- Apr 2, 2018
- 568
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I've seen at least 3 different "Totally Spies" trainer games on here, all of them seemingly abandoned. It's great that at least this one lives still
I agree with a lot of these points, my current problems right now is the dialogue system it's the forth time I'm adding a different system it's all tied with the pacing so it's very important to make it right.Some of the dialogue... isn't very clear.
Right after Tim asks the AI about 'weird missions' for example. There's an entire discussion that... doesn't make a lot of sense.
"There are currently no missions in the logs of field agent activity, and no missions that require to exit the compound and gather information"
???
What is this trying to say? Are Sam, Clover and Alex not field agents? Did their mission-logs get deleted?
Is that saying that there are no pending/ongoing missions at the moment?
'No missions that require to exit the compound and gather information'
Ok, this is kind of gibberish to start with, but... aren't ALL spy missions about gathering information? and don't all missions require you to leave Whoop's HQ/Compound?
Then there's a bit about 'top field agents' gathering information and solving problems on their own.
I assume that Sam, clover and Alex are 'top' agents, as in, superspies, and Tim is bemoaning the fact that he doesn't have any regular spies to gather information about the things that he might have to dispatch super-spies to deal with. (like supervillain plans, or suchlike)
Is this implying that WHOOP is being run like a version of MI6 that only employs James Bond, and nobody else?
"Only having logs of threats won't help when doing real spy work"
... what?
Weren't you just saying that you don't have anyone to gather information? Or does this mean that you just have lists of names and nothing else?
This dialogue/narration could really do with being cleaned up. It's not very clear what they're talking about at all.
Edit:
I do like the idea that Tim wants the spies to be capable and skilled before gadgets.
Like, gadgets exist to make your job easier and safer, not to do your job for you. If you rely on it as a crutch, then you'll fail.
Also, at the end of the first real mission, instead of 'evidence inconclusive, we don't know if it's really Lumiere or not' (which isn't very convincing, given that all three girls saw him on set and know full-well that the Director is Marco Lumiere) it would make more sense to confirm that it is him, but then follow up by telling them that you found something in his office linking him to some mysterious organisation, so you're going to leave him out in the wild, under surveillance, so that you can find out who he was working with and arrest him and his contact at the same time, at a later date.
An unconvincing lie risks alienating your spies and losing their trust, but telling them that it's really him and that there's a change of plan more than justifies you sending them home without having arrested the director yet.
Just... don't mention exactly what he was working on, or that you want Project Shepard for yourself.
What sort of new dialogue system are you aiming for?I agree with a lot of these points, my current problems right now is the dialogue system it's the forth time I'm adding a different system it's all tied with the pacing so it's very important to make it right.
Tim will make a better story up once I'll add more content for the event. I think its best to tell the girls Lumiere has close ties with L.A.M.O.S. and he will be under close surveillance to catch all the "badies" in one fell swoop. Girls are ofc against it but Tim explains why so many badies return to wreak havoc so they buy it eventually, giving half truths and all.
I'm most active on discord if you have suggestion on how the game can be improved, you'll find me there.
Tnx for the time to write this message. Happy Holidays!
Smaller and longer dialogue boxes, they show the motive or general feeling to give subtle hints, and you can click to continue the dialogue while some stay or some get removed. Making it more organic but implementing that is currently non-cooperative.What sort of new dialogue system are you aiming for?
Oh, on that note, it's very easy to accidentally click a dialogue option while trying to click through speech.
In a lot of games (in renpy?) you can just scroll backwards and undo your choice, but that's not an option here.
If you're making changes anyway, maybe the dialogue-option boxes should be smaller? Or add about a second after the boxes appear before they become clickable, so it's harder to select something by accident?
I had to resort to keeping the mouse in one corner when I clicked through, to ensure I didn't press anything by accident.
As for tim's story... I don't think the girls would protest too hard, if he mentions that he'll have WHOOP agents on-site to arrest Lumiere and his L.A.M.O.S contact.
A token complaint, because it feels like they came out here and made fools of themselves on the set, only to go home with nothing to show for it, but I expect they'd be smart enough to see the benefit of waiting so they can grab him and his co-conspirator at the same time.
Well, maybe Alex would complain about not arresting him. She has a grudge and she by far the most impulsive of the three.
TS is just a cartoon of Charlie's Angels ! No more, no less.Yeah, seems a little tame and barebones. The show was fucking crazy, I hope they take more inspiration from it. Don't have to touch on the crazier stuff, but it could be less vanilla is all I'm saying. Love the art, would like to see more of it in creative scenarios.
Nah dude, that's straight up wrong.TS is just a cartoon of Charlie's Angels ! No more, no less.
You can can do this kind af stupid video with ALL cartoons.
It all depends on whether you look with children’s eyes or perverse eyes !
Kiss from France
I totally get what you're saying, you're trying to write a coherent narrative, not just ticking off boxes for people to jerk it to.I think, I have to address the fetish thing once and for all.
It's gonna be plot driven just like the show, I'm not making a list of fetishes to include in the game, just to get merit badges.
The espionage story is king, every other aspect that follows is "thematically" driven and should not be considered intentional.
Please keep in mind that some fetishes can have the opposite effect of appeal and be a slippery slope.
I have to give a clear example on what I can guarantee what will be included in the game.
Costumes.
Lots of diverse disguises for the spy to infiltrate their surroundings, will they be a waiter or a cook will they blend in a casino as playboy bunnies or will they be in a sports events or in a school.
But aspects that will go against the story such as feet fetish, please help me understand how I can include this fetish narrative in a story when they are in a mission."Maybe Tim will make it part of their training." yeah sure and the BDSM class is gonna start at 12:00 PM.
In conclusion the story is king, the characters are the queen and the theme is the rook. The fetish is the pawn.
This is really the solution to a lot of your problems in terms of writing. I've lost count of the times that some random BS from the begining of a season has had major plot importance later down the line in the shows I watch.Have it be unclear if Tim is really serious, or just using this as an excuse to mess with his spies, then eventually use it as a Chekov's Skill and have it be vitally important at some unforseen time.