

*choice
    *disable_reuse # Tavern.
        *gosub tavern
    *disable_reuse # Guild.
        *gosub guild
    *disable_reuse # Market.
        *gosub market
    *disable_reuse # Shipyard.
        *gosub shipyard
    # Set Sail.
        *return

*goto rosewharf_hub

There are some other stuff like specific NPCs and events that show up on random timers but that’s pretty much the bones of it.

I could copy and paste that whole thing 132 times (or 9 times if I keep recopying and repasting everything) and then individually replacing each label and goto and piece of flavour text with the entire list one by one but that would take forever.

Luckily I already have a google sheet with all the information I need on it.

So, here’s what I actually did:

  1. On Sheets, figure out how to sort locations alphabetically and also include other columns in the sort. Apparently you select the column and sort from there. Took me a bit to sort it out, pun intended.
  2. Copy the alphabetically-sorted column of names.
  3. Copy into Docs. Select everything. Try to find the Sentence Case toggle and realise it’s not there.
  4. Copy into Microsoft Word for mobile. Immediately hate the interface. Press on anyway. Paste in and realise it’s pasted as a table instead of text. Try to select and delete or undo but the interface is too buggy. Close the program. Restart. New document. Paste as plain text.
  5. In Word, make everything lowercase so I can use it as a label later. Also find replace every space with an underscore. That’s my label list. Call it {port}.
    6.Create a new column in Sheets.
  6. Select all. Copy into the blank column in Sheets. Motherfucker, it’s added a full paragraph after every row. Undo. Paste into Notes. Recopy from Notes into Sheets. Done, perfect. Lines up.
  7. Create a bunch of columns in Sheets: *label, {port}, Port, literally just a comma, Country, *label, {port}, _hub, *goto, {port}, _hub. Autofill everything.
  8. Copy all back into Word. Shudder at the interface.
  9. Replace the tabs with a space
  10. Replace " ," with “,”
  11. Replace " _hub" with “_hub”
  12. Paste into the ChoiceScript interface.
  13. Creates this for each port:
*label ziz_iggar Ziz Iggar, Kuwiarus *label ziz_iggar_hub *goto ziz_iggar_hub

And now all I have to do is … manually go through each port, one by one, and space them out such that they look like this:

*label ziz_iggar 

Ziz Iggar, Kuwiarus 

*label ziz_iggar_hub 



*goto ziz_iggar_hub

… which creates 133 infinite regression loops in my code. So once I’m done all that I can fill in all the ports by …

… copying and pasting 133 times.

Well, they’ve all got different stuff in them so I’d have to manually go into each one anyway.

But yeah that was the annoying problem I “solved” for myself today!

18 Likes

Can’t forget shuddering at the interface, that’s the most important part!

7 Likes

It depends on if this locks in the romance route or not. If it does, then I’d rather not be hit by an RO who I may or may not be interested in confessing their feelings for me.

But if the romance has already been set, then I think the RO confessing their feelings first would work really well, depending on the RO of course.

5 Likes

Ditto. I’m a big fan of keeping it open until publication.

14 Likes

Woke up with a CS-style choice snippet pre-written in my head. It’s always nice when that happens, rare as it is.

12 Likes

:eyes: I love that game to pieces. Would eat up a choicescript version. Though the process you descirbe in your post sounds incredibly annoying.

8 Likes

I have absolutely no experience to contribute here, but I have had the same thoughts accost me occasionally. I can promise I am going to buy (and replay) the final game no matter what at least. If I attach to a story/game I can replay it endlessly. (Not to mention wanting to give support)

Very interesting discussion on the more and less helpful circumstances surrounding full-time creative work. I, for my part, while not impoverished, have almost non of the potential privileges mentioned AND am really really bad with the social thing - so yeh I never thought what I wanted to do or not was much a relevant factor - full time creative work is so far outta reach - so I will stay a hobbyist in my dark obscure corner and just mess around xD

11 Likes

Regarding ROs…I’ve been wondering if all my designated ROs apparently ending up being somewhere on the aroace spectrum is at least partially influenced by how readers want all of them staying loyal to the MC even when they’re not romanced, or if that’s simply the only way my brain can understand dealing with romances.

…what a horrible sentence, structurally speaking. I’m tired and hungry and need coffee.

7 Likes

I’m approaching the RO problem by making both them and the protagonist so stuck on the past that they can’t move on. Furthermore, the world is also coming to an inevitable end so it seems rather foolish to start anything. So every romance is framed through a reminiscing on ‘what could have been’ lens.

7 Likes

I love when the party in games are dynamic. And characters I don’t romance have their life and banter. However, I prefer when as player you can in a way affect that sabotage and or change some point in that. Old BioWare was really good at that. And being match maker is always fun.

However if game is not focused on romance or party dynamic I has reader prefer not wired shiping that comes from nowhere in last chapter

9 Likes

Doing a bit of ‘tricky’ writing now. I have an epilogue where you see a snapshot for each NPC in the game. But there are four ‘levels’ of the snapshot. If you fully played through all the scenes with an NPC, then you get the entire snapshot. If you played fewer scenes, you get progressively fewer details. The tricky part is that one of the NPCs has a big plot twist in the final scene, and he ends up in [REDACTED]. The entire description of them going about their day has to include the same details, but shaded so that the [REDACTED] plot twist is opaque.

It’s fun! Difficult, but fun.

12 Likes

Same for me. My project was even in a situation where the complete Book 1 was accessible for many months before publication (along with large swathes of Book 2), and the release-month sales remain strong (though this is anecdotal, and I don’t have a clean point of comparison).

I just think a lot of CoG/HG’s readerbase don’t read WIPs or engage with the forums at all, and even those that do might not have read yours (it’s a higher bar asking a reader to read an uncompleted, less polished work vs. a completed one). Meanwhile, those that do follow your work as a WIP are much more likely to purchase as both a form of support and to have it available for replay in the future.

I’ve thought for a long time that IF is uniquely suited for this manner of limited information release. It’s the only medium where the result can feel emergent from the protagonist’s specific journey rather than the narrative’s design per se, if that makes sense. Anyway it’s exciting to see it being tackled, best of luck!

14 Likes

Big fan of the Kitchen Sink approach it takes. It doesn’t have a Unique Central Mechanic at all – they made a list of like a half dozen fun pirate things to do and then designed each one individually with basically no cohesion between the mechanics at all aside from just generally using the numpad, and somehow it works!

All these are basically their own minigames:

  • Ship battle
  • Sword battle
  • Musket battle
  • Search for treasure
  • Dance with maidens
  • Evade the guards

My choicescript fantasy version is a little more pared-down. It’s pretty much just ship battles – no boarding or city assaults or anything like that – as well as a general adventure-game-y scavenger hunt. Going for a more pulpy story focus with a bunch of different backgrounds and quests using the same game world.

I love the achievements and challenges in FTL so I’m also planning a tonne of that.

Have only been messing around with it on my phone so I’m not tempted to work less on my other project.

12 Likes

Just wanted to chime in and say thanks all for the responses on my musing about public / closed betas. I read all of them and they were super helpful to crystallize my thoughts.

I mentioned at the start that I was leaning heavily towards keeping the game open until the end, endings and all, and I think your responses have only solidified my belief that it’s the best thing to do. Like a few other folks here, I wasn’t super sold by the sales rationale, so I was mainly trying to make sure I wasn’t missing anything obvious in terms of other benefits. Sounds like the only reason to potentially reconsider is if public feedback slows down significantly at some point.

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I’m debating between “open beta” and “closed beta but I send the link to everyone.” I remember @ChanceOfFire mentioned there could be some competitions that disallow a game that’s been in open beta? That would be the main reason.

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@dozendietcokesaday I dont let public betas during the Halloween jam due several reasons

First to not stress writers and comparing themselves.

Second to get audience hyped up to the voting week.

Third to help writers that are newbies to see how a private beta is handled.

Private beta are a constant in the industry after all.

After the voting week is over writers can open all betas they want for the jam games

12 Likes

I love the idea of completing the game once to unlock a bunch of difference backgrounds with different questlines. Are you working on them all at once and just only giving players acess to human first, or are you going to write them one at a time? (thinking about doing something sorta simmilar on a different project and just curious how you’re approaching it)

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IFComp’s the other big one. You can’t have had your game released anywhere publicly prior to the comp. You need to know exactly who has read it as a tester so the link needs to be kept private. (For anyone thinkng of entering this year make sure you take note of that as it will get disqualified if you run an open beta.)

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From the Perspective on anyone hosting an event if the games have a public beta during the contest cause lots of drama and conflict and makes less people voting when the deadline turns off.

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Fellow writers, how does “Liar Liar dying softly” as a title.

6 Likes