- May 1, 2020
- 416
- 870
Show don't tell is one painful thing to master. I'm really good at telling, showing has been a gradual improvement over my careerI think Zero- is telling about the lore/worldbuilding through storytelling, by using the "show don't tell" technique ( or similar ), and avoid using the 'exposition' heavy ( where a narrator usually the MC just tells everything about chimera, different types, ranks etc. ).
I mention something similar ( without any example ) briefly and perhaps very vaguely in one of my posts. I don't intend to influence the story or storytelling, which is why I haven't brought this topic before, because I will be judging it when I play. I will make the assessment how good the story and storytelling are ( of course subjective opinions ). But, regardless how it turns out to be, I will just adjust and align my expectations accordingly. It won't be a big turn off or major no go for me, because almost every aspects of a game can be improved further over time, especially if we give it chance to grow. For me, not all games have to be perfect and really good at story, storytelling and/or visuals & lewds all the time.
You think in a good direction, whenever I play games, I enjoy those side conversations with random strangers, but because the game includes PoV, you will both read the thoughts of various characters about the situations, which provides more context on what everyone thinks and have those sort of exposition elements.Another example: when the mc goes to a side mission in the city, some people can comment on him, for example:
_Child: look mother! he is archer, he is one of the SSS chimera!
_Woman: Enough honey, stop looking at him, those "things" are dangerous.
A small dialogue that does not affect anything other than talking about the world of the chimera, gives personality to the story and enriches what one reads... and without changing anything from what I had planned, it has only enriched the dialogue... the chimerapad is the relationship system between the mc and the girls, which remains the same... this other one is just a script
By the way, both Zero and John talked at some points about making the impact of choices a bit more visible to the player, so I decided to go back to the start and rewrite the whole 'choice' interface, which now has imagebuttons like below, instead of text selections (from my Figma board):
My issue is not the amount of content, which I have way too much, but more of a what I put in The demo will focus primarily on action and sex scenes in various environments, as you get to know the different sides of the first characters, and then I will see by the reaction of the community how much 'coffee' they want. When I play personally, I enjoy very detailed worlds, even if it's a porn-only game, but hard to predict community reactions and good balance, part of the process.By the way, that doesn't mean changing anything from the original script or the original story that FunDi has already done, it's adding a little extra script in some scenes:
Original script(coffee)
Extra script(sugar)
Original script(coffee)
Original script(coffee) )
Original script(coffee)
Original script(coffee)
Extra script(sugar)
Original script(coffee)
...And so