Oh you are definitely not alone in the slightest. I have such intense anxiety about it that it is one of my reasons for preferring fantasy, honestly. I don’t have an overwhelming fascination with the biological characteristics of a random, fucking plant and why it isn’t possible for said plant to grow where I said it’s growing; if I had interest in that and was invested in spending half my life researching how not to accidentally insert these mistakes in my singular fictional story, I would be a botanist and not a writer. And I find fantasy readers tend to be less fussy about unrealistic (lol) expectations for what a writer can achieve in terms of knowledge bank.
To clarify, I do my best to correct concerns when appropriate–but it haunts me that I cannot transcend this mortal coil and release unquestionably flawless work. I need to get an A+ in author which is both an attainable and healthy desire and does not at all demonstrate that I am a chronic, nervous perfectionist. I unfortunately have not a jot to say that’s helpful in terms of overcoming this fear, wish I did. But misery relishes in company so take heart that I am your companion.
Does anybody have advice for staying focused on one project? I have an unfortunate habit of pingponging between ideas, so none of them ever get very far. Currently I’m rotating between working on three or four potential wips that are all very different in concept, and am struggling to just commit to one and see it through.
Double line_breaks mess with screenreaders, apparently, making your game less accessible for blind players. That’s why they’re strongly deprecated in Choicescript.
If CS is refusing to parse your para breaks properly (I’m not sure why it would be, immediately following an *if/*elseif line, but) it’s better to use a comment than a double line break:
*elseif
*comment para break
Text
Putting a comment at the correct indent level will generally force CS to recognize the spaces around it as para breaks. Several older CoG games use *comment end_if to do this, but you should use whatever comment text makes sense to you.
PS: but do triple-check whether
*elseif
Text
is putting the para break in where you need it – because it absolutely should be, and using comments or line breaks to force in a para break can end up with you having a great yawning double-line gap because CS has put in two para breaks back-to-back.
The updated version of my game is getting released soon. I’m not sure if there’s going to be a bump, but I’m hoping that anyone who gave it a pass due to word count or who was sitting on the fence during release day might be convinced to take another look.
I mean, I’m happy with the first month’s sales, I suppose, but I think it is good for CoG/HG’s reputation if we show that we have writers who listen to feedback and make substantial updates to their titles.
I’m liking everyone too. I probably gave out 900+ likes with last month’s thread.
Just want to ensure that nobody should hesitate to post here, because myself and a few others will always offer our support unconditionally.
What I do, is: I create a project file for the intruding idea, then I write the bare bones of a plot arc and stick it in the created file.
This is usually enough to allow me to let go of that idea and refocus on the main project.
To narrow my projects down to one initially, I made a small demo of each and then let a few trusted friends read them and tell me which they would like to see published in the marketplace of their choice.
Ever since, I have focused on Patchwerks, although I have 10+ possible future projects waiting for me in files I made for them.
Another thing I do, is I write a Halloween Jam (run by @poison_mara ) entry every year and I try to use a theme from my library of “possible future” projects.
I also use the jam to try new things… because Patchwerks is too far along to experiment in blindly.
I love this!
Trouble is … I wait until I am done with creating my cast list to do it, so it not only happens too late sometimes, but it is an overwhelming process. In Patchwerks I have 30 npc characters (only 6 RO) and so my grid would be huge.
For further context, they’ll pull a triple-cross for the MC’s side’s benefit a bit later if romanced or befriended, but the initial damage is done. I’m thinking the MC can switch to another romance if they so wish at that point.
…I’ve been meaning to buy it at some point, thanks for the reminder.
I finished playing the first part of Belle-de-Nuit just the other day (the part that can be played with ad breaks) and I found it delightful. Probably my favorite of all the HC titles I’ve sampled so far.
I think with this kind of thing, the surprise is part of the fun, especially if there’s the chance for triple-crossing later. If you want to give PCs the chance to see through the NPC’s scheme that’s fine too, but I don’t see a great need to be upfront about a plot/character twist. Allowing a PC to express their feelings is important, and letting them swap to a different romance is nice, but it feels like it would rather put a dent in the atmosphere to see “warning: this character will/may betray you”. Perhaps “characters may be more than they seem” or something, if you want to drop hints.
No. Not even if you get two dozen complaints from people who feel trapped into romancing a traitor. The people who appreciate the twist and the stakes will be quieter, but I’d bet on there being more of them.
I think that should be obvious the moment the possibility of double agents is brought up, if not earlier… I’m not 100% sure if this is going to be a spy or a superhero story yet.
Always I have choices to betray and kill or destroy the traitor it is okay. I have issues with when authors force players to love still or betray the love. That has to be a direct choice from the player
What I mean with kill is have towards clear hostile thoughts and or actions. Even if can’t be done due the other person is on other country the option to decide want to kill or humiliating the person who once we love it is enough and it is a powerful way to determine a story.
Same way, Decide to keep the love and trying to help them.
I’d go for putting a generic ‘betrayal’ warning in the content warning list.
Then if a reader thinks that’s something they might be extra sensitive to, they can research it further before playing (and wait to play, if it’s just come out and there’s no info available yet)
Aah okay, I get it now. Yeah, that can definitely be done. I was already planning putting in options about whether or not the MC wants to have anything to do with them again, adding a few more fits in fine.
Thanks for sharing these great resources and setting the tone for September! The articles sound fascinating and I’m excited to dive into them. I appreciate the focus on diverse perspectives and the arts. Good luck with your goals for the month, and happy writing to all!