I don’t know any specifically medieval words for them, but other than anti-hero, I don’t think you need one. Hero and villain aren’t just modern terms, and they’re very clear words to use. But if you want different words, knave, rouge, and scoundrel could work for villains. And knight and warrior could be used for the hero. You could also specifically say why the character is a villain, like the bandit, raider, witch, etc
That sounds cool! I was also thinking command related abilities, so speech and voice related ones also fall into the bunch.
i got that idea from an anime where there was a girl she was an idol and used her voice to brainwhash people into adoring her and would her voice as defence and her wepon was a a gient pipe orgen that could be controled through her voice and for context the wepons in the anime are named after angels and the and the wepon of the girl was caled gabriel that was my inspo for that lame i know but i hope you imploment my idea
Rogue. Rouge is… something else.
Hey, everyone!
I am currently working on development for Once in a Lifetime, which is a life simulator.
As I’m coding in generation variables, I reached the point of putting together the birthdays, death dates etc.
It made me ponder over the game’s average playthrough and longevity.
I am considering one of two pathways through development. One significantly extends the dev time, but also significantly extends playthroughs and content routes.
The other would shorten dev-time, but do the same on the content/playtime route.
Here’s the proposals:
PATHWAY 1: Time passes in the game on a ‘Monthly’ basis. This in turn provides many more chances to weave together dynamic month-by-month events, but also prolongs time in development as it’s 12 months in a year.
Since you’d eventually die, you could see upwards of 12 * 100+ turns if you managed to live a long and healthy life.
PATHWAY 2: Time passes in the game on a ‘Yearly’ basis. Shorter dev-time, also comes with shorter content. 1 * 100+ turns if you managed to live a long and healthy life.
Anyways, I’m curious on how everyone feels about it. I’m going to throw up a poll here, and figured I’d garner some opinions before I delve deeper into the cyclical passage of time in development.
Plenty of other elements to code, anyways!
- Pathway 1: Monthly Cycles
- Pathway 2: Yearly Cycles
Enjoy your weekend! This’ll be my last post in this thread for a good while as I don’t want to take away from anyone else’s spotlight on questions/polls, etc.
Yearly cycles would be wayyy easier to code in and make the pacing balanced!
Monthly cycle would bring more content, so it’d be cooler.
But that can be a LOT of work, so that depends. I think it will come down to how long you think will take to come up with at least a demo or how much work you think is too much work, in a way that is satisfactory to you as the dev.
The consumer in me wants Monthly. But the Writer in me wants Yearly for the sake of simply not being a pain and a sludge to have to go through.
While it would be awesome to have so much content available, I can’t stop thinking about how exhausting and time-consuming it would be to write all of this, so I voted for yearly cycles.
Maybe an alternative could be to offer fewer events per year? Like only 3 or 4 events. This way it would have more content available but without escalating that much (it would still be a lot of work, though)
A LOT can happen in a year, are you sure you don’t want to look at other non yearly/monthly cycles? Quarterly maybe? It’d cut the work down a bit, but still keep the more content option.
Hey, everyone!
So, I’m looking at Monthly, but my reasoning is through dynamic generation in particular.
My goal is to create a dynamic pool of events that the game can pull from. As I populate it, I’m going to create several checks and conditions for how these events roll/unfold. Some will be World Events that are certainly time dependent, but the individual events aren’t going to be as ‘narrative-heavy’ so it’s easier to make more of them.
I am going to see how this plays out, if it truly becomes too daunting I’ll scale back as I’ve also separately designed the system to function under a Yearly schedule.
If that makes sense, haha!
so i have two ideas. i want to see which one sounds more interesting to people.
for the first idea, i was thinking of making an interactive fiction about ninja. It would have similarities to Naruto (like the ranking system of genin, chunnin, and jounin), but very different at the same time (different histories, different countries, different clans.)
The story would take place once mc graduates the ninja academy as genin. they get sorted into their squad and they take some low-ranking missions that really inspire them to become chunnin fast so that they can get higher level missions. hence, the chunnin exam, where they will be tested to see who gets promoted to chunnin. I see this as being the 1st act, just getting promoted to chunnin. or not.
also, to complicate matters, the country they are in is at the brink of civil war. The daimyo (which is like the king of the country) is suspicious of the kage (which is a vassal to the daimyo). The daimyo suspects the kage harbors treasonous thoughts and wants to usurp him. In particular, the samurai army are powerful allies and protectors of the daimyo. I want to use the concept of a samurai and ninja conflict for this story.
Alternately, for the second story, I was thinking of making a xianxia (cultivation) interactive story.
In this concept, mc is an apprentice cultivator in the Blue Mountain Sect. In order to become a real cultivator instead of just an apprentice – all apprentice cultivators get tested in a global tournament. the more you progress the exam, the more likely that they will be promoted.
As the tournament progresses, a neighboring country’s plan to invade the kingdom become reality. The outcome of the tournament becomes crucial in determining whether the Blue Mountain Sect and its allied sects can unite to defend against the invasion, or if the kingdom will fall under foreign rule.
I’m kinda torn between these two ideas. I like them both for different reasons. I’ll be interested in hearing what people will more interested in seeing – the xianxia story or the ninja story.
- ninja story
- xianxia (cultivation) story
It will be quite difficult to compete with Path of Martial Arts and Aura Clash but gl
I could be wrong, but I am pretty sure most people aren’t going to be pressed to choose one of the three, these games are very cheap and if you’re into one of them, you’re probably going to be into the others.
Hey, everyone!
My posts here will be much more infrequent, and mainly tailored to polling.
Once in a Lifetime has progressed at a major pace.
A week ago, Once in a Lifetime was beginning proper development. We’re now at 29562 words including command lines, with 5032 words excluding. 24.5k words of code in a week is huge to me.
OaiL is extremely system intensive, so it will be very difficult to rip things out once the bedrock is laid down in hard coding without breaking a million and one components.
For those who have read previously, Once in a Lifetime is a life simulator that allows you experience a dynamically generated lifetime.
- Experience a full-throated education, which includes unique class management and grade upkeeping, several divisions, college degrees, PHDS, and so much more!
- Careers will be a massive flagstone of OiaL and as such is extremely in-depth. Salaries are uniquely generated based upon prior tracked work history, overall experience, education, specialties, talents, attributes, interview questions answered, and more. Experience vast growth through a system powered by dynamically generated coworkers and tasks, special events, and so much more to come!
- Your Lifetime is empowered by those you keep in good company. Develop friends (and enemies!), roll a uniquely generated family system, experience familial events, grow as one unit or be a loner, and much more!
These are just a small snippet of the features that are at play. Given ChoiceScript’s limitations, it is more… difficult to create a ‘user-interface’ of sorts, but I have found many techniques with text manipulation and the like to do so.
Given how in-depth the game will be for those who’ve craved a good life simulator, I wanted to know if the fact that it will be menu-heavy bothers you. However, I am implementing multiple Quality-of-Life systems that will make it easier to navigate around without feeling seriously overwhelmed. This includes special choices to return to certain direct menu screens, separate data-tracking from the LifeBook (Stats screen) and more!
POLL: Does having nested systems with unique and custom data-driven menus and screens bother you?
- Yes, it does!
- Not really.
POLL 2: Are you excited at the prospect of a full-throated life-simulator (ala Bitlife and a ‘choicescript’ version of the Sims of sorts?/Would this be something you play?
- I’m extremely excited!
- I’m somewhat excited.
- Not very, truthfully.
- Not in the slightest.
Thanks a bunch, I put two polls in here to limit my posting going forward.
Have a great week!
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Will there be an alternative to the diceroll family? I don’t really trust roll mechanics.
Hi, Anne!
I am looking at the opportunity to engage in custom family generation. It is most likely something that I will implement, but not until the WiP build is already out and it is slotted into the Roadmap as a Quality of Life Update.
That said, the current generation system is highly dynamic. Whilst it rolls choices, it has a wide palette to do so. Right now the WiP build alone will have 100 male first names, 100 female first names, and 100 last names it runs a *rand on to roll, alongside a huge palette of other options directly pulled from the main character designer.
However, I also know myself and how much I enjoy implementing QoL. It will be an early roadmap item. I want people to have as much agency/control in their gameplay as possible.
I hope that helps!
I’m probably just paranoid from BREACH…
Will I be able to become a politician?
