Thanks again to those that gave me editting tool tips last month. I eventually went with the Notepad+ comparison plug-in tool as it made the most sense and it worked brillantly. I’ll probably check out those other ones down the road though too though.
This month I have completed my last update for my Sense & Sorcery game before it goes on pause for a few months while I move my focus to Dice & Dungeon Masters and maybe sneak a couple small updates for some of my other projects that miss me working on them. It is challenging to go from one project to another but looking at the editing worked as a nice reminder of what I have all going on in the game.
Also, excited to try and add arrays to my games now that I know CS supports them. That will help with both of my presented projects but will be beyond life changing when I finally get back to working on my most neglected and personal favorite writing-child, Lives of the Star Child. So loving the thoughts on all I can do with those arrays - now if CS gets vectors, objects, and enchantments I feel like almost anything could be programmed with enough creativity.
The Data Structure, not the math component. Vectors are like arrays but dynamically increase in size so as you need more instances of that array it’ll just be added and created.
Getting back to work on a WIP I had previously decided to abandon.
I had discarded the plot notes for Scarlet Sorceress last month, due to a combination of stress and being upset. So, to rebuild everything, I needed to do another round of daydreaming.
Still, I think a second round of imagination allowed me to build a better array of ideas. Also, I decided to target a wordcount of 220-240k words, since I’m probably more experienced as a writer now and able to push the limits further. The new plot had to be redesigned for the greater wordcount, but I think the final output was better this time.
HG has three highly popular genderlocked-male games which have each grown into a popular series, but not so much for genderlocked-female games. I’ll be the first to acknowledge that precedent was never on the side of this idea. But I’ll probably do the next update, bump the thread, and see what responses are like for the next round. First time to everything… maybe?
On a side-note, I dug out the WIP thread for The Courting of Miss Bennet. Seems that I wasn’t the first author to put up a complete draft for closed beta testing, and getting comments asking for access.
There’s a bit of a workaround I’ve been using for this, but it only works for temp_arays. And you’re hardcapped to a certain number you have to set.
Summary
I have a whole bunch of labels at the end of a file called ‘True_createArray5’, ‘..10’, ‘..15’, etc. and the same for ‘False_’
Each of these create a temp_array of a different length and ends with a *return
The True labels create an array with the same name as the original.
the False labels create an array with a different name. This is a temporary array we’ll use to carry each value over.
Create a ‘False’ array the size you want
Copy all the variables from the original array and delete it.
Create a ‘True’ array the size you want. This array should have the same name as your original array.
Copy all the variables from the False array to the True array
Delete the False array.
But I think it’s more efficient to only do this once, have a boolean variable that flips between true and false when you want to make the array bigger. Then every time the array is referenced, add that boolean word to the array name you’re declaring. But that would mean you’d have to rewrite all of your code, so it’s really only useful if you haven’t started.
The joys of having a supervillain as your defense attorney
“Apologies, Your Honor,” Vortex says, adjusting his tie. “I was delayed by one of the bailiffs wanting to detain me. Rude, that. I have half the mind to sue him; there are still rules.”
Is there a sixth sense for knowing when a scene is ‘enough’? I have been working for months on my own game and I’m still constantly struggling to know when I’ve breathed enough life into a particular interaction or moment to make it feel fleshed out but not cumbersome. I’ve always preferred narratives that give the reader/player enough time to be in each moment, feel around it, explore and interact before moving on to the next beat in the story; I’m finding out that as a writer that’s easier imagined than actualized, however. What is ‘enough’? What is ‘too much’?