Laughingfox

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Apr 2, 2017
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There are several different origins with varying degrees of complexity behind it. Part of the charm of the story is most of them actually make sense to some degree, regardless of where the PC starts up from. It can be tricky to follow some of the Snekk lore occasionally, but it mostly makes sense. Mostly.

For example, William is essentially a tried and true fantasy hero protagonist that shagged and seduced their way through their many adventurers, up to making a 'honest woman' out of a literal demon and making the impossible possible with her having children. The Chosen One is the legacy of a playboy and horndog of epic proportion, often running into the aftermath of his families complicated makeup.

Changing up that lore would be possible, but then it means altering how the other various threads and origins interact with William's events, which seems like an awful lot of unnecessary work.

Seriously, that's a metric buttload of writing.

A curious thing is most of your requests are already in the game, to some degree.
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That said, Death attempting to step into the role of a mother is a fairly charming idea. Technically we already got a bit of 'I have no idea how to parent' from Mariko, but there's no reason that trait has to be limited to her alone.
 
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Tattletale21

Member
Jan 26, 2020
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let's be real, if we dont wanna bang death, we want her to be the 'i dont know how to parent but by golly imma try' type of person. or the 'this little creature is mine, i made it, and they will rule this world because i said so mwahaha' type.
 
Mar 23, 2022
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There are several different origins with varying degrees of complexity behind it. Part of the charm of the story is most of them actually make sense to some degree, regardless of where the PC starts up from. It can be tricky to follow some of the Snekk lore occasionally, but it mostly makes sense. Mostly.

For example, William is essentially a tried and true fantasy hero protagonist that shagged and seduced their way through their many adventurers, up to making a 'honest woman' out of a literal demon and making the impossible possible with her having children. The Chosen One is the legacy of a playboy and horndog of epic proportion, often running into the aftermath of his families complicated makeup.

Changing up that lore would be possible, but then it means altering how the other various threads and origins interact with William's events, which seems like an awful lot of unnecessary work.

Seriously, that's a metric buttload of writing.

A curious thing is most of your requests are already in the game, to some degree.
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That said, Death attempting to step into the role of a mother is a fairly charming idea. Technically we already got a bit of 'I have no idea how to parent' from Mariko, but there's no reason that trait has to be limited to her alone.
I think you're confusing two things. A lot of effort was put into creating the Player regardless of start. A lot of powerful being put a lot of effort into making the player what they are. As for the Chosen One, in a hypothetical world where Vespera actually had three children but the player didn't chose Chosen One start, the Chosen One would still exist but their life would be a whole lot different. They'd probably never know of their origins. Death still makes the deal with Vespera/William regardless of the players choice on starts.

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Solid Snekk

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Game Developer
May 5, 2017
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News!

Of sorts.

Mostly I have a question that I would like to ask the people who are actually playing my game as I often get stuck into projects that go nowhere and/or suck.

Does the map/city travel system in this test build work or not?

It would help fix my problem with some locations, like the sewers, having 15 different options of places to go and focus more intently on what you can do in said locations.

My main question is does the click tracking match because I worry that it may lock out certain people who play the game. Maybe I'll make it a toggle in the ledger to have the interactive map and then the old system.

This build also has some combat variables that I'm testing. I don't think it's possible to win a combat as you only do 1 damage but I was testing out giving NPC enemies named weapons so you could loot said equipment after combat.
-----

After that, I do have bad news.

2.0 is going to be another overhaul. The complaints of quests not making sense/tracking sucking has not gone on deaf ears. I'm going to go through and untangle the mess that is the quest system so that involves doing another reset/overhaul.

This is probably also going to piss off the F95 staff again as they got upset I cleared the Changelog last time I did this.
 
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Laughingfox

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I think you're confusing two things. A lot of effort was put into creating the Player regardless of start. A lot of powerful being put a lot of effort into making the player what they are. As for the Chosen One, in a hypothetical world where Vespera actually had three children but the player didn't chose Chosen One start, the Chosen One would still exist but their life would be a whole lot different. They'd probably never know of their origins. Death still makes the deal with Vespera/William regardless of the players choice on starts.

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I didn't confuse a damned thing, nor am I confused by it. Also, Chosen One was raised by their parents from childhood. William is a Dad, capital D, regardless of blood.

My point, (which is reinforced all the more by you referencing lore that I already touched on) is that the story still goes on, regardless of origin. If anything, the *lack* of a chosen one if you don't pick this origin is an interesting oddity, as Silas or the Last of the Line both retain footnotes in history. They exist. Chosen, as it currently stands, is a variable, not a certainty. Some of the others are lacking in impact currently, but that's probably more a content thing.

Probably the significance is in the deal with Death, rather than the Chosen One itself.

...Actually, that prompts an interesting idea. I know Snekk said it'd be abomination time if Death has kiddos, but maybe there should be a quest chain or story sequence of her (Death) aiming to collect on the deal, especially if her side remains unfulfilled. (The Chosen One does not yet exist.)

If the player *is not* a Chosen One, it could be some sort of setup where the Protagonist, while traveling or unearthing Steelwind Lore with the siblings, ends up inheriting a piece of his legacy. So the logic there is you gain a boon, but also some of his baggage - including the barter made with Death.

Either way, this could easily be triggered from the time bending madness that has the Steelwinds mother return.

So if you are a Chosen One - Death wants to give it another go, especially with all the reality bending mayhem and shagging going on, to give you a sibling.

If you aren't - Death wants a child of her own.

Either way it'd be an interesting ride.
 
Mar 23, 2022
467
135
166
News!

Of sorts.

Mostly I have a question that I would like to ask the people who are actually playing my game as I often get stuck into projects that go nowhere and/or suck.

Does the map/city travel system in this test build work or not?

It would help fix my problem with some locations, like the sewers, having 15 different options of places to go and focus more intently on what you can do in said locations.

My main question is does the click tracking match because I worry that it may lock out certain people who play the game. Maybe I'll make it a toggle in the ledger to have the interactive map and then the old system.

This build also has some combat variables that I'm testing. I don't think it's possible to win a combat as you only do 1 damage but I was testing out giving NPC enemies named weapons so you could loot said equipment after combat.
-----

After that, I do have bad news.

2.0 is going to be another overhaul. The complaints of quests not making sense/tracking sucking has not gone on deaf ears. I'm going to go through and untangle the mess that is the quest system so that involves doing another reset/overhaul.

This is probably also going to piss off the F95 staff again as they got upset I cleared the Changelog last time I did this.
The map works for me. It seems a bit strange changing between the two but that's not a bad thing. Not sure how you'd impliment checkpoints though as you can run across the city. Also some indicator of which area the player is in on the map would be a small but nice touch. Obviously isn't needed but hey you do you.

Would every major location have a map like this? Like britmor/northroads/etc.?

(this is the start of a joke)We also knew 2.0 would be a major overhaul. If the f95 team didn't well that's on them. (this is the end of a joke)


I didn't confuse a damned thing, nor am I confused by it. Also, Chosen One was raised by their parents from childhood. William is a Dad, capital D, regardless of blood.

My point, (which is reinforced all the more by you referencing lore that I already touched on) is that the story still goes on, regardless of origin. If anything, the *lack* of a chosen one if you don't pick this origin is an interesting oddity, as Silas or the Last of the Line both retain footnotes in history. They exist. Chosen, as it currently stands, is a variable, not a certainty. Some of the others are lacking in impact currently, but that's probably more a content thing.

Probably the significance is in the deal with Death, rather than the Chosen One itself.

...Actually, that prompts an interesting idea. I know Snekk said it'd be abomination time if Death has kiddos, but maybe there should be a quest chain or story sequence of her (Death) aiming to collect on the deal, especially if her side remains unfulfilled. (The Chosen One does not yet exist.)

If the player *is not* a Chosen One, it could be some sort of setup where the Protagonist, while traveling or unearthing Steelwind Lore with the siblings, ends up inheriting a piece of his legacy. So the logic there is you gain a boon, but also some of his baggage - including the barter made with Death.

Either way, this could easily be triggered from the time bending madness that has the Steelwinds mother return.

So if you are a Chosen One - Death wants to give it another go, especially with all the reality bending mayhem and shagging going on, to give you a sibling.

If you aren't - Death wants a child of her own.

Either way it'd be an interesting ride.
I'm just putting it spoliers just incase I did slip up.
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Solid Snekk

Well-Known Member
Game Developer
May 5, 2017
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The map works for me. It seems a bit strange changing between the two but that's not a bad thing. Not sure how you'd impliment checkpoints though as you can run across the city. Also some indicator of which area the player is in on the map would be a small but nice touch. Obviously isn't needed but hey you do you.

Would every major location have a map like this? Like britmor/northroads/etc.?

(this is the start of a joke)We also knew 2.0 would be a major overhaul. If the f95 team didn't well that's on them. (this is the end of a joke)
I already use two stats for determining the player location, something I had the foresight to do at the very start. $loc and $locP. $locP is the current player location and $loc is for travel, right now only used for ship movement.

Having it go through a location that determines if you're going into an area that is under lockdown is actually easier than the current system I have. In fact, I can cut out about four locations entirely using this method.

I think I can do a red dot on the map and just have several maps. Overlays are not something QSP does well but maybe I could figure it out.

I was thinking only the major cities but I made it simple enough that I can use it in more places. The northern road doesn't really need it as it all mostly looks the same, forests to the west and marshlands to the east. There's a bridge along it that crosses the river that goes through Britmor but doing it this way would give it a more custom feel.
 
Mar 23, 2022
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I already use two stats for determining the player location, something I had the foresight to do at the very start. $loc and $locP. $locP is the current player location and $loc is for travel, right now only used for ship movement.

Having it go through a location that determines if you're going into an area that is under lockdown is actually easier than the current system I have. In fact, I can cut out about four locations entirely using this method.

I think I can do a red dot on the map and just have several maps. Overlays are not something QSP does well but maybe I could figure it out.

I was thinking only the major cities but I made it simple enough that I can use it in more places. The northern road doesn't really need it as it all mostly looks the same, forests to the west and marshlands to the east. There's a bridge along it that crosses the river that goes through Britmor but doing it this way would give it a more custom feel.
I was wondering what that $loc and $locP was all about. I asssumed it had a reason that I never understood so I never touched them. Now I do an it all makes sense.

I would have thought having a small check at the start of a location would sufficed but if this works then who am I to judge? It does look nicer and I haven't looked at the code but if it works like you say then it would also be cleaner.

The dot was just a suggestion. I was clicking around the map for the first time and I couldn't tell I was moving. It took me a second to realize it did move me, it just updated the location up the top (which was out of frame for me) and the description which was barely in frame. Basically I'm stupid, and didn't realize.

Mapping out larger areas like this does make sense. It give a general layout of the place while also making it so that it's a lot easier to break it up. Besides a house with two rooms and one person doesn't really need a map.
 

Laughingfox

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Apr 2, 2017
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I'm just putting it spoliers just incase I did slip up.
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Some of the other starts may not come out swinging quite as hard with a lore flail, true. Unlucky/ Last of Line / Lost Magic =/ Maid with Something Extra, Team Boys, Rescue Rodent Rangers, Schools out Forever.

At least for now. Snekk is sneaky with the lore. And to be fair, I've been lobbing story ideas and content for those three at Snekk here and there for a while now in addition to the mad plans for 'em, so they are pretty well fed.

But Snekk isn't above changing something up if it's for the better. Mostly I'm kicking around the idea and seeing how it feels. Because as we've both kinda sorta established, the lore keeps on doing it's thing.

For example, even if the writing in the rules says 'red and blue', who is to say plot shenanigans can't come along and change up the colors at a later time? Or sneak in a splash of purple like it's always belonged?

I wasn't writing Death has a sibling. I was saying she (Death) has a child to give the player a sibling. Like, Foxgod gets a kid. Willwife comes back to her kids. The PC, if they are very strong, or very cheesy, can actually give the god of conquest a kid. Times are changing, often due to the Protagonists nonsense. Something she never thought was possible may actually be within reach - and she's no fool. So she either moves to see her desires come to fruition (Not Chosen), or strikes while the iron is hot (Chosen).

That way the quest chain has some degree of parity if it's being explored by a Chosen One, or Not.

Heck, Mariko even fuels the flames a bit with the surprise kissey face stuff in her bar with a very drunk Death.

*Shrugs* It doesn't have to be a thing, but it could be an interesting quest chain of exploring that infernal contract, and discovering how much wiggle room there is for adjustment. And giving more backstory to William's epic journey to nail anything hot and with a pulse.

The PC spends an awful lot of time down there between respawns anyway.

It *almost* makes me want to write up a sexy demon or divine guard (or both?) or something that's supposed to watching the gate just for some silly, snippy commentary here and there.

Or maybe just a hellhound. Pet the burning doggo between trips back and forth.
 

Laughingfox

Well-Known Member
Apr 2, 2017
1,115
1,086
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Regarding the map... selecting points seems fine, but I find myself quickly pining for the usual yarn of images from exploring here or there.

Like, for example, let's say the player moves towards the market. If the journey is interrupted because rapey thugs, where would this information and image be presented? Just below the big map image? Or does it shift the focus away, for the map to be looked at again when the interaction is over with?

Especially if traveling speed takes a certain amount of ticks of movement. With the above example, the PC could potentially be resuming (if victorious) mid way through the travel from one area to the next.



Or when they reach the market, does the image and focus shift to within the market?

I guess the question I'm trying to ask is how aggressive is the map display? Is it something we ourselves opt to use with a 'travel' option, or...?

It's also entirely possible I'm just derping hard here and failing to see the vision.
 
Apr 9, 2023
17
18
62
Hello, I'm here to report about a bug. I downloaded the latest version a few hours ago and ran it (using the QSQP1.9 in the OP). But when I come to the race selection screen, it just loops back over and over. Is this a known bug?
 
Mar 23, 2022
467
135
166
Some of the other starts may not come out swinging quite as hard with a lore flail, true. Unlucky/ Last of Line / Lost Magic =/ Maid with Something Extra, Team Boys, Rescue Rodent Rangers, Schools out Forever.

At least for now. Snekk is sneaky with the lore. And to be fair, I've been lobbing story ideas and content for those three at Snekk here and there for a while now in addition to the mad plans for 'em, so they are pretty well fed.

But Snekk isn't above changing something up if it's for the better. Mostly I'm kicking around the idea and seeing how it feels. Because as we've both kinda sorta established, the lore keeps on doing it's thing.

For example, even if the writing in the rules says 'red and blue', who is to say plot shenanigans can't come along and change up the colors at a later time? Or sneak in a splash of purple like it's always belonged?

I wasn't writing Death has a sibling. I was saying she (Death) has a child to give the player a sibling. Like, Foxgod gets a kid. Willwife comes back to her kids. The PC, if they are very strong, or very cheesy, can actually give the god of conquest a kid. Times are changing, often due to the Protagonists nonsense. Something she never thought was possible may actually be within reach - and she's no fool. So she either moves to see her desires come to fruition (Not Chosen), or strikes while the iron is hot (Chosen).

That way the quest chain has some degree of parity if it's being explored by a Chosen One, or Not.

Heck, Mariko even fuels the flames a bit with the surprise kissey face stuff in her bar with a very drunk Death.

*Shrugs* It doesn't have to be a thing, but it could be an interesting quest chain of exploring that infernal contract, and discovering how much wiggle room there is for adjustment. And giving more backstory to William's epic journey to nail anything hot and with a pulse.

The PC spends an awful lot of time down there between respawns anyway.

It *almost* makes me want to write up a sexy demon or divine guard (or both?) or something that's supposed to watching the gate just for some silly, snippy commentary here and there.

Or maybe just a hellhound. Pet the burning doggo between trips back and forth.
Death doesn't have a sibling. Okay to try and easy mine and maybe your confusion let's get a few things straight lore wise as it stands.

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That's why I believe Chosen One couldn't do what you're suggesting. If the player isn't the Chosen One then it could because said soul isn't used by player.
 
Mar 23, 2022
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Hello, I'm here to report about a bug. I downloaded the latest version a few hours ago and ran it (using the QSQP1.9 in the OP). But when I come to the race selection screen, it just loops back over and over. Is this a known bug?
Are you clicking the blue words after chosing you race? It should be under the picture.
 

Omniban

Member
Jul 13, 2017
141
147
249
your tutorial does not work. Everything is fine until "go equip firebolt"

there are no spells to equip


school of liquid
divine spells

both categories empty nothing to equip, no book to use to get firebolt
 

Tattletale21

Member
Jan 26, 2020
461
635
217
your tutorial does not work. Everything is fine until "go equip firebolt"

there are no spells to equip


school of liquid
divine spells

both categories empty nothing to equip, no book to use to get firebolt
his tutorial does work, you just dont have those spells yet. you unlock them by furthering the main quest - or starting as a wizard. if you dont definitely have those spells then they wont show up, and the game will tell you when you get them.

[EDIT] if you have a book to read to learn those spells, go to bed and search around for a blue text that says something along the lines of 'read books' or something.
 

Laughingfox

Well-Known Member
Apr 2, 2017
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Death doesn't have a sibling. Okay to try and easy mine and maybe your confusion let's get a few things straight lore wise as it stands.

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That's why I believe Chosen One couldn't do what you're suggesting. If the player isn't the Chosen One then it could because said soul isn't used by player.
Ha... I'm going to just put this in spoilers and move on.

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