Good News Everyone
Blood for Poppies is fully written. All endings are complete. As it goes through rounds of internal bug testing, I’m sure more will be added, polished, and refined. As of now, the word count is about 161,000.
Please keep in mind that the download link in the first post has not been updated to reflect this. I will post announcing when public/semi-public betatesting opens. Again, you’re all wonderful, and this thread is full of incredible displays of support. This is an intensely personal work, and I hope others enjoy it.
What comes next? Before public betatesting begins, the following will happen:
-
Internal bug testing and squishing. Namely, me and a few of my friends breaking the game over and over until it stops breaking.
-
Stat screen is still in preliminary form. Obviously, that will be finished.
-
Implementation of a save system, at least for ease while beta-testing. Whenever this thing becomes a hosted game, I’m not sure if the save system will still be appropriate. As I understand, COG seems to have its own save system. CJW’s save system plugin looks great for this purpose (ChoiceScript Saving Plugin (Update: Sept. 2019)).
-
Other stuff might be added. I’m open to community feedback and ideas, although I don’t anticipate getting many until the public betatesting phase.
And, lastly, the rumors of my death are greatly exaggerated. Apparently, many people think this game is still defunct or discontinued. I still occasionally read posts bemoaning the death of BPF. Just shows how bad I am at promoting my own stuff haha. Anyway, time to address those rumors: BFP lives! I’m back, bby!
@Sel_Lee @deznutes
This is woefully belated, but thank you for the suggestions and bug reports. I’ve made note of them.
@Sel_Lee
Yes, I’m considering a save system, although I haven’t implemented one yet. I agree; it’s a good idea. I’m actually aware of and make use of quicktest and randomtest, but thank you for pointing them out. They are, indeed, helpful.
As for adding the update date to the title, again, totally agree. I attempted to do it, but I found that I was unable. I think it’s related to my account. This account is not the original account that I started this thread with (Farside), so I might not have the privilege to edit the title in this way, sadly.
@deznutes
I think I know what’s going on. It should be a pretty easy fix. If you make a character mad by doing something particularly egregious, the game keeps track of a variable that is separate from their relationship points. Thus, either the variable isn’t being set initially when you take Alyce’s bird, or the “check up on someone” scene isn’t checking for the variable. Either way, I’ll investigate and correct.
*Edit: I figured out what the error was. Turns out, the variable keeping track of whether Alyce is pissed at you or not doesn’t exist at at all in the startup file. D’oh.
@Alexandra_Fugate
Thank you kindly!