Alphabet Challenge

2018-Dec-14, Friday 10:18 am
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
originally posted on tumblr around March of 2013; xposted here for archival purposes.

 26 drabbles, one a day, each associated with a letter.
 
A - power. B - world/society. C - grow. D - darkness. E - love. F - convey. G - destruction OR curse. H - fire. I - holy. J - yet to be known. K - creation AND destruction. L - you. M - compassion. N - nothingness. O - wicked. P - life AND death. Q - ignorance. R - life. S - request. T - myself. U - hatred. V - joy. W - mind OR soul OR heart. X - protection. Y - light. Z - gods
 
Shall we?
 
(letter meaning based off of Hymnos’ Carmena Foreluna alphabet)
 
A - Fenrir, hunger, and power. Polished and put on AO3 as “Hunger”
B - Lucas Lafey and reflections on his old home
C - growth
D - another exploration of dark, light, and the tiny horror story; original fic
E - love and how it manifests; poetry verse
F - music and what it conveys; nominally poetry verse
G - original fic; being cursed, weakness; tongue in cheek dark humour
H - exploration of horror story; fire and light and what’s best
I - spoilers for how otp challenge ends
J - Lucas Lafey, not knowing things and pressure to know
K - personal exploration of anger, myth Loki, and beginnings/endings
L –  1 | 2 - polished and turned into “Coming Home” on ao3
M - Cycles spoilers, working out how the Avengers fit in
N - Sigyn and Loki from “Coming Home”/L, only earlier, just after death of children
O - Phee and Lucas, original fic; names, what to be called, and brilliant smiles
P - Lucas Lafey, falling and pulling self back up
Q - Lucas Lafey, follows J, Anton confronting Gavyn for being an ignorant, passive aggressive ass
R - Loki making a deal with Hades, same verse as L and N
S - request–Faustian bargains indeeeed
T - a short poem
U - setup for a ghost story
V - Fractals/If and Only If scene that doesn’t appear in the series; Loki and Tony and how to define joy
W - Luke and Phee, with a dose of self-loathing and Luke being a sweetheart
X - Clint, Tony, and Natasha discovering they’re einjerhar
Y - myth Baldr and tricks
Z - OTP challenge related, gods and what they are

felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
Masterpost for an OTP challenge I only partially completed in March 2013. Tony Stark/Loki, explicit content so all posts are age-restricted. God-fic. My original monster/god fucker fics, long before the Venom movie happened.

Done


Not Done:
Dancing
Cooking/baking
In battle, side-by-side
Arguing
Making up afterwards
Gazing into eachothers’ eyes
Getting married
On one of their birthdays
Doing something ridiculous
Doing something sweet
Doing something hot (once again, be sure to tag if you make it extremely NSFW!)
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
Brought over from Tumblr; a 30 days of writing fill I did in February~March of 2013. Some is fanfiction and some is not. x-posting to dreamwidth for archival purposes.
  • Day 1 - Beginning - endings as beginnings
  • Day 2 - Accusation - Luke and his mother and divorce through a child’s eyes
  • Day 3 - Restless - bipolar disorder and putting it into words
  • Day 4 - Snowflake - poetry verse, Loki’s first encounter with snow
  • Day 5 - Haze - Dragon weather
  • Day 6 - Flame - horror story
  • Day 7- Part 1: Formal Part 2:  Formal - Poetry Verse; shameless smut and Loki in thigh high stockings and a suit
  • Day 8 - Companion - bitterbittersweet child friendship to more
  • Day 9 - Move - Liza and Felicia
  • Day 10 - Silver - poetry verse, Steve recognizes Loki aging and all those feels
  • Day 11 - Prepared - falling
  • Day 12 - Knowledge - Fae of the Old World sort
  • Day 13 - Denial - Lucas Lafey; right after major character death and response
  • Day 14 - Part 1 | 2 | 3 | 4 | 5 - Greek inspired Vanir Sigyn, arranged marriage, and a love story. Also Sigyn being a bamf if I ever finish it
  • Day 15 - Order - OCD
  • Day 16 - Thanks - Vali & Blane
  • Day 17 - Look - poem and a tiny bit on Luke of day 2
  • Day 18 - Summer - polished into “When the Day Meet the Night” on AO3
  • Day 19 -  Transformation - myth Loki and the end/beginning of the world
  • Day 20 - Tremble - stage fright/pre performance jitters
  • Day 21 - Sunset - Cycles, late to mid game
  • Day 22 - Mad - Traum, frostiron, Loki going absolutely insane
  • Day 23 - Thousand - bullying and guessing at jar counts
  • Day 24 - Outside - Per Aspera Ad Astra Sigyn and thoughts directly after the movie Thor
  • Day 25 - Winter - snowglobe snow
  • Day 26 - Diamond - Poetry Verse Steve and thoughts on diamonds
  • Day 27 - Letters - oh god don’t read this one, original letter story that went out of control and needs serious polish but I do want to get back to
  • Day 28 - Promise - Luke of day 2 and 17, growed up
  • Day 29 - Simple - fourth-wall breaking reflection on the challenge
  • Day 30 - Future - FrostIron, sci-fi beauty and the beast au I’ve been rolling around my head

felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
Another[community profile] happystevebingo fill; here's my card .

Cooking

Steve has never been much of a cook. Growing up during a depression (the Great, Steve's read these days, and he's got no idea what was great about it except it was horrible to live through), food wasn't so much about the taste and presentation as not starving. The serum and the army and War World 2 didn't change much--Steve's lived with hunger his whole life, has always had it gnawing at him, so much so he's long since learned how to ignore it. He eats because he needs it, and he eats well because he can now. But cooking? Well, he's still not really figured that out; his comfort food is sure something different from the excess of food available these days.

Steve's from a different era. That's all.

Sam, though--Sam can cook. Steve likes to watch him in the mornings, shirt stretching across his shoulders, music playing on the counter, and he moves with the music as he flips pancakes and fries eggs. Where Steve only cooks for the fuel, cooking to Sam seems like an art--the careful tilt of a pan for omelettes, and easy and unmeasured (but never, ever too much) dollop of butter into the grits, a sixth sense for when to get the bacon out of the pan.

"This is great," Steve will say, and Sam, always always always, "Just like momma makes. Or close enough," with an easy laugh, and Steve knows, in these moments, just how important food can be, and he wishes he had that connection to it Sam so clearly does.

Steve never tells Sam that. Instead, he tries to make that connection now, with Sam; better late, after all, than never.

 

felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)

Steve's favourite part of Avengers outreach is the hospitals; his least favourite, the museums. He's not sure if it really counts as Avengers outreach anyway; he's usually the only one going, and it's always related to history, but--

It's just there's work that needs doing now he feels gets ignored in the hyperfixation on the then.

"Are you sure this is right?" Steve asks Lillian. She's the new intern, professional and put together and her hair so bright a blue that Steve's actually a bit impressed. Hair dyes sure have come a long way in the intervening decades.

"Positive," Lillian says. "Stark said you'd love to take his place."

Steve considers the itinerary again, and has to admit that, for once, Stark isn't actually wrong. He's... touched. It's thoughtful.

"He's not wrong," Steve says, and he goes to get ready.

It's an art museum. A showcase of the impact of the rise of heroes on modern art, with a whole panel of speakers who actually know what they're talking about, and it's less about Steve spouting off 'what really happened' and more just... being there, a member of the community that's having this effect, and he's not even on any panels, he can just... roam.

It's.... nice.

Thanks, he texts Tony between speakers.

No problem I hate that stuff Tony shoots back, quick and easy, but still--

It's kind, the only way Tony's ever willing to be--in passing, brusque, and every attempt to not seem it.

felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 

Hitchiking

It wasn't like Steve had been planning on hitchhiking. It was just his bike had broken down in the middle of nowhere, and hitchhiking ended up being the best way to keep moving while it was being repaired.

He'd called Tony, of course, and the bike was going to be fine; Tony was going to have someone pick it up, and in the meantime Steve wanted (needed?) to keep moving.

Steve knows he's lucky; he's big and intimidating and there's really not much anyone could do to threaten him. Hitch hiking is relatively safe, for him.

It's afternoon when a trucker pulls over, pushing open the passenger-side cab door and waving Steve in. "Where're you headed?" he asks, and Steve says, "Anywhere, really."

It's been a few days now, stopping at truck stops for food, and Steve's learned a little about his ride. Thor's huge, bigger than Steve; he laughs easier and louder, grins wider, and his eyes are so blue they're like the after image of lightning. He's got a cat, all black with bright green eyes, a little inky void who roams around on a harness at stops to explore and spends most the ride sleeping on a specially made cat bed on the front dash. Thor's been doing cross country drives for years now, and he's half deaf in one ear, and it seems like he has friends everywhere they stop.

"It's just something to pass the time," Thor said when Steve asked why he chose to do this. He doesn't say what he's waiting on, and Steve doesn't ask.

Thor's promised to take Steve as far as Steve wants, so long as Steve pays for his own food, and Steve was quick to agree--everywhere they go, Thor has something to say about the area, about the land and the towns and the stars.

Thor knows a lot about stars.

Tony calls when they've stopped to sleep, and Steve creeps out of the cabin, sits on the step and stares up at the night sky. The desert air is cold out here, but the stars have never been clearer.

"You sure you don't want to meet up and get your bike?"

Steve stares up at the stars, and thinks about how large Thor's laughter is, about the warmth of a stranger opening up their little home, and how easy it's been on the road with him.

"I'm sure," Steve says. "But if I change my mind, I'll let you know.

felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 A better late than never fill for my [community profile] happystevebingo card, which you can view here . 

Deciduous

Steve double checks his bag--sketchbook, pastels, setting spray. Pencil case with a couple pencils, the gummy eraser, the rubber one. A book, for if he changes his mind once he gets to the park, some water. Assured it's all in order, he closes it up and slings it over his shoulder.

"Be back in a bit," he calls out to what seems empty air.

"Have a good trip, sir," Jarvis replies, voice smooth and soothing as ever. It still, sometimes, gives Steve's goosebumps, but Jarvis themself isn't the problem.


It's hard, picking a favourite season. There's good cases to be made for all of them, and as much as he sees people debate it online, Steve doesn't even have a grudge against winter.  But as he walks to the park, the air turning his cheeks pink, he has to say that autumn certainly makes a strong case; maybe even as strong as late spring.

No one really pays Steve any mind at the park; it's one of the only reasons he stays in New York and at the tower with the other Avengers. Everywhere else, he's a celebrity, too well known to go about his day--here, though, he's just another guy. Besides, it's good to be near the rest of the team if there's an emergency. He picks out a spot under a tree with a view over the lake and gets to work, trying to capture a little of the warmth and radiance of the trees before they go into their winter slumbers.

"That's really good," a voice says.

Steve looks up, startled. A man is standing next to him, tall and lean and well-dressed. His eyes are sharp, skin the kind of smooth that only comes from youth or a lifetime of careful control.

"Well thank you," Steve says, managing to smother the instinctive urge to hide his work.

The man looks away, out at the view that Steve has been drawing, then back at Steve.

"Do you take commissions?" he asks.

"Uh, I... not really? Maybe." Steve's a little surprised; whoever this person is, he doesn't seem to know who Steve is. 

"Mm, well if you do." The man pulls a business card from the inside breast pocket of his suit, hands it to Steve. The paper is thick, expensive, and it is blank except for the glossy black embossed letters across the center; when Steve tilts the card, they sheen magpie greens and blues. He reads:

Loki LaFey
Investments &Solutions


and a phone number.

"Your work is quite beautiful," Mr. LaFey says, "and I wouldn't mind it in my office."

"I really haven't done commission work, but I'll let you know."

"Good," LaFey says. He gives Steve's sketchbook one last look, and then he leaves, steps clipped and long and fast, a sharp silhouette against the afternoon light and fall colors.

"Well, I'll be damned," Steve says, turning the card over to find a magpie. He has no idea who this guy is, or if he'll even do work for him but...

it's nice, being approached for his art and not for being Captain America.


felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
On the assumption 'better late than never', I'm using some of my restless energy this morning to do a few fills for my [community profile] happystevebingo card I never really managed to get around to. You can check out my card here.

Meet the Parents

Steve knows, in theory, what meeting parents is meant to be like. It's meant to be awkward, weird, kind of funny. One, maybe both, the parents will have the worst opinions, and then things get more awkward and a person has to decide how much strain they want to put on their partner. Maybe it all goes well, and a person finds out their partner has great parents, parents you'd be glad to have as in-laws. From what he's seen in movies, in books, that's not really as common, but it's something.

When Steve meets Sam's mother, it's not any of those things, not at first.

His very first impression is she's tiny, but then, a lot of people are tiny to Steve. She's scowling at him with eyes that are awfully familiar, like it's his fault about the mess, and she's probably not wrong--how many times has he wondered if having heroes like him and the others around is what attracts these kind of attacks?--but he just grins and holds an arm out.

"Ma'am." 

"I can walk myself," she sniffs, and proceeds to do so. Steve escorts her, gathers up more people to get them out of harms way. There's a little crew of them that Steve leads to the bunker, and once they're all settled, he makes his promises that things will be alright and he'll be back soon with more help, and he goes back out.

It's only later, in the aftermath--

"Momma, thank god you're safe," Sam says, hugging the little lady tight, and Steve's stomach bottoms out for a hot second as he realizes why her eyes looked so familiar. 

Steve stands to the side awkwardly as they talk, trying to figure out what to say, if he should say something. What does Sam's mom even think about their relationship? Does she know? Maybe--

"He seems alright," Sam's mother says, sparing Steve a glance, "for a white boy."

Sam laughs, and Steve feels his face heat up a bit. 

"Well thank you, ma'am," he says. 

"More polite than you," she adds, and Steve feels his smile relax as Sam protests.

Not so bad at all.
 

Sunset

2018-Dec-11, Tuesday 09:35 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 

 
I miss being able to directly upload hq images to sites :( 

Anyway, have a sunset from my run today. x-posted to 
[community profile] common_nature 
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
Goodreads link

It's the end of the year, so I'm busy trying to speed my way through a few more books! I picked this up because I've always been fascinated by diseases and disease history, and it just happened to intersect with a passing interesting in Roman history as well. 

Short review: I don't think this book would be very good for someone not already interested in the subject.

Longer review: The information and sources provided by Harper in this work are very interesting, but unfortunately I found myself often glazing over a bit because they can't seem to write with more simple language. While I consider myself well-read and have a fairly large vocabulary, there were multiple instances where I had to look up a word--only to find a far simpler word that could have been used. I don't really think that's helpful for an already dense subject. Beyond that, I also often felt that they tended to exaggerate or overstate with their adjectives. If it were fiction, I'd say this is full of purple prose--there's good stuff in here, but god, is it hard to get at.

That said, Harper clearly knows their stuff, and the case they put forward for both the influence of disease and climate change on the growth and fall of the Roman Empire is incredibly interesting. Details and information are all contextualized as well as possible.

The audience for this book is very much people with a deep interest in Roman history; interest in the history of climate change or diseases are useful, but they certainly won't help get you through the dense text. I also wouldn't recommend this to someone who isn't passingly familiar with Roman history; I wouldn't say you need a deep knowledge at all (I certainly don't have one), but being familiar with the arc and general beats of the society are vital to properly understand the work.

So that's a tentative recommendation; if you're a mega Rome nerd, casually or academically, definitely read this. If you're not, I think you could safely pass this by.
 
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
Step 1 - Start with excitement.
Step 2 - Realize you have a lot of work to do.
Step 3 - Internally cry a bit.
Step 4 - Decide you can wait and put it aside for months.
Step 5 - Come back and reread.
Step 6 - Realize you would literally rather rewrite it from scratch than try to massage what you have into the necessary shape, because at least then it'll all be in the right order.
Step 7 - Know that means it's going to grow a quarter longer.
Step 8 - Feel your soul shrivel up.

(no subject)

2018-Dec-09, Sunday 09:34 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 I think my biggest problem w a big flashy blog thing like this is it feels like everything I say needs to be rambling, long, and full of actual thought. 

y i k e s

It's easy with my Korean blog--it has a purpose. It's both practice and a way to write up what I thought about various books I've read in Korean. With this, it's been so long since I've written meta, or about fandom, or anything, that it's kind of like well.... okay, what's the point? 

Probably should just go find a prompt fill blog to write in and let the blog malinger.

Sketch - some sparrows

2018-Dec-08, Saturday 03:51 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 
Drew some friends while I was waiting for some stuff to finish up.
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
This is rather dashed off, but it's pretty interesting seeing people all over beginning to consider how to divide time in their hobbies. The most prominent example is, of course, tumblr, because I've seen all over from people migrating away how they want to reevaluate how they interact with fandom. There's so little time; how do we choose to spend it?


I keep thinking about this tweet. Honestly, click through--I keep thinking about the entire thread, in relation to so many hobbies. It feels like it recontextualizes hobbies I've bounced off of, hobbies I keep going back to. Those realizations, over and over again, of how our time (what we do with it, how we change it) develops over time. 

Tumblr was, for me, always a great time, but how I was getting that great time changed drastically over the life of the service. When I started, it was definitely interacting with fandom--I was involved with a lot, I was writing more material for fandom than I had in years, and so on and so forth. By the end--and how it will hopefully continue, until finally the site is put down--it was all shit posts and sharing and hoping other people would enjoy the same weird neo dada humour that has been creeping into everything since. 

But a thread I kept seeing--and experience, if I'm honest--was how few people were interacting by the end. Of course there were people who I did, but so much of tumblr fandom was simply being able to churn out enough content to keep people around, or so it felt. It was distressing, and I stopped following several blogs just because it was too much stress to see how much engagement they would get with.. everything, and how much of that mentally I tied to their ability to constantly and consistently put out Content (tm).

idk idk this is all nebulous thinking

content culture is a thing now. time is limited, and grows thinner by the day as there's more and more that demands it. where and how and why do we want to engage with our hobbies--fandom or otherwise? I've dispersed between a few different platforms, and so much of it feels like a balancing act. What do I want to keep? How do I want to keep interacting?

I hope pillowfort survives it's closed beta--but how much of that is it's in between of tumblr and traditional blogging? How much of that is the fact that I don't have the time to devote to a proper blog anymore? How much of that is just not being familiar with trad blogging anymore?

How much of that is the conveniences of the vibrant and thriving Korean blogging community, which is so heavily intertwined with the news sites that it's trivial to find blogs to discuss things with people compared to how neatly segregated from... well, everything Dreamwidth feels?

How do I want to spend my time?
 

日本語の練習

2018-Dec-03, Monday 10:26 am
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 
 
時間:午前十条三十三分

お早うございます~

毎日自転車に乗ります。毎日私の猫と遊びます。このは大好きです。

今学校でいます。私は英語の先生です。広ご飯を食べた後学生たちを教えます。ときどき英語を教えにくいです。でも英語を教えるのが好きです。

私の友達は日本語の漫画を送りました。タヌキとキツネです。とてもかわいいです!漫画せいでにほんごをまた勉強します。日本語を学びにくいです。でも、最善を尽くそうとしましょうか!*

さよなら~

 ) ) 

Dev Log 11

2018-Aug-23, Thursday 11:25 am
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
A quick and dirty run down today, I'm pretty tired. Most of what I did get done was writing out scenes, which take longer and aren't quite as satisfying as putting together the systems. That's okay. Also got some food for thought to future me in there.

Work Done
  • wrote most of the scenes and branches for meeting the witch. Stopped right before meeting the orcamer, as that's going to have a lot more branches as well.
  • put note in inventory
  • created basic passages for cousin, the witch, and the orcamer. all characters will be split into base stats and event stats/flags
  • added a $nameLoveship variable that tracks the romantic relationships level.
  • turned $nameRomantic into a boolean that will trip true when the player enters a romance with them.
  • added comments with 'adjust down' and 'adjust up' to more easily find where i need to insert relationship adjusments
  • decided to create event pages for main locations, to keep things more readable.
  • created the events page for both the south beach and home. use format 'name events' all lowercase for future ones.
To Do
  • write the orcamer meeting
  • figure out how to make the inventory display WHAT I WANT heck
  • set up relationship adjustments based off various choices thus far
  • create most the other plot beats to main story
  • a bunch of stuff from last time that's lower priority for now
  • create a tides feature eventually
  • set up other event pages
  • decide if i want to split areas based on season (ie 'docks spring' 'docks summer' etc) just to keep shit readable
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
So yesterday I said I was done messing with the inventory for now, but that was incorrect! I ended up getting a nicer version of the inventory system working today, and learned the valuable lesson of not forgetting my : when I write stuff. Whew.

That's unrelated to the title of this post though--the real big triumph today was debugging an issue I was having. There's a couple parts to this problem:
  • a $location variable that updates the $location to the current passage's name.
  • a check for to see if it's time to meet the witch
The $location update is not usually a problem. Most of the passages where the player sees the $location displayed, it is a section of town. However, most of the time I don't need the $location then. I only need the $location when I need to do different things based off where the player is. Most of those branches are not in the regular sections of town! They're part of other passages that I use for updates, but note that the update just updates to the current passage's name....

Every in-game night, the game checks the date; if the date matches one of the story events, it's supposed to send the player to that event. The event then takes the $location information and uses that to branch into the variations for what happens. This is a good idea in practice except... my $location update was grabbing the name of the passage, and not keeping the town location I wanted it to have.

So to fix it, I added a check. When the game tries to update $location, now it has to check for several things. One of those? See if it's supposed to update the location! I can add a tag to the passages where the location needs to not be adjusted, and it will now skip over updating the location. I added this tag to pretty much all the passage's that aren't part of the immediate town areas, just to make sure I don't run into this again.

I'm really glad twine has such good debug tools--I was super confused why the event wasn't displaying the way it should!

Work done
  • created a save and load feature, and set it to display in the header before everything else
  • merged the forage systems all into a single set of passages
  • added a check to not display the location, as well as the tag doNotShowLoc
  • on the same note, made a check to not update location, and the tag doNotUpdateLocation
  • redid the inventory from ground up into several passages
  • itemList stores all the items in a nested datamap, which then gets stored in the invetory array
  • removeItem removes an item, and sets a boolean $removed so that i can manipulate stuff when doing gift giving etc
  • addItem adds the item
  • slightly revamped the printInventory; properly passes player back to last location, as well as prints out items and descriptions
  • added the opening passage for the witch if player is at home
  • added a test for if the player stays with cousin; if yes, sets $metWitch bool to false
  • added check to home; if $metWitch is false AND it's after spring 7, the player can find a note; once the note is found, $metWitch is set true
  • added doNotUpdateLocation to so many passages
  • updated check for docks day 1 time change, got rid of $gameday1 variable

To Do
  • finish the meet the witch eventing
  • add the note to inventory
  • figure out how to make the inventory display WHAT I WANT heck
  • set up characters
  • set up relationship adjustments based off various choices thus far
  • create most the other plot beats to main story
  • a bunch of stuff from last time that's lower priority for now
Some rambling on relationship system
I'm honestly not 100% sure how to do this. I would like it to have a range; for several characters I also need to it diverge--if the player isn't being flirty, obviously they shouldn't be pinging the romantic side of things. At the same time, I would ultimately like the system to influence where and when characters do things--so if the player does choose to be a jerk, other villagers/people might actually go out of their way to avoid them. So whatever I make needs to be easily adjustable, and I want to have most of it in place before I start adding all the villagers.

For this alpha build, I do think I'm going to stick with just the witch, the orcamer, and cousin; I'll start adding in other people later on. That should be plenty--the orcamer and the witch are both romantic interests in the plot, if the player chooses to go that route, so they are both the hardest but most important to get running.

So we for sure need two stats:

$romantic[name]
$friendship[name]

Both the orcamer and witch have different values for what counts as romantic. The orcamer needs more traditionally flirty and upfront behaviour; the witch is established as having a fairly flirty past with the main character already, so casual flirty banter won't necessarily ping. Both will respond favourably to favours, gifts, etc. Even adjusting $romantic is going to require the player to have a base level of $friendship with the two.

$friendship will respond primarily to interaction, favours, being generous, not being mean to the character, etc. I do want it possible for the player to play the main character as a bit of a social idiot who does mean well--I think that over time the player will be expected to learn from behaviours, so I probably need $socialgaffs[name] as a counter as well; when said stat is higher, the other party will have a lower tolerance for the same mistakes. This, too, is gonna depend on each character--cousin, who is related and good friends when the game starts, will be a lot more forgiving of this behaviour, while the orcamer, who doesn't know the main character at all when the game starts, will be less tolerant of this. Higher $friendship means more leeway on $socialgaffs -- all our friends eventually fuck up, after all, and making it so the player doesn't feel like they can't make a mistake isn't what I want to do.

So that's four variables I need:
  • $romantic
  • $friendship
  • $gaffs
  • $townRelModifer
Each character will also likely have a couple triggers where, once they ask you not to do something again, it flips and if the player repeats that, the character will lose a fair amount of $friendship and be set to a state where there is an option to apologize/ask forgiveness. That wouldn't undo all the damage, but it would, again, allow for playing as a not very socially aware person.

For the start, I do think I'll stick to fairly small ranges, that way it's easier to test; I can add nuance and color as I go. Something along the lines of:
  • 0-5 : dislikes player, generally avoids
  • 6-10: acquantances
  • 11-15: okay friends - unlocks a couple extra topics of convo, unlocks some flirting; okay asking small favours
  • 16-20: good friends - plenty of more chill topics, some events for bad days/good days; might ask a larger favour
and romantic would be another scale:
  • 0~5: blooming crush, character slightly more flirty/vulnerable depending
  • 6-10: full crush: character likes player, prob offers a few little gifts; player unlocks option to ask
  • 11-15: character has a chance of asking player if they also like them
  • 15-20: character will ask; player also gets option to ask
if they get a yes on an ask, then that will route to a romantic relationship which is................. something else again whew. 

This should be a good framework to get the alpha off the ground though.

The Clan
The characters aren't the only ones who have a relationship with the main character; they all live within a communal village that shares a lot of resources, where people all know each other and so on. One of the big things is going to be how the town as a whole sees the player. This is going to modify opinions of pretty much... all the villagers, barring the witch. The more the player contributes to their village, the better standing they're in. So, even if a player is a reclusive shut in who never talks to anyone, it's still possible that the town will see them in a good light and the villagers will have a base favourable view of the main character.

This system is... probably also going to be a bit complicated; I need to account for the food rates going up and down, and how much the player is contributing to that. For right now, though, the main thing that affects this is the $haul stat--how much the player has given back to the village. The village also will provide food and such to the player for free; the general thought is the more well-liked and better the clan is doing, the more likely the main character will get gifts and such when interacting with them. 

For now, though, this is just rambling, to keep it in mind for later.

Themes
Which kind of brings to me what a key theme for this game story is--communities. I've been writing about found families and communities for a while, so I guess that's not a super surprise to anyone familiar with my work. That said, the main things on my mind for now are
  • how people choose to be part of their communities
  • communities as relationship
  • relationship to the community as important as our relationships to individuals
  • who we choose to include in our communities, and who we choose to exclude
Some of these I can't really do right now; the alpha is focused on getting the story with the orcamer done. I need more time than my mini deadline allows to get all of this properly set up, but it is informing a lot of my choices for the setting, various characters, and what events the player can do.

It's no real mistake that the endings will branch off in a bunch of different ways; I want to allow for players to choose how the main character interacts with their community, and decide what would  make him happiest. I can't account for all options, but allowing players to influence just how the main character integrates with their community, as well as their choice in whether they even want a romantic relationship, will allow for a lot more means to explore the kinds of connections we can make as people.

This one went on forever, didn't it? whew. If you got here to the end, thanks! If you glazed over, that's fine too :)


felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
So I spent much of yesterday working with RPG maker, and one thing that was driving me up the wall is just how slow things are when you also need to account for adding graphics. I very quickly realized after I finished working yesterday I was going to end up spending all this week making maps and such, and almost no time actually getting the systems working. Add in not being able to find a satisfactory way of having the main character speak...

I picked up the original twine prototype again and got back to work. One of the few things I know I can't budge on is I do need the main character to have a very distinct voice; the player will have some input on things, of course, and decide various actions, but the character is not a player stand-in, and as such needs to be able to speak and act so that player will be able to get a feel for him.

I'm already pretty happy with the progress I've made today! Twine really is fairly pick up and go, as far as programming languages go.

Learned

  • header and footer tags are super handy! headers run stuff at the top of every passage, while footers add it to the bottom; by using tags and if/else statements, it's not too difficult to escape out of running it when it's not needed as well :)

  • a basic inventory! I used this tutorial to get one set up, and it's given me a little bit of a handle on arrays. There's still a couple of kinks I need to work out, but it sure beats having a long list of booleans to check for key items.

  • finally groked how to use passages as basically functions; that's really handy

  • booleans can be used as very simple if-then statements, which is super duper nice. $boolean[do/hook] is the basic format.

  • the true power of the (passage:) call



Completed
A fair bit! Certainly made more progress than the days I spent with HaxeFlixel, and yesterday with RPG Maker. In no particular order:

  • changed dateTime to dateTimenLocation, which is the display for...

  • updateDateTimenLocation , which does all the actual updates and such. If entering an area updates the time, it requires the tag advanceTime. It also checks for night, night now....

  • adjusts the day and season (if needed), resets the time back to dawn, and resolves any systems that were left open ended.

  • the various statuses for the different systems have all been grouped into $status. Status takes 'none', 'isFishing', 'isMtnFor', 'isFieldFor', and 'isBeachFor' . This lets me easily reference if the player is in a special loop, as well as lets me resolve them if the player is still doing one of them when night arrives.

  • added a split based off for(age) vs fishing to the night function, to update inventory/haul properly.
  • moved all the $location updates to the updateDateTimenLocation using (set: $location to (passage:)'s name))

  • got the inventory mostly working, other than a weird array bug that... doesn't affect the run? if inventory is not mean to show, use the tag doNotShowInventory. Inventory does not display during the start sequence by default; keeping the $isStart boolean for just that reason.

  • created a passage that has no use and isn't accessible, just a comment with the various key items

  • updated the $hasComb boolean so now it just gets added to the inventory instead

  • player starts with bag in inventory.

  • updated bag variable so I actually know what the fuck that number means

  • updated bag variables in the completion events for foraging

  • created a $coveFound[hook] for that event, so i don't have to write 3 lines of if statements every time that happens



To Do

  • merge the various forage systems into one set of passages, with branches based off the $status variable

  • create the various lists/stats for foraging and fishing, decide how they will work

  • fix the array error

  • create the event with the witch to get plot moving

  • create the various families and shop fronts to interact with

  • add the food system in

  • add a trade system of some sort

  • add the weather system for each season. use a master passage to do that? tbd

  • create and implement various standing/relationship markers for the villagers

  • add the save features that harlowe uses

Dev Log 8 - rpg maker

2018-Aug-20, Monday 01:48 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
I've started work on getting the opening of the game working in RPG maker XP. I have vx ace at home, but XP was 5 dollars and I can use it at work and home, so much more ideal. 

So far I haven't gotten to any of the programming, but I'm using Pokemon Essentials to basically get the game off the ground for now, and will go back and redo anything that I need specifically. I just mostly wanted some not butt ugly tilesets to use--that's also part of why I went with XP over a different version, since that's what Essentials needs to work.

Most of what I've done has been building the first few maps. They're all rough, and I can tell I'm going to need to make my own tilesets, but for right now they work and they're letting me figure out more of how this dumb program works. The guide is horribly sparse. 

Here's some stuff I've learned:
  • essentials name has to be "Pokemon Essentials" or RPG maker thinks there's a path error with the game file. 
  • layers are neato
  • i really want a sideways bed tile thing
  • importing has to happen both in the database and the material base
  • essentials external editor is actually in the debug menu now instead
  • map lineups for outdoor areas happens in the debug map editor thing
  • outdoor areas for now should be about 31x24
  • indoors should use default 20 x 15 for now
It's nice to feel like I'm finally making progress again! The Twine outline I did has been invaluable with getting the maps set up for now; I just hope I'll be able to do the other stuff I want. At some point I'm going to need to look at the scripting for some of the game systems....

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felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
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