UnNatural Season Two Released 4th May 23

That’s fine, he was meant to be like that. Which is why it was surprising when people started calling for him to be a romance option lol

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@Nocturnal_Stillness I have, in fact… Looking forward to the explanation for the name. It made me randomly chuckle during playthroughs since then. Also interested in how he ended up in training. Vampires is too specific and his hate for them is very particular. I had used Shadow Whip to catch that female Vampire in Fangs for the Memories and Victor kills her… VERY well done.

Under a Watchful eye was so enjoyable. It easily felt like an in-game scene. :grin: One of the things that I really enjoy about your writing style and make it unique is the balance of humor and intensity.

@CreoleGuy519 I think that yours is the reaction that I SHOULD have had… LOL :grin: Not sure what happened there.

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Yeah, you’ll be finding out about his name and his training and why he hates vampires in season two. it’s part of his character arc this season :slight_smile:

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A sneak peak at the Swamps and Snakes segment.

"Great, we've created our characters. Now as we've just started our adventurers are only equipped with simple leather armor, and is armed with a steel sword and buckler. To help with our imagination, I borrowed this from my father," Lakota says placing a crystal and a stand in the center of the table. 

"What does that do?" ${player_three} asks.

"Just watch," Lakota says holding a hand over the crystal. "Evoke Illusion."

The crystal glows and the light expands covering the table, once it fades you're surprised to see a little camp replacing where the crystal used to be. Sitting around the fire are four tiny figures. Looking closer you realize that the figures are all of you, just dressed in fantasy garb.

"That's impressive," you admit.

"The crystal will show us whatever I want it to. Now, let's begin our adventure. ${player_one} you can go first. Roll the die again, and let's see where we end up on our travels?"

The code for this segment is approaching 5000 words! I’ve only finished one destination and a 1/4 of the way through the second one. I’ve had to remove one destination to try and trim it down lol

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“is” should be “are”.

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Oh, you tease! :purple_heart:


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image

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It’s ironic you’ve posted that barbarian one because if you’re playing with Victor he has a moment he wants his character to throw a sword at an enemy. Even though Lakota is like you dont to do that lol

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That is SO funny- and I can SO see it.:laughing: A friend was telling me about a half-orc barbarian he had made that went and attacked a Tarrasque… on his own… :no_mouth:

For reference. This is a Tarrasque…

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Can anyone see the error in this segment, it says you can’t fall out of a choice but as far as I can see it shouldn’t do that.

    #"I will use a fire  spell," you reply.
      *rand boss 1 6
      The tiny ${boss_target} holds a hand out and conjures up a ball of flame.
      *if (one_spell >= boss)
        Your tiny figure concentrates before taking aim. Without a sound, they fling the ball of fire at the goblin, it seems to shatter on the goblin's back swiftly turning him into a burning pyre. His death cries are loud and cause two more goblins to rush from the cave. They are too slow, your figure's second spell causes a wall of flame to burst from beneath their feet, turning them all in screaming pyres like the first.
        
        "When the fires die down, and with the goblins all dead, you search the cave thoroughly only find trinkets of little to middling value. Our four adventurers continue their journey," Lakota describes.
        *goto destination_roulette
      *else
        Your tiny figure concentrates before taking aim. Without a sound, they fling the ball of fire at the goblin, but it shatters harmlessly against an invisible wall behind the goblin. He ignores the body and picks up a short spear, calling out for help. He is joined by two others and together they approach, still hiding behind the invisible wall that keeps blocking your spells.
        
        ${player_two}, ${player_three} and ${player_four} come to your aid, the wall only blocks spells from the front, ${player_two}'s spells catch them from the side turning them into burning pyres.
        
        "When the fires die down, and with the goblins all dead, you search the cave thoroughly only find trinkets of little to middling value. Our four adventurers continue their journey," Lakota describes.
        *goto destination_roulette

In this bit if the stat is high enough or equal to the check you suceed and get sent to the next scene or you fail and get sent to the next scene. I cannot for the life of my figure out why it is erroring.

I’m heading to bed now and will relook in the morning with some fresh eyes but hopefully some one will spot what I’m obviously missing.

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I’ll throw in an idea, but- disclaimer- I am not familiar with IF game code. Not sure if my experience is applicable, but may be it will spark inspiration. :wink:

It’s been a LONG time since I’ve even looked at code, BUT, if the principle is the same, I would check the stats you have previously defined. Syntax-wise this looks correct, but since you are setting up a check against a stat, your error might “feed” from the way you have set up the stat progression previously.

If it’s messing up regardless of whether you succeed or fail that would seam to suggest to me the problem happens before the if statement, or is in the copy and pasted text, but I can’t find it either. Did you check the spelling of your label? If that doesn’t work I would copy and paste all that to a different document, and then start removing text until it works, in theory whatever you remove last should contain the issue.

Also, while you’re on it.

Find should be “finding”, or “to find”

Fixed the error this morning not sure how as did more than 1 thing while trying to find the error

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Meh- if it works, why ask why? :grin:

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You say less, extras do you mean removing extras you meet once and are erelevent to anything else in the story (e.g. the twins) or do you mean to remove extras that mattered in the first game to improve the story with the rest of the characters?

First one. Removing those with little to no effect on the plot

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Cases will now get threat levels that will change and be incorrect depending on what you do and when you do it. hope to have episode 3 finished sometime next week :wink:

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untitled

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In-game explanation of threat levels for the cases :slight_smile:

*label threat_levels
[i]Threat levels are assigned based on preliminary investigation and fact finding. Their accuracy depends on the quality of the investigation.[/i]

[i]While mostly accurate they are not infallible. They used information taken from the initial facts, as time passes the threat level may rise or fall.[/i]

[i]There are four threat levels one through four. The bigger the number the bigger the threat.[/i]

[i]Certain cases might have two levels mentioned. Further information can be found in the relevant case Intel.[/i]
*goto case_choice
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Is this for season 2, or does it apply in the case of 1 as well? Fact finding would be Witch’s Way, right?