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One Week In

A topic by Tanya Floaker created Nov 08, 2020 Views: 200 Replies: 6
Viewing posts 1 to 4
Host

Hi all,

I thought I'd do a quick post to ask how things are/arn't  going? Even if things have stalled or hit some snags it would be wonderful to hear from you all.

:)
Tanya.

(1 edit) (+1)

For me they're kinda going.. in.. a good way!

Really though, I feel I've hit that stage in a project where I'm past the initial excitement and am starting to question if this is really a good idea, if it's going to work out, having the self-doubt starting to creep in, etc, etc. It's also been a bit frustrating that I wanted to review some classic folktales for inspo but it doesn't look like they'll arrive in time, so my brain is all like "oh noo I'll write it all wrooonggngg"

That said, those are rather minor things. I feel like I'm starting to deviate from Mausritter in a way I'm finding interesting, and am growing excited to try and see how things might or might not work out. 😊

what about you? would love to also hear from anyone else, whatever stage of their game they might be in

Host (3 edits)

Yeah, week 2 is always that feeling like week 1 was all hubris and bluster and now I've got shit. That said, I did a playtest and it went OK, but the system doesn't pop the way I wanted. It is good for more whimsical or nice paced games, but given the influences I need something to ratchet up the tension. I'm thinking my fave game for this is Lacuna.

It has Heart Rate and Static. Heart Rate is a re-roll where if you keep the number of re-rolls in a tight band you get a bonus but if you go over it hurts you. Each time a player fails you add one to the static count and at certain thresholds you start adding surreal elements to the game.

I reckon this can be reskinned/combined with the Resistance and Freedom token mechanic I'm already using to make something that has a one-shot tension building feel to it.

Submitted

With my multi-project situation, it's hard to measure how I'm doing, progress-wise, but I think I'm more or less where I'd like to be right now.  The game about the cousins escaping slavery on Lesbos is almost done; I've gone through and polished the text (though it probably still needs more work), and added all the formatting and graphical doodads, so now I just need to play through it and find all the problem spots that need fixing.  I started the playthrough yesterday, but got distracted (SQUIRREL!) and didn't get very far.  Hoping to finish proofing it today or tomorrow, and then upload it the following day.

I've done a pretty hefty amount of the basic writing to add the glossary to the game I uploaded earlier, too, but I need to go hunting for just the right piece of TWINE code, as I was hoping to be able to have all the glossary entries on one page so that when you click on a name or word it shows you the entry, but then you can click the name again to make the entry go away again.  I know I can make the text appear, but I'm not so sure I can make it disappear again.  (I'd just put them on separate pages like I did in the escape game, but that is a ludicrous number of pages, and this game already has a ton of them as it is.)  Ooh, I'll also need to go through it hunting for various coding errors, as it was reported to me that there were still some lurking about that I missed the first time.  That may take me another couple days... :(

Haven't put much thought into the project I want to work on after that, though.  I'm thinking it's going to be the anti-dating sim I want to do (or rather a parody of a dating sim where the point is to avoid getting in a relationship) for either the Aromantic or Asexual Jam, whichever comes first.  (I think the former is December and the latter January, but last I checked it was too soon to see if they're going to be on the schedule again this winter.)  I haven't got much in the way of planning or anything, so if I assume I can start on it somewhere around the 15th or so, I doubt I'd have anything postable by the end of the month.  Which is a pity, because it's a genre I've never attempted writing before, so I'd love the ability to get some feedback on it.  (OMG, I said that as if I had any kind of history writing games when I've done a grand total of two of them...)

(+1)

Try SugarCube format in the future. It has some user-made code for popup dialog boxes (and other nifty features) that will make open/close dialog box messages easier, and they don’t add to the game history (aka don’t need to “go back” to story). :)

Submitted

Yeah, I wish I'd known how much better SugarCube was when I started!  When I give that game its total overhaul, if I stick with TWINE, I'll definitely be converting it to SugarCube from Harlowe.   (Honestly, I'm not sure why Harlowe is the default format in the first place.  If it had defaulted to SugarCube, I'd never have wasted my time with Harlowe...)

Host(+1)

Well, the itch side of things has had it's first submission!