damnedfrog

Well-Known Member
Nov 11, 2020
1,306
2,619
It's the right direction. If it were just a porn game obeying porn logic, it would be simple. Got a character? Then you can fuck him.

But in this case, it's pure conventional logic. We do or don't do things for a reason. And Yuturna is no exception. I could, purely technically, do a hot sex scene with him right away. But there's no way I can explain it, knowing his motivation. It would just be super implausible, well, at this point in the story.

I've been tempted more than once to add a scene with him of this nature, even if not, you know, full-blown. I mean, there are so many people asking for it. But then, over and over again, I've rejected it and followed the original plan, which says - it's not time yet.
I agree, sex or even just sentimental relationship with a character, should only happen if and when it's fit with that character.
In my case, it's Muriela my "long love goal".
But I hope it won't happen before a while, because it will only make sens with her. Even more as it will be a forbidden love relationship.

But in another hand, it's totally fit that Iolanta and Cadonis jump on Selene almost as soon as they meet her.
 

ffive

Forum Fanatic
Jun 19, 2022
5,251
11,392
And because of that she needs to be very strong, since there are only two jobs available in the beginning and if she doesn't want to have sex with a man she needs to work hard.
Technically you can also skip all work whatsoever and still make out like a bandit, with vagrant origin. :sneaky:

You also don't need strength for the other available job, if you meant it literally. Sure, you won't do one task but you can get paid just the same.
 

Defiant Explorer

Member
Game Developer
Sep 2, 2017
346
1,482
Played the new release, very fun and a great story. One request for when you come to that lone house out in your trip. I didn't
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On the under-spoiler question. Purely technically - yes, that's possible to do. But narratively, it's not desirable to do. It's one thing for Selene to explore a strange not-so-abandoned house in a relatively peaceful environment. It's quite another when she realizes the danger she's in. And she's unlikely to care about material possessions when her life is in danger.

That could more or less fit into Vagrant Origin. Well, like, she's a grabby girl and the danger might not scare her away from her intentions to steal something. Except in the money thing, the Vagrant is the only one who passes the Willpower check for not stealing the money. Which makes revisiting that decision under those circumstances not very believable.
 

Taak

Newbie
Jun 21, 2017
85
270
I really love this game. In my first run, I had been reading only some parts of the story. The lake part was captivating. It made me restart, to read everything, and get more skill points.

Thus, I have a few questions:

1. Although English is not my native language, I have been able to spot a few errors here and there, I think. Is there a way to submit them for review?

2. I was wondering if there is a flow chart for story of this game. Or if someone can suggest how best to create it. I know how to make flow charts, but I don't have any experience with HTML, only basic experience with SQL and Python, so I would welcome any advice. I recon that trying to make it by playing will require much more effort than if I were to do it by analyzing the code.

Edit:

I've seen this question a couple of times before, I think. The are two answers: 1) no and 2) why?
Saw this just now. So I guess I will just ask following question.


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Last edited:

Defiant Explorer

Member
Game Developer
Sep 2, 2017
346
1,482
I really love this game. In my first run, I had been reading only some parts of the story. The lake part was captivating. It made me restart, to read everything, and get more skill points.

Thus, I have a few questions:

1. Although English is not my native language, I have been able to spot a few errors here and there, I think. Is there a way to submit them for review?

2. I was wondering if there is a flow chart for story of this game. Or if someone can suggest how best to create it. I know how to make flow charts, but I don't have any experience with HTML, only basic experience with SQL and Python, so I would welcome any advice. I recon that trying to make it by playing will require much more effort than if I were to do it by analyzing the code.

Edit:



Saw this just now. So I guess I will just ask following question.


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1. Sure, shoot.

2. Well, the Twine engine itself works on the basis of these very flow charts. And I know that some people like to look into my code, even though I don't really know what they are looking for. My code is as primitive as a hammer and nails. Bam bam bam = working? = goody-goody.

3. Under spoiler question. I'm not quite sure what you're asking. Currently, there are about 5k variables in the game. The main mass of them is related to dialog and decision variables. So yes, there are hidden variables in the dialog you mentioned, just like in all the others. But something tells me you're not asking something so obvious, so try to clarify and I'll try to answer.
 

Doombot27

New Member
May 16, 2023
4
3
Yup; Congratulations Adriana356, that’s well it! [^-;) -^] But in any case I will not qualify this scene as secret or even semi-secret, because after all I estimate that there is nothing hidden/locked here since you've "just" need to find the right place and then choose the appropriate lines of dialogue. Anyway: THE veritable secret scene of the game (for now, cause others will probably come in the future) is significantly more difficult to unlock than this one, can figure yourself that?+? Oops!!! I think it would be better if I don't say more about this delicate subject... Otherwise a certain developer might be displeased against me, isn't it?
Hey bro now that cat is out of the bag can you tell how to get this scene as jun keeps walking away in mine, who else do i have to talk to before to get secret scene of this
 
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Defiant Explorer

Member
Game Developer
Sep 2, 2017
346
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And by the way, Barnabas is not a tax collector, but a tax appraiser (sort of like an inspector or auditor). In his dialog, he makes the difference clear. And smart Selene can also find out some of the, hmm, opportunity-rich corruption aspect of this job. It's like with Lasander, who, for some reason, everyone calls a blacksmith, even though he's a smelter.

Regarding what Barnabas dialog doesn't make clear. Tax appraisers are a pretty high-status job and they are few in number. They work directly for the governor of a major city (if it's the province). Their job is to make tax inventories of who and how much to pay. They do not collect taxes. Unless, of course, you count bribes... but shhh!

Tax collectors, on the other hand, is a pretty low-status job. In large cities (where the guards are present) they are usually accompanied by a couple of tough guys with clubs. You know, in case someone doesn't want to pay the tax. In the provinces, they usually have a small armed squad with them. Mainly against brigands. Although, some provincials can also be quite violent when the "city slugs" come to take away their honest earnings. But that's for the main roads and settlements nearby.

In the central mountains, the tax collectors don't go. And those who have tried, usually never come back. The highlanders there has some trouble understanding "private property", "taxes", and those "laws" from the lowlands. Instead, they have axes and a great love of banging them on the heads of outsiders.
 

ffive

Forum Fanatic
Jun 19, 2022
5,251
11,392
Hey bro now that cat is out of the bag can you tell how to get this scene as jun keeps walking away in mine, who else do i have to talk to before to get secret scene of this
The scene where he walks away while you talk to three guards is a prerequisite to get the scene in question. After he leaves, go and explore the area to the south of camp. You'll run into him on your way back.
 

Taak

Newbie
Jun 21, 2017
85
270
1. Sure, shoot.

2. Well, the Twine engine itself works on the basis of these very flow charts. And I know that some people like to look into my code, even though I don't really know what they are looking for. My code is as primitive as a hammer and nails. Bam bam bam = working? = goody-goody.

3. Under spoiler question. I'm not quite sure what you're asking. Currently, there are about 5k variables in the game. The main mass of them is related to dialog and decision variables. So yes, there are hidden variables in the dialog you mentioned, just like in all the others. But something tells me you're not asking something so obvious, so try to clarify and I'll try to answer.

Alright.

1. Grammar and things
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Hope that this would help and I have not made myself look like I'm yapping about things I don't know.

2. I see. Will check a look this Twine engine then. Thank you for explaining! I can't say why others are looking into code, but I can tell you that my goal is to:
a) figure out the logic of the game;​
b) save some time and get most of the story.​

Now, does it kill the intended experience? Not sure, but it definitely allows me to enjoy the story more because I'm not pressed to rush things, and as a result, I have a better RP experience.

3. Oh, I just wanted to know if Barnabas has some specific variable that is the same as some other character variables. Like the ones that Ginger pie has (had to make my eyes bleed in notepad++ to find it).
 

Taak

Newbie
Jun 21, 2017
85
270
And by the way, Barnabas is not a tax collector, but a tax appraiser (sort of like an inspector or auditor). In his dialog, he makes the difference clear. And smart Selene can also find out some of the, hmm, opportunity-rich corruption aspect of this job. It's like with Lasander, who, for some reason, everyone calls a blacksmith, even though he's a smelter.

Regarding what Barnabas dialog doesn't make clear. Tax appraisers are a pretty high-status job and they are few in number. They work directly for the governor of a major city (if it's the province). Their job is to make tax inventories of who and how much to pay. They do not collect taxes. Unless, of course, you count bribes... but shhh!

Tax collectors, on the other hand, is a pretty low-status job. In large cities (where the guards are present) they are usually accompanied by a couple of tough guys with clubs. You know, in case someone doesn't want to pay the tax. In the provinces, they usually have a small armed squad with them. Mainly against brigands. Although, some provincials can also be quite violent when the "city slugs" come to take away their honest earnings. But that's for the main roads and settlements nearby.

In the central mountains, the tax collectors don't go. And those who have tried, usually never come back. The highlanders there has some trouble understanding "private property", "taxes", and those "laws" from the lowlands. Instead, they have axes and a great love of banging them on the heads of outsiders.
Oh, I know that he is not tax collector. :) Not a Roman censor either, not with those morals.
 
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Defiant Explorer

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Sep 2, 2017
346
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Alright.

1. Grammar and things
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Hope that this would help and I have not made myself look like I'm yapping about things I don't know.

2. I see. Will check a look this Twine engine then. Thank you for explaining! I can't say why others are looking into code, but I can tell you that my goal is to:
a) figure out the logic of the game;​
b) save some time and get most of the story.​

Now, does it kill the intended experience? Not sure, but it definitely allows me to enjoy the story more because I'm not pressed to rush things, and as a result, I have a better RP experience.

3. Oh, I just wanted to know if Barnabas has some specific variable that is the same as some other character variables. Like the ones that Ginger pie has (had to make my eyes bleed in notepad++ to find it).
1. About grammar.

  • The phrase "It was getting light, but you two were gone" is changed to "Suns began to rise, but you two were gone". Where the suns are hyperlinked. Should make it clearer now, I hope.
  • The phrase "Most people do" is unchanged. Grammarly (the grammar-checking AI plugin I use) insists on putting "do" in there instead of "does". Not that I follow its recommendations all the time (sometimes I consciously ignore them), but... I'm not a native English speaker either. So, unless an English expert comes along and explains why "does" and not "do" is required in this specific context, let it be as it was.
  • The phrase about dress has been changed to "Yes, this dress has seen better days. But judging by the sheer number of new holes and rips that weren't there just yesterday... Okay, sure, that's not a good sign at all."

By the way, you are just in time for the release of the "polished" version, so these corerctions will already be in the game right away. And this version will be if not today, then tomorrow.

2. In my feeling, yes it will spoil your experience. If I wanted to do everything openly, as a huge Excel spreadsheet, with tons of numbers and explanations everywhere - I would. But I hid the main array of variables precisely to keep the players focused on the story, characters, and roleplay, not the numbers and variables. But of course, if you can't play with a toy without taking it apart, do as you please. I didn't have a single toy left in one piece as a kid. Because I was always curious about "what was inside". And that's not even a joke.

3. Oh, now I get it. You want to know here and now - is it an important NPC or you won't meet him again, so you can piss on his face and walk away laughing wickedly or something like that. I mean, who cares about these passable NPCs, right?

That would work with a complete game. But IE is a work in progress. Many variables are being added (initialized) as needed. Some are initialized from the start, but still not used. And it is not certain that they will be used. New variables are being added to some, including named characters, with one update or another, so that I can track changes in character relationships and add appropriate lines and descriptions. And still, saves will work just fine, even if they contain data about variables that, in fact, will not be involved in any way.

Otherwise, it would hardly be possible to work with a story of this size. You would have to think through absolutely everything, down to every line of dialog, every scene. And the game already has 639k words. In its full form, we're talking about millions of words.

My way, when only the main storyline is thought out, in the form of turning points that are bound to happen, leaves me free to maneuver between those points. And it saves me from having to think out absolutely everything in advance. So when I have an idea for a scene, I mentally check it with my plan, and if it doesn't conflict with anything, I can add it.
 
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