Codex is a name very familiar in fantasy even in Mass Effect. Some fancy Game masters called them chronicles.
I called them in my vampire their bullshit dramatic book.
Codex is a name very familiar in fantasy even in Mass Effect. Some fancy Game masters called them chronicles.
I called them in my vampire their bullshit dramatic book.
Hi, Niki!
Sorry, that Gen picture is a placeholder.
It was merely a quick test that actually provided proof it was pulling data!
It won’t look like that when displayed in game proper.
On a fun note, today:
The last two days have seen a massive expansion of my generation code to now include the generation of both sets of grandparents, up to 3 brothers and 3 sisters in full, 3 step brothers, and 3 step sisters (the ‘step’ parts of relationships will come down the road as I expand systems).
The end result has led to a massive code expansion, complete with well optimized gosub situations, label usage, and code.
As of two minutes ago, we’re at…

10 days total of project development and 50857 words (of which 45k+ are straight code). Super excited to begin crafting the main ‘scene’ interface soon!
Random question, does anyone know if Randomtest’s wordcount includes all options that were visible on that particular run, or just the ones that were picked? Or does it include options at all?
I think it’s just the option picked as that’s what’s printed when you ask for full text, but don’t 100% quote me on that.
I’ll be putting up weekly posts moving forward, but I am extremely pleased to have locked in the features planned for Once in a Lifetime over its first several major updates and WiP release (Update Zero!)
I have learned from Estheria and have not placed dates. These are guaranteed feature implementations, but the timing can always vary, especially in a system this complex.
I just happened to put the road in roadmap. ![]()
I achieve gather enough willpower for starting a story. Now, I am trying to gather enough willpower to not erasing it. ![]()
It is extremely difficult writing with depresive thoughts.
That is a very pretty roadmap (although I’d hate to drive that road).
Me every time I’m trying to write a job application. I symphatize.
You can do it. Focus on what that sector wants and In how your skills can bring something extra.
And I really really recommend you see and read about the interviews and the psicology sense on the question they use. In fact there are training to ace those interviews and can influence that.
That’d help only if I wouldn’t get disqualified before an interview, sadly.
@Niki_Christopherson – Here is a screenshot of a companion’s friendship entry, just so you can further see what I’m trying to do:
I am sure you wont. Surprisingly I have never problems with interviews. I am extroverted and will driven. Maybe too much sometimes. But It is useful for an interview.
You also have to focus on what the company of place is and what you can offer that puts you as better fit. For instance one friend of mine computer engineer got a place not for they title because she makes pastries and have a bakery curse she had all the requisites for the job but she also offered bring cupcakes to raise morale.
It was half a joke but that offering put her in a better light. Also cupcakes. She brings cupcakes.
Sometimes I get through a section in my game and my brain is like, “Okay, that’s enough of that.”
It can be hard to shift gears from a path where something huge happens to a branch where that massively impactful event didn’t occur. I have to walk away for a while.
Yesterday, I submitted the demo of Ink and Intrigue to Spring Thing. Today, I wrote nearly 2000 words in chapter 6, which is more than I’ve done in a while. I’ll call it a win and try again tomorrow. ![]()
Feel as though every step forward causes three more steps in different directions, I’m admittedly bad about picking a path and sticking to it as I want to present a solid demo but deciding what works best for plot/pathing without seeing how people respond to it seems to just cause a lot of chaos for me.
On the plus side I’ve coded two chapters and mostly written another! Really need to start using planning software suited for this sort of thing as I’m basically just manually writing down the paths and it’s starting to resemble a labyrinth. Curious as to how people keep themselves in check and stop things getting too big? Or do people just go with it and know they can trim later?
You should be proud of yourself, congratulations!!!
I like how you’ve organized this.
Well, my laptop death prevented me from getting a playable demo out this month as I’d hoped… but I’ve added another 50,050 words in March, and I’m going to count that as good enough.
One of my longest-standing friends arrived today with his family from the UK. Tomorrow, we’re going trekking. Then I’ll be speaking at a conference. But I’ll pick up XoR again in the second half of April, and hope to have a big update to post soon. ![]()
That’s extremely impressive. I’d be ecstatic to get back to 30k a month
Thank you!
I’ll be posting my month’s end post on Sunday but I did want to respond to @Eudyptular –
I break my work down and re-evaluate it each step of the way.
For example: Working on the “basic” stat pages, I have found a greater complexity in them than I thought I would.
This in turn has me questioning if my “in-depth” stat pages are necessary.
I am still working on my basic pages, so I can not yet answer that question, but once I get the basics done, I should be able to better evaluate things.
In my approach, the go with it attitude works while in the details, but by breaking my work-flow down, I can constantly course correct with a minimum amount of pain.
I’m not at that phase yet; I’m making a single path first, then add stuff later.