Well, first, I hope people still don’t think this project is dead. I’m bad at social media. I’m an internet hermit, and I suppose that’s the danger of being a hermit. People start to think you’re dead after a while.
As for BFP, it’s going great, and I feel confident it will be ready for public beta-testing in another month or so (but don’t hold me to that because the semester just started and I have a bunch of college freshmen to educate in addition to my coursework and academic tomfoolery). Obviously, I’m taking my time with this project to get it right.
Please note that progress below is not reflected in the currently available version of BFP. The current public version is pretty buggy, messy, and incomplete. As always, many thanks to the great community for helping out.
Completed Progress
The game is fully written! Oh boy! At least, the skeleton is in place, which is important. I expect to add a bit more flesh to certain parts of the story sometime in the future, but that’s not my present focus. I’m really just trying to make sure this thing doesn’t explode. If some story paths are less developed than others, then I can work on it later.
Implemented CJW’s save system, which will ease betatesting stress. It’s a nifty, easily-installed plugin. Highly recommend. No idea why I didn’t do it earlier. Guess I just like doing things the hard way.
I completed a guide for the most significant choices and all of the endings in the game. Not only does it serve as a walkthrough, but I anticipate it will make betatesting smoother as players will generally have a better idea of what is supposed to happen in the game. That way, when something goes wrong, it’s easier to spot why.
What’s left before Public Beta?
Internal beta is ongoing. I’ve squashed many a bug, but it’s not quite ready for the public yet.
Stat screen will be finished.
In other words, not much is really left.
@War_Doctor
Awesome. That kind of input about what choices you’d like to see is helpful! The choice you’re requesting fits in well with the spirit of the game. There are other choices in the game intended for that kind of science-y, empiricist, wannabe-Doctor MC, so I’ll be sure to include it. I like it! Also, great insight into Carmelle. I really like when players catch stuff that I don’t. When I’m in the mire of coding/writing a game, sometimes certain details pass me by.
As for the error, I’ll look into it, but I need more information. If you told me what chapter it occurs in, I’d have a better idea. Ideally, you could include a screenshot of the error message. There is a chance that it’s an error I’ve fixed in my version of the game, but I’ve yet to upload to the public. I have a sneaking suspicion I know which bug it is.
More comments from my unofficial job as Beta Tester, that I have granted onto myself
“Oh, I see. That boy… so difficult to tame. He needs a leash. I already know about the boys on the sixth floor, and I certainly don’t need Kel to reveal himself to scare them off. He’s like a dog, isn’t he? Always barking and running about.”
(another point where adding in a quasi empiricist thing might be interesting)
Before Carmelle is introduced, you have the option to peek in,or listen in, there doesn’t feel like there’s enough variance in the choices for them to be separate choices in my opinion.
There’s a spot to Carmelle where you say, how about you make a deal with me, but I don’t feel like that really goes anywhere.
He leads you back to a room you recognize. It’s the same one you woke up in after the dream. Even though it’s still dimly lit, now you get a better look. Shadows take on a haunting power, and as they flicker in the light they seem to move like creatures. In the middle of the room is the table where you had previously woken up. Twisted instruments litter the floor. What stands out the most is the memory of Doctor looming over you.
As for your criticism, I’d say you’re right. The choice to “peek in or listen” only superficially changes the scene that follows. It’s early-game flavor text.
The “how about you make a deal with me” is a lost thread, so to speak. However, it is an opportunity for an MC to gain points to the manipulative score while still continuing to work with Carmelle. But other than that there is no substantial difference other than flavor text down the line. I’ll make note to return to this and potentially expand it.
As for the bug, that one should be fixed in the newest version of the game, although it’s not reflected in the public link yet. I’ll update the link with a bug fix.
EDIT: I uploaded bugfixes to the public version of the game. On my end, everything works smoothly, and it passes manual and auto testing procedures. However, I withheld some content while uploading, such as Chapter 6 and the endings. This may cause unanticipated issues. I hope not, but keep that in mind.
Blood for Poppies is fully written and ready for public beta! Oh boy! Come and break my game! As always, thanks for the support, and I hope you folks have fun playing this.
I created a guide . Download via DropBox here: https://www.dropbox.com/s/n65neuk3kd615by/BFP%20Endings%20Guide.pdf?dl=0. This guide details how to attain all endings in the game. It is not a complete guide to all choices in the game, but it does cover many of the major choices. It is full of spoilers, but will be helpful for giving betatesters a frame of reference for how the story is supposed to play out (in case things go wrong).
@LacetheDisgrace and @Farside are the same person; I switched accounts after a long hiatus. I rarely check my @Farside account. I know this has caused some confusion and has likely contributed to rumors that BFP is still dead! Tell everyone that BFP lives!
You may report bugs either via this thread or through private message to @LacetheDisgrace . Whichever is more comfortable for you.
When reporting bugs, please be sure to include a screenshot of the error so that I know exactly where in the game to look. Windows comes with a “snipping tool” that’s useful for this purpose.
General suggestions for improvement, criticism, and detailed feedback are also welcome. If you simply have an idea that you think would be cool, please share with me! I can’t promise to implement every single suggestion along these lines, but I welcome them nonetheless.
Changelog
I’ve implemented 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. I used CJW’s save system (ChoiceScript Saving Plugin (Update: Sept. 2019) ). It’s awesome!
Shout out to @DashingDon for a great hosting site.
There is a mechanism that allows you to skip the first two chapters of the game and go directly to chapter 3. However, keep in mind it may be possible to set certain stats that aren’t actually possible using normal gameplay. I certainly don’t recommend using it if you haven’t played the first few chapters already.
The stat formerly known as “Manipulated” renamed “Malleable”. Manipulated is too easily mixed up with its opposite (Manipulative) due to how similar the words sounds.
This change was made at the good advice of @War_Doctor. In chapter 2, Carmelle’s second proposal to the MC used to have no substantial followup. I’ve expanded this choice to include new content and scenes for MCs who pursue this path. This new content diverges depending on whether the MC made a deal with Carmelle, or the MC decided that they should instead be in charge of the deal. During chapter 2, the game will prompt you to make a choice about what you do during the day. Select the choice: Speak to Carmelle about your plans.
This game reminds me of the story the little engine that could. I’ve seen eagerly seeing this game slowly built over the years and now you’ve completed it. congratulations!
It’s fun to indulge the morbid dark side in writing. My next project will likely be more lighthearted (kinda). I’ll probably return to Down and Out in Damnation and revive/retool it. I’m thinking a morbid but comedic noir set in hell. Maybe draw on MythAdventures (has anyone else read that series?). I might retool it as a visual novel rather than choice game, but who knows? All details are up in the air right now. I’m still trying to whip BFP into shape.
@Victoriya
I genuinely never thought I’d finish this game. I dropped it entirely for two straight years. A lot of upheaval occurred in my life, both good and bad. But, hey, it’s done, and it’s a game I would want to play myself, which is what I always wanted it to be.
Small suggestion: Write a relationship ending for dying MCs.
I played a compasionate MC who would never sacrifice someone to save his life and while i fully expected to die soon in the ending, I missed at least a mention of the relationships he built and had on their last (free) months of life
@Empress_Nightmare
Thanks! And thanks for sticking with the game for all these years!
As for taking so long to finish, well, like I said. I dropped it completely for a few years with no intention of returning, and my life has been been pretty tumultuous. Also, I’m a graduate student, so I sometimes de-prioritize working on the game. But, yes, it has been a long journey lol. I started writing this thing when I was 20 years old, and I’m 28 now. As far as who I am as a writer, it feels like a huge difference.
@Anibal
Great feedback. I’ll add this to the running file I have and be sure to implement relationship endings for dying MCs. It’s a great idea, and if you have any other advice in this direction, feel free to let me know.
One of the things I realized during playtesting is how I assumed (for some reason) that most MCs would choose to sacrifice someone in order to keep living, and so some of the content is geared too much in that direction. My friend who playtested the game pointed out that, no, most people would actually not sacrifice others in order to live. Well, I’m the type who always chooses evil/jerk choices in RPGs, so i’m glad to have a chance to get feedback from folks with different play styles. I need more faith in humanity, clearly.
Suggestion: English is not my first language so I didn’t not know what that highlighted word was implying. It’d be easier if u cut it out and just describe it. Something descriptive, like “the stench of odor, rotting. Idk I really like ur writing and think you can do it that part justice if u use descriptive and imagery language.
Error?
Continuity error??
So here I already told Calvin the doctor location at the store.
First, thank you for taking the time to play and report back!
Oh boy, you’re totally right. Definitely a continuity error; thanks for the catch. I’ve noted these and will fix before the next update.
I appreciate you letting me know how this reads to you. I’ll take another look at this scene and decide if the word fits the context or not. By the use of “formaldehyde”, I meant that quite literally as Doctor uses formaldehyde to preserve the MC’s wings (in addition to many other very mysterious chemicals). But, again, perhaps something more descriptive is in order.
I don’t know if this is of any use, but English is not my first language either, but I understand ”the stench of formalehyde” just fine. I guess it depends on how much one is aware of the chemical itself, more than language barrier?
Personally I thought you described the formaldehyde just fine. The description that follows pretty accurately describes the smell, so even if you don’t know what the chemical is you get a sense for the experience. Then, for those who do know what formaldehyde is, it just adds another level of detail. I’d say leave as is.