Firstly, I love that you have read that far into the story and you managed to get Ursus arrested and into jail to rescue him! It is one of the more unique scene outcomes in the whole story. Thank you so much for taking the time to do that. Secondly, do you think that scene is too much? Did you find the song funny? I have to admit, I am rather fond of both the Allure and Humor solutions to getting Ursus out of jail on that pathway. Later on, you will find out you could of just asked for the keys; but, at the time, your PC did not know that. Oh lord I see some syntax I need to fix on that passage. Anyhow, you are about to embark upon a great adventure across The Great Rift, go fishing, learn about celestial navigation, and more… I am so glad you made it this far as the game will really take-off into something very unique; and, I am frothing at the mouth to see how players react to it. You will face dynamic, daily, weather that, in turn, effect sailing and other encounters. It is here, not in the first 10 pages, that all those fun promises come to fruition. For Beta Testing, I did label the ocean grid to ease the crossing and more quickly test various outcomes. If anyone has ideas to get the story started more smoothly, I am all ears. Starting an RPG story can be difficult… to balance the story immersion with the need to set up the PC. I have watched live DnD games, although I have never played one, to see how they do it. Certainly starting it all off with dense, scientific and philosophical, writing was a swing and a miss. I will continue to work on that early immersion issue. Thanks again for reading/playing. It really means a lot to me. I need the feedback.
Might I suggest that for the “type here” section, you add a few options that the player can pick from, as well as an option to enter their own text? It’s commonly done and might help players who aren’t that interested in customisation to quickly get to the content of the game.
Your writing style seems interesting at first, but sorry, the amount we have to write about our preferences can be tiring, and I gave up quickly because, as I said, it was exhausting. I only wrote down a few things and gave up. I understand that you may have been inspired by what you watched in Dnd, but that may not be practical in interactive RPGs like this. Your writing is good, but too quick, and the choices can be tedious for some because they would have to write their own preferences all the time. I suggest you put more choices where people don’t have to write their preferences all the time but leave an option to select that if they want. Advice: Read more books and check out more text-based interactive wips and games that relate to the theme of your wip, or even those that don’t relate to it. You can learn a lot by reading and playing such games. More detailed but not exaggerated descriptions of your surroundings, people, etc., would also be appreciated, but you don’t need to make a giant text for it, just what you think is necessary for people to understand and imagine. Your theme seems to be more about adventure, so I suggest reading more adventure books or other topics too, to see more writing styles and how you could work and learn to use them in your writing.
Your beginning seemed interesting, a little philosophical but didn’t seem to relate to your wip, which has a more adventurous vibe, but this can be shaped for the story.
One more tip: Your prologue could start with a battle of sailors at sea or maybe some people finding a scary creature and then skip to chapter 1 where you present the location and the people with whom we will interact. Feel free to use these ideas if you like, and I suggest being inspired by writing styles, real or fictional people or characters, adventures, and so on that you find interesting and that involve the themes of your wip. There are D&D and RPG campaigns that you may enjoy, an example of a good story, group adventure, cool monsters, and characters is Vox Machina, or Dungeons & Dragons (the latest movie). That’s it.
No offense taken. It is supposed to feel like a character creation center. I am not sure if I like it but…I need to make sure I capture all the statistics as I change it. The first chapter starts the “actual story” and it reads like a traditional story from that point forward. Thank you for the feedback.
Update 3: The final Great Rift chapter was not loading due to its size. I carefully broke it up using the *gosub_scene command. Thankyou COG gods for putting that little baby in there. It seems to be operating correctly. I apologize for any changes that may have reset your current chapter.
Thanks L.D.Nunes for your suggestions. I have already decided to scrap the “Character Building” idea for a more traditional “story-based” beginning. Already started writing it this morning. It is true that I did not know many people found entries into a story to be tedious. It is something that is not continued throughout the story. I will post an update when I have something that works for the first few pages. Not too worry, this is all very fixable and helpful! I just had to put my “writing hat” back on and put down the “coding hat”. Cheers!
Update 4: Major surgery was performed on the beginning. It now reads like a story and should be engaging, but not weird, while not over-loading. All inputs have a fast track around them or are pre-filled in for speed and ease, or, do not exist anymore. I did find an ancient bug later on in the game and fixed that also. Fingers crossed, this will pass the test. I hope everyone has a wonderful weekend!
One thing I’m noticing so far with the updated version is that there’s a lot of unnecessary commas in descriptions.
They billow-open in the brisk, easterly, wind, like a glacial wyrm sending a cone of intense, deadly, frost toward some unsuspecting prey.
They billow open in the brisk easterly wind, like a glacial wyrm sending a cone of intense deadly frost toward some unsuspecting prey.
With the commas separating each part of the sentence. They’re like pauses in a sentence, and if you read that out loud with a comma between each word then it wouldn’t flow at all.
There’s a useful (but long) article here that might help.
I don’t want to sound too negative though. The descriptions are very vivid, and they’re painting a pretty picture for certain.
So, I did go to the the website. I am not sure I am using commas wrong at all. Perhaps more readers could weigh in on that subject. It is a tricky subject; however, I do always want flow over strict punctuation. I spent a long time looking into this issue a while back. This is something that I would need more people to disapprove of in order to even approach flipping around commas. Thankyou for your input.
Ok…wooosh. I believe you are talking about coordinated and non-coordinated adjectives. I did some more reading. In the case of " brisk, easterly, wind…" you are correct Blunderbutts. However, in the case of “intense, deadly, frost” I believe it is fine. Because I could send a “deadly, intense, frost” as well. But an “easterly, brisk, wind” does sound weird. This will now have to be something I will comb through gradually. It is so easy to flip back and forth between correct comma usage and incorrect comma usage when it comes to the more complex usages. There are many cases where there are two accepted methods for comma usage. I will say this BB, I am for less, than more, commas in general; however, my writing was forged in the crucible of philosophy where they really like punctuation. It’s why poetry is so freeing. Now that my brain hurts, time to go oustide ha ha. Cheers!
Update 5.0: Non- coordinated Comma Sweeper: “Free the comma” Chapter O and Chapter 1 swept of this type of comma foul. It is not as fun as “Free the nipple”, yet, oddly satisfying when it is done. I found this error everywhere so I will handle it chapter by chapter. Thanks again Blunderbutts for having the courage to say something. Happy writing!
I like the concept of this game, but as it is, it’s really not engaging.
It feels very rail-roady - like there doesn’t really seem to be many actual choices and a lot of random stuff happening that seems to have nothing to do with me e.g. it seems to get the sword and the bow no matter what you do, so why not just have them in starting inventory? Every few pages there are random stat boosts. There’s no point in stat boosts that aren’t linked to choices.
There are far too many page turns with no choices - if there are 4-5 page turns with no choices, it just feels like reading a novel
The few choices there are just feel like pass/fail, with no real way to predict which is which (maybe if you have RL saving knowledge?? - I don’t…). I stopped reading when you asked me to solve quadratic equations - 100% not why I read IF. Pass/fail based on stat checks, fair enough, but I have no interest in a trivia quiz.
It’s also really lacking in context - “Liam” throws me my xyc - who is Liam? “Ursus” shows up - who is he? What are we doing on the boat? where are we going? Is it just me Ursus & Liam or are there others? - A bit later on, we discover we’re off to the port of logos - why? - it could really use a decent setting the scene introduction before we get into character building.
Thankyou for your feedback. After Berkley, if you go to the mountains, you would get the kind of game play you are looking for…I think. I can tell that you read through a decent portion of the story. Thankyou for that. I do like that you are looking for more meaningful choices early on…as it goes now, that sort of builds. I think some of the stat boosts without choices are a byproduct of changing the beginning… I will look into different ideas… I thought introducing the weapons through a scene would be more interesting…perhaps not then. The math…don’t worry that is the only math and it is more there to create an additional story with Ursus. .
Ok, so overall it looks like you want more “control” early on. The sailing section in the beginning is there to give you a little sailing knowledge if you didn’t have any, like i did, prior to writing this thing. Infact, the whole beginning is there to give the reader exposure to the kinds of choices they may have to make without overloading the consequences so early. But, it does need to be more than a book… I absolutely agree with that.
Ok, lots to think about … I may put a fast track option to get right to the mountains for people who want to really play with the more DnD aspect of the game. At least to get feedback about that. I’d have to give a set amount of stats; but, I can figure that out. I will admit, I often think, I should of just written a book. The coding and writing together make the whole thing more complicated…like splitting your attention between two equally dangerous tigers.