Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Guess not...

If you have sample writing, that might be helpful. What tools do you use to help you keep track of plot branching?  (I've played a bit with Freeplane; but there are many other workflows out there)

Do you have a philosophy in how you've found certain types of writing work best? Such as how you might approach the different writing styles between choice-based pathing (Interactive Fiction/Visual Novel) versus RNG based pathing (RPGs/strategy games)?

Most of my writings are here... I don't use any software other than the engine, or notepad... and not many differences between those two, although in ES there are a few.

I've had a quick read of a few of your texts. I can see you're stretching out your literary muscles. There's no shortage of content.

If I were to suggest anything, it would simply be to clarify the character you are writing for with a brief explanation why they're the way they are; and then to put your character's words in a contextual grid. What kind of grid? Imagine if you will a spreadsheet filled with the character's sayings where each row is one of a multitude of moods and the columns are possible states in the storyline.

The freedom that comes from having a character who can respond to circumstances and their own personal issues feels very much like a living breathing entity. I'm sure you may have had some situations in mind when you wrote your work. Making the character's intentions explicitly easy to read not only assists a developer copy+pasting the text for the appropriate places, but also for you the writer who can muse on how slight differences in circumstance would reflect a different delivery by the character.