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

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

So this picture is the general base structure for the village, as well as the various branches of the starting path before it syncs up with the main game. 

Completed
  • actually remembered to double check the choice to give half the forage to the food stores, and make sure it only takes half the stuff.
  • created the various village families and their occupations. 
  • set up the market place
  • set up the other forage sites
To do
  • figure out the travel distance? honestly think i'm basically done with the twine prototype tho, and how time will work in twine is very diff from how i will have it working in whatever game engine/framework.
  • set up the shops
  • allow player to trade in some of their forage for favours and such with said shops--communal society means mostly stuff is barter, and everyone does get stuff no matter what
  • set up time cycles
  • have traders pop in from mid spring to mid fall, while the mountain pass isn't snowed in
  • set up unlock for visiting the sister village for the clan
Story beats

In all this, wanted to make sure I didn't forget the overarching story beats; funnily enough, I've done almost no writing relating to the actual central focus of the story!
  • Start: Ease player into game cycle, have them meet Cousin and a few other people, and let them get started
  • a few days in: player meets up with the WITCH, who obvs has history with the mc; witch suggests joining at a cove
  • cove unlocks: player can visit any time in the week after speaking to witch and meets the ORCAMER :3c
  • player is free to build relations with the clan and the orcamer, which eventually branches into.....
  • choice: allow orcamer to stay w fisher over winter, or orcamer will leave over the winter migration and return the following year. unavailable if relationship not friendly enough
  • which snowballs into choice: romantic or friendly relationship with orcamer
  • which snowballs into choice: propose to orcamer!!! or STAY BUDDIES
  • also at any point, if the player is a BIG NASTY JERK to the orcamer, relations tank and orcamer is no longer available
the various types of endings are grouped into sets
  • my love is the sea - contains the gray ace/aro ending; the YOU WERE A MEAN JERK BUT PULLED YOUR WEIGHT ending, and so on; friends w the sea; all alooooone
  • wuve - ends up pairing romantically with orcamer
  • kicked out of clan - player has to be max jerk asshole for this to like.... everyone, and also do absolutely nothing to help the clan. just a real toxic person.
game time:
  • one season is 25 days.
  • game prob takes place over 2~3 years, depending on actions
  • maybe let player continue game post, but not sure what post game content, so maybe not

Dev Log 5

2018-Aug-09, Thursday 12:37 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 Woops, I forgot to do this right away, so there's probably some stuff I missed! But I do write notes, so hopefully I'll get most of it.

Completed
  • Added a sixth time period (noon) and adjusted the code in all the relevant locations.
  • decided which locations allow for foraging
  • set up the barebones of foraging for the north mountains
  • added connectors to the south beach proper
  • added a proper connection from town to home
  • resolved fishing so that it sends the player back to town properly and cancels fishing for the day
  • added the startup tag to the init passage; this makes it run every time AND gets rid of the initial white space for the starting passage >:3
Learned
  • About the startup tag! Stick this on any passage you want to run when the game launches; it runs the passages in order, and then kicks to whatever is set in the project as the starting passage. Super cool
  • With all that in mind, will probably not actually build the systems proper for now, and keep the twine prototype with just barebones systems. It is, after all, meant to be a reference.
To Do
  • decide how to pass/update time. When do I want to do that? the end of day or beginning? How do I resolve things if the player decides to them at night?
  • Likewise, how do I want to update time for the twine prototype? Might just be a manual update, which is how I set up the fishing for now.
  • add in forage basics for the south beach and for grazing fields.
RPG Maker vs haxeFlixel

I did some digging around the two different programs I'm considering. haxeFlixel is a game framework. It uses ActionScript 3 as the base, so there's lots of resources both on the basic as3 stuff as well as for haxeflixel itself. It seems fairly small, but it's an open source framework and looks, at a glance, fairly easy to work with. It would give me a lot of room for customization, and looking through material, it seems to do pretty well with assigning sprites and stuff. Plus there are tutorials and resources on how to import/make sprite sheets and such. As I know ultimately I want this to be a game in a similar style to stardew as far as looks, with a Jotun touch, that's nice. It is a newerish framework though, and pretty small community, so this might end up being difficult for any future problems I run into. 

RPG maker is a game engine, which means it's got a lot of scene making stuff out of the box, with tons of shortcuts. I actually own both MX and VX ACE, so I have my choice in resources and what would best suit what I want to do. RPG Maker uses Ruby to write scripts; I have no familiarity with this language either. Since it's a script and not actual from scratch code, this does mean that there are very likely some hard limits to what I can and can't get the engine to do. It does allow for very easy importation of sprites and such, but I hate using the map creator/tileset makers that are provided with vx ace; the layers in mx make more sense to me. Either way, both programs have a ton of scripts other people have already made so I wouldn't have to reinvent the wheel. I also know for sure that the database is built in and supported, plus has a nice gui--really important for the inventory and such.

At the moment I'm leaning more strongly towards haxeFlixel; I love the ability to properly customize everything. What I will probably do to decide is try coding the starting part of the story in both--it's much shorter/less work than the whole game, and critical in either case. Then I can pick which one I want to use long term from there.

Whew. That was a lot!!!! 

Dev Log 4

2018-Aug-05, Sunday 07:14 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 
Whew, I feel like I got a fair bit done today. Most of this is structure set up so I can actually just... write in the text I need!  As much as I want to keep adding to the story, right now that's on pause while I get the entire town's structure set up. I feel like trying to write a ton of code at the same time as I'm writing all the display text is going to be a recipe for disaster. 

New Twine Fax

A bit frustratingly, I've discovered that you can't store passage names in a variable and then use that variable to direct to that location. For whatever reason, it always reads it as the actual passage name. I'm going to dig around some documentation and see if there's a work around for that. It would be super nice to be able to track and reference that for scene transitions. The workaround for now is going to be just using (display: $location), but it's sloppy. Apparently display just appends it to the end of the current page....

On that note, it seems like Twine also reads the space where I've written code as whitespace, which is super duper duper annoying because.... that's code. Not white space. And it's shoving the initial start passage aaaaaaaaaaall the way down the page because that gets displayed after the initial set up runs when the game starts. That will bother me down the road, but for right now I'm going to leave that on back burner and see if there's some other workaround for it.

One cool thing I learned is that I can shove some stuff I need for every passage into its own unconnected passage and simply stick a (display: 'passage') at the start of each passage I need it. That's super handy, and I'll probably do that for a couple other variables as well, especially for some of the gameplay loops I'm considering....

Completed

I feel like I got a fair bit done this time as well! 

*Set up a 'dateTime' passage in order to display the season : day - time for the player on all passages. That should make it a lot easier for people to budget their time without needing to try and keep track of it on their own.

*actually remembered to make the real home passage, since to this point it just had the game's initial start branch--which does not use the initial home at all. the home, unlike most the game, is not affected by seasons, so i'll need to remember to avoid seasonal descriptions for it.

*in the same vein, added a couple missing locations that i will need for the initial part of town

*set up the docks properly

*set up all the back and forth mess of how the boat will work for fishing. lots of nesting for the time and season, as that's going to affect the fishing, but I do think it'll be ultimately well worth it. I suspect if the game didn't focus so much on the humble fishing village life that I could prob get away with just using 'it is a fine $season day' but oh well. i love sim games, so hand tailoring all the descriptions is well worth it to me.

*added a variable called $location to track where the player is. if i can figure out a workaround for the already mentioned [link test|$location] problem, then that'll be great. Otherwise, it's still going to be very useful for several special events that will happen throughout the year, as I can grab it and use a (display:) to send them back to the proper screen, or even just update it to send them home if it's an all day event.

*debugged the first of probably many missing closing ]s

*Set up time in 5 chunks. I may alter this to 6 later, but for right now they are 1 - dawn, 2 - morning, 3 - afternoon, 4 - evening, 5 - night .

*added in proper seasons and season support.

*added a township variable that will control how well-regarded the player is in town; this will be affected by both how much food they contribute (it's a communal society) and their general demeanor. mean ppl are still not great even if they bring in a lot of food. might need to split this variable later, but added it now just so i can reference it in comments as needed.

To do/future plans
  • *add a calendar for special festivals and birthdays the player can reference when at home
  • *find a way to fix the white space display at start if i have initialization commands
  • *find a way around the stupid link text problem
  • *set up the bare bones of the fishing system
  • *on that note, set up a basic foraging system for the south beach, northern mountains, and grazing fields
  • *decide how the market works, or does that need a rename? do i need a trade system?
  • *inventory if trade system and shit
  • *what good village life game doesn't have basic inventory!!!!!!!
  • *decide if i want a hunger/food mechanic? not really tbh i hate it myself, and i feel like the 5 period day will be plenty to enforce rest
  • but should prob implement a penalty if the player stays up all night instead of going to bed

Dev Log 3

2018-Aug-04, Saturday 11:04 am
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
Made a fair bit of progress yesterday! I'm really pleased, and feel a bit more clear on some stuff I'll need to do. It's also getting pretty obvious this is going to be a fairly big project, but I guess I kind of expected that since it's a game and all. Let's do a quick run down on the newest changes. 

change log
  • made branchstart and branchend tags--will I keep using these? not sure. Might be better to just make tags for particular subplots/plot points.
  • finished the cousin related start branches
  • completed the initial start sequence, dumped player back to docks for a partial day 1
 
to do
  • set up season based weather stuff; at the least get the docks spring stuff set up for first month
  • decide how to divide up/progress in game time -- quarters, hours? 
  • how does fishing work? decide mechanics later, get a prototype in for now that links from docks
  • set up an inventory and buy/sell for the fish catches (maybe not right away.... systems later, story first)
  • decide a basic framework for the mc traits and relationships
learned
  • twine does NOT tab indent displayed text, even when it's been tabbed 
  • right that 'start here' thing exists i should like uh use it for testing instead of tediously looping through the whole thing right good job TESTING IS HARD OK SHHHHHHHHHHHHHH shhhhhhhhhhhhhh
  • can set booleans by just typing (set: x to true) no quotes on true/false nice
 I'm not sure if I'll keep doing daily dev logs, but I have a feeling that these are going to be super useful down the road, especially since I'll probably end up taking a break at some point. Summer break is about to start, so I'll have about 3 weeks to try and finish up as much as I can before those breaks will get pretty inevitable.

Dev Log 2

2018-Aug-03, Friday 02:51 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
 

I feel like I've barely started writing a first draft of the game script, and I'm not even through the initial start scripting. Let's go through a couple things I'm doing here.

The game starts fairly linearly, with a couple minor branches that should allow for some character building. The main character/player is going to need to have some variables for stats--but this early, I'm not entirely sure what stats I want to be tracking. I'll get there eventually. This is mostly a prototype for a game I'm going to be building in RPG maker, so the access to a database there should make stat mods much easier to track versus Twine.

I am going to need to flesh out several villagers--right now the only one I have a strong feel for is Cousin (name pending change?), and that's mostly because he's probably my favourite outside of the MC. Either way, I'll get there eventually--for right now, the focus is just on getting the initial systems set up.

You can also already see the various different game locations. Right now, I'm going with a basic if (start != true), then (execute start scripting), and putting all the post start stuff in an else statement. I suspect that these are going to get messy--I need to figure out how to track days/time, as well as the seasons. I suspect each else is going to have nested seasons inside as well, or certain areas will be entirely locked off during particular seasons. It would be nice to have a calendar the player can check as well--I might stick one in the mc's house, actually. That would make sense.

Stuff I learned about Twine 
  • if I decide to change what engine I'm using, that's relatively painless other than all the rewriting. Might be necessary, though--the only inventory thing I've found uses sugarcube and would need rewriting for harlowe, which is what I'm using. Anyway, that's in the main menu when the story is open.
  • the main menu also contains the area to mess with the javascript behind the scenes, so I should have access to javascript objects--objects might make the characters much easier.
 

 
To Do
  • add some comments about where potential stat changes will be
  • finish up the initial outline for the start of the game

Dev Log 1 - Twine

2018-Aug-02, Thursday 01:45 pm
felicitygs: a smiling shark with a lazer on its back. it slaps its fins and makes a heart. (Default)
So I've started working on putting together the rough script for my game in Twine. I figure I should be able to at the very least prototype it, and it'll give me an idea of all the different resources I'm going to need to make for the final thing. 

But I don't know Twine at all! So I got started the old fashioned way, namely jumping right in and following along with a fairly simple tutorial for a bog standard basic RPG. 
 
 

Not anything super impressive, to be honest, but it sure taught me a fair bit. Here's some of the stuff I should try not to forget:
  • most commands need to be in (parens) in order to work.
  • [ ] is for encapsulating if and else statements!!!! 
  • on that note, you don't need anything for displaying test. You just type it.
  • strings can be in either single or double quotes it seems
  • (display: "scene_name") is great for doing initialization and then kicking the user to the proper screen unnoticed
  • $ is for global variables, _ is for card specific ones
Supposedly there's a way to make objects with Javascript, which would sure make creating the different characters a heck of a lot easier. I'd like to have some sort of access to friendships and moods without needing to type the same shit over and over for every single villager. I'll have to look into that some more.

All those people who are like 'twine isn't programming!!!' sure are full of shit though. Basically everything I've done is programming--super simply, yes, and far more transparent that some languages, but this is definitely a programming language.

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