- Jan 20, 2024
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Well, when a spy and her mark love each other very much....how to get pregnant?
Currently think about it like this:In the end I think that the "Cracking" system is fine but should be recoverable, by the minor contradiction that ffive pointed out i'm assuming that what you mean is that when you "Crack" thats permanent but the issues that lead to a "Crack" are recoverable? So as an example your saying that if I have 5 confidence and I take a hit I go to 4 but i can do something to go back to 5 again, but if I hit zero thats a "Crack" which is permanent?
I don't think anyone is making it out to be dire at all, but it's a good thing for you to keep in mind, right? First and foremost you want your game to be fun to play for your users and it won't be if it contains a game over system that the player can't perceive and understand easily.So, yeah, that's a lot to manage and we're just starting, but beyond some bad coding on our first pass, I don't really think it's as dire as it's being made out to be.
Yes, you can access the stats using developer console in web browser. It's typically accessed withIs there a way to manipulate the stats in this game?
Shift+Ctrl+I
SugarCube.State.active.variables.Stats
which holds MC's skills, traits etc. Note, the changes you make will only "take" after advancing to the next page. Also, for a stat to change you'll need to adjust both base
and value
fields, since the attributes aren't just simple numbers.I'm not sure if you realize that with the character creator as it is currently, it is very easy for a player to get Claire who is nowhere near "super-stable" and/or "super-confident", but has these numbers in some -2+2 range, if that. This means the mechanics as you've described them can "crack" such character immediately as soon as you gain any corruption and similarly cause almost instant game over due to not having enough confidence to last longer.So, yeah, that's a lot to manage and we're just starting, but beyond some bad coding on our first pass, I don't really think it's as dire as it's being made out to be.
is currently not really possible due to aforementioned inability to see character's stats. The players simply can't see how close they get to the Bad End (other than getting that bad end) so they'll never know they're actually riding the line, and consequently any potential enjoyment from this is witheld from them.a game where some people are going to want to ride the line and see how close they can get to a Bad End without going over,
At the end of high school character creation arc you can choose who was Claire's first sexual partner, as well as other people she's had sex with. The list of potential candidates includes a range of her family members (depending on what family setup you've selected for her)it says *ncest in tags but how?
Thanks for details, looking into this.CassieBare seems there's some nasty bug with save/load system, either in general or on the Eurotrip path in particular. To reproduce:
The difference between D&D rolling and Blue Swallow is: there is no random chance to your stats. And while some nudges in one direction or another may not be entirely transparent, I'd argue that most make a lot of sense: nerds have higher learning, jocks have higher athletics, etc etc.And well, all this still doesn't address the core issue of low confidence/stability character being perfectly viable outcome of the character creator, but borderline (if not completely) unplayable in the actual game. It's basically like the old D&D where you could indeed roll/design yourself a character who would be complete failure only destined to die early due to lacking useful stats. Surprise, surprise, this wasn't fun for anyone involved. There's no need to repeat such mistakes.
On a sidenote, this intention:
is currently not really possible due to aforementioned inability to see character's stats. The players simply can't see how close they get to the Bad End (other than getting that bad end) so they'll never know they're actually riding the line, and consequently any potential enjoyment from this is witheld from them.
Not everyone will take the time to learn or to do that. You play a female MC game and you get a bad ending because reasons unknown to you. So may as well say fuck it, it's a waste of time.As for #2, I'm certain people will (and already have) figured out ways to see their stats. Hell, it's in Twine, people can just abjectly change their stats whenever they want if they go into the Console.
The lack of randomness doesn't matter. The associated stat changes might be sensible, but when this sensible change means actively sabotaging your chances to get through the game, to the point where it becomes impossible (something the player isn't even aware of, as they never get any warning about it) then what's exactly the benefit of having such option? As you note yourself, getting this sort of outcome "kinda sucked" in your own experience. Now imagine this is your player's first (and second, and third if they have any patience left) experience with your game, just as they're done with prolonged character creator, and it's only made worse by being unable to tell what they did 'wrong'. Why would you ever want to subject them to such frustrating experience?The difference between D&D rolling and Blue Swallow is: there is no random chance to your stats. And while some nudges in one direction or another may not be entirely transparent, I'd argue that most make a lot of sense: nerds have higher learning, jocks have higher athletics, etc etc.
Now, come on, you can't be serious: as it stands, the game intentionally hides all stats and their changes from the player. That is the baseline experience, and that a few more inquisitive people might be determined enough to look under the hood does not change this in the slightest, nor will make the experience any better for the bulk of your playerbase who won't bother with such things.As for #2, I'm certain people will (and already have) figured out ways to see their stats. Hell, it's in Twine, people can just abjectly change their stats whenever they want if they go into the Console.
And to make this game as such that player is forced to do this to progress the game makes it bad design. You have no control over what raises or lowers what, there isn't ant indication of that, you can only guess. Game doesn't tell you what you need to successes, and its not really even a CYOA if you can't make it through. Its contradicting to make a game where you can build and play as you like just to make it that actually you need to play it like this if you want finish the game. It makes whole character building and prologue meaningless if the caters only certain type of play style when you don't have clue what that is. You can't blame the player for playing certain type of character if you give them a chance to do it. Its devs responssibility to make sure its possible to finish the game at all times. You don't have make it so that everything is doable or that you get the same outcome, but you need to make sure player gets to play their character through to end. Otherwise whole character builder and choices of gameplay where pointless and inherently game design for that bad. All this is in good spirits and because I reallt liked the game just to see that hours of my gameplay and building my character was thrown to ashes because i didn't have some stats that was needed to and in no point was i told i needed to those stats and I didn't even have any info of my stats. You can't shrug it of as " well you can you console commands" on twine. For what reason then i even played and builded and read through this story and gameplay if in the end i just need to open console and tweak the stats. If you build you game like this it takes a way whole reason to play the game. Just make a fixed character, and right choice wrong choice bad end type of game if its only playable through with certain stats. Its pointless to give freedom of character build if game is possible to complete with only certain stats.The difference between D&D rolling and Blue Swallow is: there is no random chance to your stats. And while some nudges in one direction or another may not be entirely transparent, I'd argue that most make a lot of sense: nerds have higher learning, jocks have higher athletics, etc etc.
As for #2, I'm certain people will (and already have) figured out ways to see their stats. Hell, it's in Twine, people can just abjectly change their stats whenever they want if they go into the Console.
As I've mentioned before: I grew up on the white paperback CYOA. And while getting a bad end that came outta nowhere kinda sucked, I could just flip back a few pages and keep going, or start over. And I definitely kept reading and playing those little white books. Think of Blue Swallow as one of those.
I'm glad you're enjoying and glad for the support and comments. We do take all of them into consideration, as you should plainly see over a year of our development.