February 2024's Writer Support Thread

Short stories are their own art form. They’ll require practice though, especially if you’re naturally inclined towards longer ones.

Anyway, I couldn’t sleep so I was jottling down some notes. (I wish I knew what to name the story though. “I married a supervillain” just doesn’t have the right ring to it.)

Vault-Tec welcomes you!

After a long and tedious series of airlocks, decontamination chambers, stairs, and elevators, you finally get into the bunker proper. Although judging by the size of the atrium-like space you’ve entered, calling it bunker isn’t making it justice.

You look around; it’s roomy, but mostly empty, metal walls giving distorted reflections of movement, a few doors on different sides, giving an impression of an entrance hall. There are some robots that look like wheeled ice boxes rolling around doing who knows what, but otherwise no one apart from your group is in sight.

…wait, no. Someone is approaching, a person with skin so pale it obviously fits underground and hair, in contrast, sun-bleached yellow, giving a somewhat monochrome impression with the black polo shirt and pants they’re wearing.

[K] nudges you. “We’re being haunted now?” he whispers. “This just keeps getting better and better.”

You hush him.

Sparkgap ignores you two, probably a smart choice. “Ah, there you are,” he instead says to the arrival.

“Welcome home,” they say.

“Good to be back. Anything happen while I was gone?”

Wellll–”

“I know that tone. Out with it.”

“It’s not that urgent, but if you insist.” They shrug. “Excavation in Sector L hit a roadblock. The drones went haywire, so I sent a swarm to investigate, but lost contact with them as well, so I sealed it up until further notice.”

“That’s not urgent to you?”

“I know how to seal a sector, Val.” They give an offended look to Sparkgap. “I’m not saying it doesn’t need to be looked into, but not tonight.”

“Hm.”

“Also, Skinner’s locked himself into the genetics lab and refuses to come out. Blastwave’s being a hormonal teenger, but I can deal with that. Oh, and we’re running out of tranquilizers.”

“I need to do a supply run soon anyway,” Sparkgap says, throwing a sideways glance to your direction.

“Well, in that case, grab some insulin too. Supply hasn’t quite hit the alarm levels yet, but it’ll save you another trip in a month or so –”

“I’ll put that to the list. Anything else?”

“Not on the top of my mind, no.”

“As if you hadn’t memorized it all anyway.”

They have the audacity to actually look smug at that. “Dinner’s in two hours. Do you need me to –”

“Yes, thank you. I have work to do.” Sparkgap turns to your direction and gestures at them. “This is Nachtkanker. They’ll show you to your rooms.”

“Val, that’s not what I–”

“I’ll be in my lab,” Sparkgap says to them and leaves, walking hurriedly to the direction of one of the smaller doors.

Val!” Nachtkanker raises their voice, but to no effect; then gives you an apologetic look. “Well, that’s him all right. Sorry about that. Is that all your luggage?”

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its crazy that you asked, I’ve been writing up a two player system for the last few months. I’ve been dreaming about an IF like that for years but the code would have been crazy- but we’ve got a built in checkpoint system now, and honestly it’s going great.

I know I’m just talking the talk and I haven’t shown anything substantial- but if I end up flaking on the IF I’ll dump the code, how to use it, and explain why I did what I did

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My version is gonna be like…the only thing I could think of is last of us part 2. Traditional chapters for one & negative chapters for the other.

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Ahh mine is like a co-op game. You get to checkpoint and wait for the other character to reach it to. You can play with two devices, and send a string to each other at checkpoints to pass data along- Play on one device and hot seat it (pass the game between each other)- Or you can have a bot play one of the characters… or both!

Just to make it easier, when the two MCs are in the same scene it’ll use one device even if you’re running a 2-device game.

Is it a pain to write and work with? yes. Does it work… yes?
I’ve had to limit a few things to make it as easy for the readers as I can. So things like stats having decimals and long lists of character personality stats can’t be used, and when transferring data you can get the data as a sentence instead of some weird hex code- really I’m just trying to make it as easy for the reader as possible.

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If you can manage a co op game, that’ll be impressive & a proof of concept.

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Thanks. Let me know when you have a demo out, love to read it

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Question for the class: do we know if things that generally are available in ChoiceScript are always usable in published games? I could’ve sworn I read a forum post ages ago saying that some things that are possible to achieve in coding aren’t permitted in finished works (I think it might’ve been some kind of javascript editing, but don’t quote me on it). The features I’m specifically concerned with are arrays, checkpoints, and implicit control flow.

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You can’t use scripts in HGs. (Examples colour change mods that add scripts to work, script based minigames etc. Adding script to the style/javascript files is generally not allowed. It’s been done in the occasional official game like Choice of magics, but is unlikely to be ok’ed in unofficial games probably because it gets too annoying for them to support a whole lot of different mods and scripts they haven’t put in themselves. I know some games like Donor from memory needed a rewrite because they used scripts in some of their games before it was publishable.)
You can’t use the “dashingdon’s” save module.

Basically anything that’s in the package you download, approved mods made by COG (like the new save feature), and standard commands are generally fine. You can build your own checkpoints/save if you want. (That’s what some games have been doing before the new save feature came in and will probably continue until the current WIPs started before the new save feature are through.)

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Fantastic, thank you very much. That’s the assumption I’ve been coding under, glad to have it confirmed.

You’re referring to the checkpoint system described here, right? Or was another feature released specifically as “saves” similar to dashindon’s?

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That one. As far as I’m aware there’s no plans to make a save system similar to dashingdon’s available for officially published games.

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I just spent three hours going line by line through my code numerous times to figure out why quicktest was failing, just to give up at the end and add workarounds. It was catching errors in a chapter that it previously said was good, but the worst part is that I did catch stuff that needed to be fixed, so I knew it wasn’t giving false errors and was worth looking through again.

Played through the WIP, couldn’t see what was going on, made the workarounds and called it quits. I feel like I failed, like I wasted most of that time when I could’ve been writing. Maybe I did waste my time, but I’m going to sleep knowing that at least I tried my best to figure it out. Hopefully in the future I’ll be faster in squishing bugs

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You could post the error and code on the forum, they usually help spot these kind of things. :slight_smile:

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I wanted to, but it was an nsfw scene and I didn’t want people to be uncomfortable seeing it… Then again, I could’ve edited it out. Hindsights 20/20 and all that

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Dude it’s the Internet, we’ve all seen some shyt. It’s fine. Post it.

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There are people on this forum who aren’t comfortable with explicit content. There’s an Adult Content section for a reason.

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I don’t get that but it’s whatever.

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Thanks for coming back about temp variables to those who replied! ^^

My startup has a lot of random stuff sprinkled in. tbh a lot of the time I get awkward moments of realising that I either already anticipated the requirement for a variable, and have to undo creating one, or otherwise that an existing variable can be used.

No, I’m not the most organised person ever, can you tell?

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This is hard, but last year’s IFComp entry, Antony & Cleopatra: Case IV: The Murder of Marlon Brando is a good example of a two-player murder mystery. Both characters have different backgrounds, dialogues and skills, and the game is meant to be played as a tag team, where you can’t advance in the story unless your partner has chosen something.

Granted, it’s in Twine, but I’ll hope you check it out. It’s a murder mystery, too. I’m not sure if the same can be done in Choicescript though.

Of course you’re still OK. The best way is not to think about what you’re writing, but this fails, at least for me.

The prologue is good enough for people to understand and know: what your subject matter is, the scope, the characters, your writing style. This is sufficient a barometer for you to gauge how popular your actual work is. It’s also your first impression, so do it well!

Short stories are indeed both challenging and easy at the same time.

“Supervillains, Inc”?

More to come later!

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Does anyone like to play music while playing or writing a IF? Im playing :rainbow: Dear Diary, We Created a Plot Hole! right now and listening to music at the same time, for the first time. Especially when the genre of music relates to the IF, though I only do instrumental music or else my brain will get all scrambled up.

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I have to listen to music or I can’t get into the zone. Usually death metal or grunge depending on the mood of the scene.

EDIT: oh you said playing, not writing. I still like to listen to music while reading

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