So Finnish has less words for shirt types, but more words for messing them up. Go figure.
Itās always frustrating when your language has a word for something very specific, and english doesnāt have a similar term.
Or the other way around.
Yeah. I do like what it tells about what the culture in question has historically seen as important, though.
I would put there a innuendo about missing button holes and pluging practice
Standard practice for copyedits (in my experience as one who technically has a certification) is to mark edits made in blue with the former version remaining in red. Though I cannot say if CG does this themselves.
Ha. Now thatās a switch from the Finnish about it looking like the person was drunk.
Drunken goblings tie your shirt today is the Galician said My grandma used.
However, English gives us a easy word play with plug in and buttonholes and laces. That gives a lot of room to play with the scene
I know this is probably an over-asked question but any tips on mapping out your story and writing it? Like - I have the endings and variables to achieve those different endings marked out in my head. But as I sit down to write I feel bogged down by all the variables/coding that needs to happen for even simple things like customizing the MC lol. I guess the short of it that Iām asking is, do yāall write in the editor/CSIDE right off the bat? Or do you have a more comprehensive writing/planning process?
I write like a regular book first.
Sometimes I do outside sometimes I do inside if I have very defined exactly how I balance the code checks.
Sometimes I have the code clear but not the text well when that happens I put the code and choices names without the writing.
But normally I write all organically. There is no correct way and You can change from one to other.
Now, for my jam I have very clear the writing estructure but no so much the numbers of balance the checks I simply let that blank and I will do the maths when game numbers are clearer
This sounds awesome.
My best description for today
He would have looked gloomy if not for the shoulder bag he was clutching tightly, with its pine green rain cover hiding under a flock of embroidered patches, and an abundance of colorful reflectors, keychains, and bag mascots hanging on the sides, jingling on every step.
I always write on the editor. If the narrative flowing that day, ill write straight through and code as i go. If the narrative is not flowing well, ill make a code skeleton with narrative notes and go back to the narrative later.
I always make a big outline and i usually fill it in more as i go chapter by chapter to keep up with where i am and what i want to change.
I thinking knowing your endings and more or less what variables are most important is a great way to start. Itāll feel great when you get toward the end and youve already got that sorted out.
(Sorry for my text, im on my phone.)
Personally I have an overarching outline, and I write directly in CSIDE. I write narrative and code as I go. Sometimes I might write code separately if thereās a tricky bit of coding I want to figure out on the front end.
Typically I try to write a chapter in order, but Iāll jump around based on what scenes Iām most interested in if Iām feeling stuck. I follow my general outline to a point, and sometimes go in and write a chapter-specific outline if I feel like Iām struggling to get my scenes in order.
Iād say the biggest downside of this method is that I donāt always know what variables Iām going to have on the front end (other than the basics). So if thereās a variable I decide to implement later down the line it can at times cause trouble if I need to go back and adjust.
Yeah variables are wild. I mean I feel bad knowing Iāll mess up saves on my demo but thereās just no way to plan for every single variable and I definitely donāt want to not include good ideas as they come just to avoid messing up saves on the demo. I always try to make a list at the beginning but itās just not enough.
I also have a test project in CSIDE that I use just to figure out if something tricky I want to do will work/how to make it work.
The way I approach it, is:
- I make a narrative plot point outline (outline all the narrative arcs)
- Next I start building the code skeleton (which takes me from point A to point B in the outline (without prose writing)
Once I start building this, I insert the variables and the checks, sets, and such into the skeleton, so I know what variables I am using.
Only once I build this code skeleton, do I start writing.
I do the outline, the code skeleton (obviously) and the writing directly into CSIDE/VSCODE.
I tried doing everything in Scrivinger and then transfering it over, but that was a hot mess in more ways than one and was a fail.
I have test beds for this and other things too.
Lopsided
Any chance I get to use that word, I do. Itās so fun.
Today's fav line
āThank you for getting permission before invading my personal space,ā you say, voice dripping with sarcasm, trying to free yourself to no avail.
Hi everyone!
Iām thrilled to announce the playtests for my latest game are OPEN! Its name is Sancta Sanctorum - the Rebel Saints, and it is a modern / urban fantasy setting in an āalternateā present world.
Love to hear your feedback!
I do. I write and code at the same time. I just have a really hard time visualizing how everything would fit together if I tried just writing it first. Iāve considered trying to do the code skeleton first then fill in with prose as some others in the thread have mentioned, but I feel like Iām too much of a pantser in my writing for this to be really effective.
This is actually really smart. I might try this approach next time I get stuck.
So far I havenāt had this problem, Iāve only needed to create variables for the new chapter, but Iām only on my second chapter, so Iām definitely worried about coming across this problem in the future.
Congratulations! Thatās really exciting. Iāll take a look if I can find the time.