Quetzzz
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- Sep 29, 2023
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At least his father and grandfather aren't written out so the MC can get with his mom & grandmotherAt least a bit of classism, not only MC's father is dead, but is adoptive father too.
At least his father and grandfather aren't written out so the MC can get with his mom & grandmotherAt least a bit of classism, not only MC's father is dead, but is adoptive father too.
Thanks for the suggestion, Jufot! I just played the prolog and the part of CH1 that's available so far. I am definitely enjoying it.It's early days, but a tentative recommendation for Engineers of Shadow-Moon Station.
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Have you played it? What did you think?
The former, I assume, because the latter feels too cleverly metaThey kept saying, "This seems too convenient," but I don't know if that's because there's a dark plot going on or if they're just acknowledging the elephant in the room that it really is too convenient
As did I.I played the wholesome "let's really love each other" route because, of course I did, and I adore the dynamic between Jason and Bell.
As usual, I played with the script open so I can confirm this. The last sex scene that you saw can actually be their first if you're not on the "real couple" route.In the path I played, there was a lot of sex, which worked with the story, at least on the path I was playing. I assume that some of the other paths have less sex but will get more later on.
They're a bit too chatty perhaps, but I prefer it to the silence and grunting that seems to be the norm.I felt that Bell and Jason talk too much during sex. I mean, if they wanted to stop, chat a bit, and go back at it, that would be fine. But does anyone carry on a conversation while pounding?
Oh yes, it's a common problem. Here's my complaint from 3 years agoSomething that jumped out at me in the prolog was that we got a lot of places where Jason thought to himself something that he should have already known and wouldn't think, but GIG had him do that to give us some information that we didn't know. That's a no no. Much better to show rather than tell.
Judging by the script, many visuals have variations based on Jason and Bell's relationships status (e.g. they are walking with or without holding hands) and there are tons of small branches to accommodate that. I hope they can avoid scope creep.I am worried that this is really, really ambitious. The amount of content that needs to be produced for all of these branches is going to get unwieldy.
I'm now curious. You really play every game with the rpy script open? Does anybody else do that? Because I think I might have to check what comments I leave in the code, in light of this...As usual, I played with the script open
I do! The devs who leave design notes, discussions with other devs and artists etc. are my favouriteYou really play every game with the rpy script open?
I do! The devs who leave design notes, discussions with other devs and artists etc. are my favourite![]()
You didn't. There were a few comments and I enjoyed those. Please leave them aloneI hope I didn't leave any spoilers behind on Feeneera
I often do. It's not about needing a walkthrough or wanting to make the best choices, but about checking how dynamic dialogue is depending on previous choices, and how alternative paths play out (if I'm not interested in replaying).I'm now curious. You really play every game with the rpy script open? Does anybody else do that? Because I think I might have to check what comments I leave in the code, in light of this...
Agreed! If it weren't for some comments, I would've missed a neat transition because I was skipping transitions at the time. Also, pointing out that the woman was talking to the camera instead of the MMC was neat context.You didn't. There were a few comments and I enjoyed those. Please leave them alone![]()
I do that a lot! And just as Jufot said, some comments left in the code just add to the lore...I'm now curious. You really play every game with the rpy script open? Does anybody else do that? Because I think I might have to check what comments I leave in the code, in light of this...
When I wrote the prolog of Toro 7, I had a comment to Mortze that contained a major spoiler for something that wasn't going to be revealed until episode 5 or so. I totally ruined it for Moskys, who saw the spoiler while doing the Spanish translation. I felt bad about this.I'm now curious. You really play every game with the rpy script open? Does anybody else do that? Because I think I might have to check what comments I leave in the code, in light of this...
That's a great example. Doing it in dialog is even worse than doing it in thoughts because then you have two characters acting weirdly.Oh yes, it's a common problem. Here's my complaint from 3 years ago![]()
For the next release, I'm adding code that checks when the player has transitions turned off, and insert a brief pause in the couple of places where the image relies on the transition in order to be seen at all.would've missed a neat transition because I was skipping transitions at the time.
I hope that's clear enough without the comments, though. From the way she's looking at the phone instead of him when she says that.pointing out that the woman was talking to the camera instead of the MMC was neat context
Awesome!For the next release, I'm adding code that checks when the player has transitions turned off, and insert a brief pause in the couple of places where the image relies on the transition in order to be seen at all.
I'm... not always the brightest bulb in the shed.I hope that's clear enough without the comments, though. From the way she's looking at the phone instead of him when she says that.
I don't necessarily agree with that example (not having read that story), but as someone who's not very bright, and terrible with names, this can give me a better idea of who is being talked about. So if the assistant isn't as much of a main character and the other guy is, it can make it more clear to me who they're talking about.Oh yes, it's a common problem. Here's my complaint from 3 years ago![]()
I'm not debating against your expertise on what is and isn't good writing. But for me it can be very frustrating to not get the point, if I know there's a point to be made. I can't (well getting better, really) just let it go as not important. It's written right there, it could be something that the whole plot hinges on later. It's difficult with AVNs, but with paper books I'm often flipping back pages, or chapters, to try to find a nugget of info to remind me of something. I'm not saying people should write for the lowest common denominator, but for me personally it can lower the enjoyment or make me quit if it happens too much.Sometimes you have to ask yourself, "Does it really matter if the reader doesn't get this point?"
Is this the "skip transitions" menu setting? I always thought that was if you hit skip it would just go to the next scene.For the next release, I'm adding code that checks when the player has transitions turned off, and insert a brief pause in the couple of places where the image relies on the transition in order to be seen at all
I don't remember the scene, but people do sometimes talk to each other without looking up from the screen. Of course, sometimes it's followed by "are you talking to me?" which would probably be annoying in the storyI hope that's clear enough without the comments, though. From the way she's looking at the phone instead of him when she says that.
AVNs can solve this with a glossary, especially when there's a bunch of worldbuilding or global backstory. It lets the narrative move along while giving people who like lore or worldbuilding the opportunity to dive deeper.I'm not debating against your expertise on what is and isn't good writing. But for me it can be very frustrating to not get the point, if I know there's a point to be made. I can't (well getting better, really) just let it go as not important. It's written right there, it could be something that the whole plot hinges on later. It's difficult with AVNs, but with paper books I'm often flipping back pages, or chapters, to try to find a nugget of info to remind me of something. I'm not saying people should write for the lowest common denominator, but for me personally it can lower the enjoyment or make me quit if it happens too much.
No, skip transitions means that consecutive renders appear instantaneously instead of with the assigned transition. Usually renders will "dissolve" into each other over 0.5 seconds. If you press "auto" with the highest text speed you'll notice this. Text will flash by until you encounter a transition.Is this the "skip transitions" menu setting? I always thought that was if you hit skip it would just go to the next scene.
If you have this check in the code does that mean the the transitions become click through frames?
Very true about the glossary. It's very helpful, and best when it can be accessed at any time. It's the nice thing about harem games, because they often have the relationship status screenAVNs can solve this with a glossary, especially when there's a bunch of worldbuilding or global backstory. It lets the narrative move along while giving people who like lore or worldbuilding the opportunity to dive deeper.
No, skip transitions means that consecutive renders appear instantaneously instead of with the assigned transition. Usually renders will "dissolve" into each other over 0.5 seconds. If you press "auto" with the highest text speed you'll notice this. Text will flash by until you encounter a transition.
The proposed code doesn't change the sequence into click through frames, but merely adds the 0.5 seconds that the transition would otherwise have taken to make sure the effect isn't immediately overwritten by the next render.
That's more difficult and not something Ren'Py supports natively. Personally, I grab a screenshot if a render in a sequence has something interesting going on.Thanks for the definition of skip transitions. Mostly I want to slow them down, not skip them completely.
The example from Jufot's past was:I don't necessarily agree with that example (not having read that story), but as someone who's not very bright, and terrible with names, this can give me a better idea of who is being talked about. So if the assistant isn't as much of a main character and the other guy is, it can make it more clear to me who they're talking about.
I think we may be talking about different things. I was referring to world backstory.I'm not debating against your expertise on what is and isn't good writing. But for me it can be very frustrating to not get the point, if I know there's a point to be made. I can't (well getting better, really) just let it go as not important. It's written right there, it could be something that the whole plot hinges on later. It's difficult with AVNs, but with paper books I'm often flipping back pages, or chapters, to try to find a nugget of info to remind me of something. I'm not saying people should write for the lowest common denominator, but for me personally it can lower the enjoyment or make me quit if it happens too much.
True, but working this out lets it shine in other ways, even only by being internally consistent. Take things like magic systems. They can be incredibly complex and tedious to explain to the reader.... But I'd argue the reader doesn't need to know the ins and outs; they only need to be assured that the magic on display is consistent, that the author isn't lying to them, or worse, pulling it out of his ass.As writers, we like to come up with all sorts of data about how the world works. But, just because we've worked out all the details doesn't mean that we need to burden the reader with all of them. It's often best to just give the ones that are relevant.
Good example for that bastard. I understand. You can dumb it down AND make it flow betterThe example from Jufot's past was:
Percy: That bastard's gonna attract the wrong kind of attention.
Aegon: Can't blame him. As Henry's assistant, he's one of the last loose ends they have.
The solution can be fairly simple:
Percy: That bastard's gonna attract the wrong kind of attention.
Aegon: Can't blame him. He's one of the last loose ends they have.
Percy: Ah, because he's Henry's assistant. Good point.
The latter sounds like they're talking to each other. The former sounds like they're talking to us. (I haven't read that story either, so I don't know if this actually works there, but you get the idea.)
I think we may be talking about different things. I was referring to world backstory.
Sometimes the backstory is really important. ie Someone just invented a faster than light drive and we're going on the maiden voyage. Etc.
Other times, it's less so.
For instance, say the place we're going is an established base in another solar system. In this case, the writer doesn't need to tell us that FTL was invented 40 years ago. When we see the characters get there in a short amount of time, we'll assume they've got something like FTL. Now, if the story is about a terrorist group planning to burn down a shipyard on the 40th anniversary of the invention, then it IS important.
As writers, we like to come up with all sorts of data about how the world works. But, just because we've worked out all the details doesn't mean that we need to burden the reader with all of them. It's often best to just give the ones that are relevant.
Quetzzz's suggestion of a Codex or a Glossary is a really good solution to the problem as well. Especially if there's a lot of extra data to give.
Tlaero