Bear Paw Armor Cuprum Arm Guard, Indo Persian Islamic Empire Dynasty
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Was just scrolling the IF tag and saw your art and went :000 they look so cool I love their design (clip on tail would be pretty cute)!!! I also am liking the premise of your game very excited to see where you take it. Much luck to you Author.
I'm so glad to hear that you like the art and the story premise! Thank you for the kind words
*emerges from the other room covered in blood* you should see the word document
This is the write up I've been most excited to do--this is one of my favorite things in interactive game design--doing cool stuff with stats. I really, *really* wish someone had told me this stuff when I was starting out.
The most ordinary way to handle a relationship stat is to track it with a number that goes up and down according to choices and tests in some predictable fashion. So, for example, if I do something that Gilberto likes, according to some reasonable option, like “support Gilberto in the argument,” I get:
*set rep_gilberto %+10
And this makes sense to everyone. I gave Gilberto a gift, I get reputation points with him. I showed that I’m good at swordfighting, this impresses him, and I get a higher number.
Similarly, if I insult him, if I’m nice to his enemy, if I do something stupid in front of him, I get
*set rep_gilberto %-10
For my first game, this is the only kind of relationship stat I used. It was the only one I knew!
So the relationships were very simple to track and very simple to test. If, by the end of the game, Prenzie likes me 72 much, and that’s over the romance tester of >= 65, congratulations, Prenzie and you can have a happy ending together.
You can write a totally fun game never using anything weirder than that. But I thought it would be fun to share with you some other interesting ways to conceive of relationship stats.
A character who only goes to 0 or 100. That's it. Her relationship stat with you is essentially a boolean true/false. You can do everything for her, but the second you do something she doesn't like, it's down to 0. She loves you or she hates you. This is very character defining. The number tells you everything you need to know about the character.
That same character, who only goes to 0 or 100--except that you can do something over the course of the game to change them, to allow them to have a broader range of relationship numbers. Suddenly there can be shades of relationship. You did something to help them mature, to understand people better.
A hidden relationship number. If you look at the stat screen, whatever you do, nothing will change their number. They neither like you nor dislike you. They are professional, perhaps, and nothing more. However, you can do something to break down their shield or facade, and then, you can see the number moving; or perhaps the number doesn't move at all until that shield is broken.
The above, but in reverse. Something happens to chill someone's heart, and then nothing you do can affect the number. Or perhaps it can only go down, and then you are in a constant battle of attrition where you can only lose affection from someone.
When you reach a certain level of love and trust from someone, the bottom of the scale raises permanently. No matter how much I annoy my true love, the number just bottoms out at 40.
A relationship number that can be tapped as a resource. The bartender at the Noble Gases Club likes me reasonably well. Let's say she likes me 60 out of 100 much. When I need something in an emergency, she can do astonishing things. If I have over 35 relationship with her, she'll help me. Each time I use her, it depletes her by some amount depending on how big a favor it is. So this one is interesting, because now I have to balance whether I want to keep her liking me because I want to pursue this relationship, or whether I just really need her help right now.
A relationship number that can be a catch-all variable for a test. If you have a high relationship with Toppers, the club millionaire, I can throw that in as a variable in a test to see if you can impress someone by talking about high finance on the grounds that you may have had a conversation with Toppers about her money in the past. (*if intellect + toppers >= 50) Then, if you pass the test *because* the Toppers variable made you cross the threshold, you can add flavor text talking about that conversation with her. This is very, very good, because it tells the player that the game has taken into account your having done things to get close to Toppers (and there's a reward for it--you passed the test, sure, but...here's more content, too!)
A degrading relationship stat is incredibly powerful and characterful. This stat declines, scene by scene unless you do something to raise it. This is a "what have you done for me lately" person, and even though it take a little setting up, code-wise, it's really powerful, and your player will feel smart for figuring out that's what's going on. Also, it's stressful. If you want to create that stress, this a great way.
You can, of course, do the opposite--this is how you code your biggest fan. I like you, and I just keep liking you more and more and more and more!...until you do something to halt that, at which point, the growth shuts down, which is a gut punch. The numbers tell such a story here.
Finally, numbers that seem to tell a different story than the narrative. Players are going to look at numbers; they are going to look at the stats. Not everyone, but a lot. And so they are part of the story, they just are. So you can make them part of the push-pull of romance, for example, or rivalry. What does it mean that as my relationship number with Haze goes up, they are more and more standoffish? Does their scale mean something different from other people's, and if I figure out out, will I understand them in some sense? Perhaps there's a tremendous amount of pushback in the 60-75 range, but once you get through that minefield, something changes?
More musings on game design and other Jolly Good stuff here (I just wrote up a thing on "hidden relationship stats and their use")--I'm on a relationship stats kick today, I suppose:
You had it all.
Your mother's love.
Your "perfect" and safe world.
But it was all fake.
It all went down the day a stranger knocked on your door and opened your eyes.
Now, you'll try to discover yourself with the people who rescued you.
Build a new life, or die trying to.
Discover your powers and weaknesses.
Choose Mc's animal companion.
Uncover your past.
Befriend your new companions or at least some of them.
romance 1 of the 6 Ro's.
Leon (M)
Leon is a kind heart, receiving you with open arms from the very first second. He has a calm temper and a strong brain. His amicable and strategic qualities make him the leader of the mercenary group. But it's visible that something dark lurks in his gentle eyes.
He's very tall (1,95m) and athletic, with tan skin and a scar on his lip. His black hair is cut short, and his violet eyes reflect perfectly his calm and serene character.
He wears a light brown shirt, black pants, and dark brown boots.
He fights with a simple silver shield.
Iara (F)
Iara is the second in charge. Her strategic and cold demeanor is enough to compensate for Leon's calm procedure, giving the group an excellent balance. She's quiet and observant but has a soft spot and cares for her companions.
She's tall (1,79m) and has a lean but athletic build. She keeps her curly red hair in a high ponytail. Her golden accessories shine in contrast with her pale skin. She has several scars, but one is more perceptible, crossing her eye, a wound that caused one of her turquoise eyes to be completely pale white.
She wears lightweight golden armor with soft beige fur on her shoulders.
Her golden and bluish-green accessories adorn her neck, ears, and pulse.
She fights with a black and gold whip.
Matheus (M)
Matheus is a charismatic individual. He's clever and very fond of puns and jokes. The young man has quite the ability to read people and has been trying to help you understand your past. As friendly as he is, he seems to have trouble letting people get closer to him.
He's average (1,71m) and lean, with umber skin. His soft brown curls are cut short, and his olive eyes are full of compassion and comprehension.
He wears glasses and a simple sleeveless white shirt combined with baggy pants.
He fights with a silver crossbow with a crow symbol engraved on it.
Dante (M)
Dante is in charge of the magic rituals and enchants. He's a grumpy and hotheaded kind of person. Being a fire Elementalist, he can summon fire, but he's not immune to it, having an arm covered in a burn scar.
He tends to be reserved and doesn't like being touched strangers.
He's average (1,75m) and chubby, with pale skin. His chin-length hair is golden blonde, and his eyes are as red as the flames he summons.
He wears a sleeveless shirt with a turtleneck and black pants. He wears in his right ear two black earrings.
He fights with a saw-toothed silver sword.
Siena (F)
Siena is a cunning woman, always having the right words to escape the most challenging situations. She's very fond of Matheu's, and just like her friend, she loves making jokes and a good fight.
She's short (1,61m) and robust, with olive skin. She has raven long hair that matches her dark eyes.
She wears a long black shirt and greenish baggy pants.
She fights with greenish and silver gauntlets.
Levi (NB)
Levi is cold and seems to hate you for what you are. They are sarcastic and straightforward. They tend to avoid you, but even with their cold distance they seem interested at you. Maybe something in you draws them.
They're tall (1,78m) and athletic, with light brown skin. Their shoulder-length black hair is partially tied in a short ponytail. Their gray eyes seem cold when they look at you. Will they grow warmer with time?
They wear a sleeveless gray shirt and leather pants. And a brown leather arm bracelet.
They fight with silver daggers.
⚠️Trigger Warning: This game is rated 17+⚠️
Currently it has : Self-harm (not intentional), emotional dependence and emotion manipulation.
Fantasy Guide to Building A Culture
Culture is defined by a collection of morals, ethics, traditions, customs and behaviours shared by a group of people.
Within every culture, there is a hierarchy. Hierarchies are an important part of any culture, usually do ingrained that one within the culture wouldn't even question it. Hierarchy can be established either by age, gender or wealth and could even determine roles within their society. Sometimes hierarchy can may be oppressive and rigid whilst other times, ranks can intermingle without trouble. You should consider how these different ranks interact with one another and whether there are any special gestures or acts of deference one must pay to those higher than them. For example, the Khasi people of Meghalaya (Northern India), are strictly matriarchal. Women run the households, inheritance runs through the female line, and the men of the culture typically defer to their mothers and wives. Here are a few questions to consider:
How is a leader determined within the culture as a whole and the family unit?
Is the culture matriarchal? Patriarchal? Or does gender even matter?
How would one recognise the different ranks?
How would one act around somebody higher ranking? How would somebody he expected to act around somebody lower ranking?
Can one move socially? If not, why? If so, how?
Traditions are a staple in any culture. These can be gestures or living life a certain way or to the way a certain person should look. Traditions are a personal detail to culture, they are what make it important. Tradition can dictate how one should keep their home, run their family, take care of their appearance, act in public and even determine relationship. Tradition can also be a double edged sword. Traditions can also be restrictive and allow a culture to push away a former member if they do not adhere to them, eg Traditional expectations of chastity led to thousands of Irish women being imprisoned at the Magdelene Laundries. Customs could be anything from how one treats another, to how they greet someone.
How important is tradition?
What are some rituals your culture undertakes?
What are some traditional values in your world? Does it effect daily life?
Are there any traditions that determine one's status?
Values and Opinions are the bread and butter of any culture. This is the way your culture sees the world and how they approach different life hurdles. These may differ with other cultures and be considered odd to outsiders, what one culture may value another may not and what opinion another holds, one may not. There will be historical and traditional reasons to why these values and opinions are held. Cultures usually have a paragon to which they hold their members to, a list of characteristics that they expect one to if not adhere to then aspire to. The Yoruba people value honesty, hard work, courage and integrity. Here are some questions to consider?
How important are these ethics and core values? Could somebody be ostracised for not living up to them?
What are some morals that clash with other cultures?
What does your culture precieved to be right? Or wrong?
What are some opinions that are considered to be taboo in your culture? Why?
For many cultures, the way somebody dresses can be important. History and ethics can effect how one is meant to be dressed such as an expectation of chastity, can impose strict modesty. While other cultures, put more importance on details, the different sorts of clothes worn and when or what colour one might wear. The Palestinian people (من النهر إلى البحر ، قد يكونون أحرارا) denoted different family ties, marriage status and wealth by the embroidery and detailing on their thoub.
Are there traditional clothes for your world? Are they something somebody wears on a daily basis or just on occasion?
Are there any rules around what people can wear?
What would be considered formal dress? Casual dress?
What would happen if somebody wore the wrong clothes to an event?
Language can also be ingrained as part of a Culture. It can be a specific way one speaks or a an entirely different language. For example, in the Southern States of America, one can engage in a sort of double talk, saying something that sounds sweet whilst delivering something pointed. Bless their heart. I have a post on creating your own language here.
Many cultures are known for different styles of dance, their artwork and crafts. Art is a great part of culture, a way for people to express themselves and their culture in art form. Dance can be an integral part of culture, such as céilí dance in Ireland or the Polka in the Czech Republic. Handicrafts could also be important in culture, such as knitting in Scottish culture and Hebron glass in Palestine. Music is also close to culture, from traditional kinds of singing such as the White Voice in Ukraine and the playing of certain instruments such as the mvet.
The way a culture prepares or intakes or treats certain foods are important to a culture. In some cultures, there is a diet yo adhere to, certain foods are completely banned. With Jewish culture, pork is prohibited along with fish such as sturgeon, along with shellfish and certain fowl. Meat must also be prepared in a certain way and animal byproducts such as dairy, must never be created or even eaten around this meat. This is known as kosher. The way one consumes food is also important to culture. In some cultures, only certain people may eat together. Some cultures place important on how food is eaten. In Nigerian culture, the oldest guests are served first usually the men before the women. In Japanese culture, one must say 'itadakimasu' (I recieve) before eating. Culture may also include fasting, periods of time one doesn't intake food for a specific reason.
What are some traditional dishes in your world?
What would be a basic diet for the common man?
What's considered a delicacy?
Is there a societal difference in diet? What are the factors that effect diet between classes?
Is there any influence from other cuisines? If not, why not? If so, to what extent?
What would a typical breakfast contain?
What meals are served during the day?
What's considered a comfort food or drink?
Are there any restrictions on who can eat what or when?
Are there any banned foods?
What stance does your world take on alcohol? Is it legal? Can anybody consume it?
Are there any dining customs? Are traditions?
Is there a difference in formal meals or casual meals? If so, what's involved?
Are there any gestures or actions unacceptable at the dinner table?
How are guests treated at meals? If they are given deference, how so?
Hi everyone!
I'm so excited to announce that part 1 of the Memento Mori Demo will be available on Itch.io starting on:
At the moment, the prologue is ~9,000 words including all branching choice variations.
For anyone that is new here, Memento Mori is a 18+ interactive fiction game that is best suited for the genres of sci-fi, romance, and horror. Wrecked and ravaged by an alien invasion, Earth is on the brink of war. War with who? That is yet to be determined, as no one knows who is the predator, and who is the prey.
Developing the world, characters, romance options, and main character for this story has been so much fun; I hope the love I've poured into part 1 of the demo shines through for each and every one of you.
On Friday, Aug 4, I'll post a link here to the demo and add it to my intro post (which I will link here: Memento Mori Intro Post)
Thank you to everyone that has shown me the most heartwarming support, from the bottom of my heart I appreciate you! ☾.
All my love,
Cheye
Completely sober in the club googling worst medieval executions
Mixing my love of fae shit n vampires together in a crock pot this fine morning
Absolutely no progress on any of my projects during my month long break. Recovering from semester exhaustion and got super sick for a good portion of it. I'm like 80% sure it was covid. And now classes have begun again, so let's hope I can get back that drive I lost.
TO THE BONE IS A 16+ THRILLER/SUPERNATURAL/ROMANCE IF WIP. IT IS THE FIRST BOOK IN THE "HUNTING SEASON" DUOLOGY INSPIRED BY AND BASED ON THE SHOW "YELLOWJACKETS".
When a chartered plane taking you and your classmates along with your teachers to your senior year trip crashes deep in the Canadian wilderness, you and the other survivors find yourselves isolated and without any means of communication with the outside world. As the initial shock subsides, the group of students with vastly diverse personalities, some of which have never even talked with each other before, must band together to find food, water, and shelter while hoping they'll be rescued. Sooner rather than later.
But days turn into nights, and the boundaries between reality and nightmare blur. The isolation plays on all of your fears, desires, and insecurities. The strange symbols you find all around the woods and the weird noises you hear at night are making you all question if the woods are as abandoned as you thought. The passing weeks with no sign of rescue laced with constant dread and uncertainty make you wonder if any of you will even survive this ordeal. Or if there’s something else out there trying very hard to keep you in the woods.
Stranded in a remote and unforgiving landscape, the teens must confront not only the challenges of their surroundings but also the darker aspects of human nature that emerge as they struggle for survival. Unexplainable events start unfolding, and you quickly realize that your relationships and personal conflicts could be just as deadly as the ominous wilderness itself as winter leaves you cold and tired.
And hungry. So, so terribly hungry.
Play as a disturbed teenager who finds themself stranded in the middle of nowhere with their classmates and two teachers.
Fully customize your character including: pronouns, gender, physical appearance, personality, sexuality, and more.
Romance 1 out of 3 classmates turned love interests (1 female, 1 male and 1 genderfluid). Or not.
Will you try your best to co-operate with the rest of the group, or is only your survival the top priority for you?
Learn more about your forgotten past through flashbacks and blurry memories.
There is something in the woods. And it doesn’t want you to leave.
Gaslight. Gatekeep. Girlboss.
The Best Friend - Sage Romero has been by your side ever since freshmen year, taking you under their wing even though they were just starting highschool themselves. They're eccentric and artsy, running around the hallways in the most colourful and unconventional clothes you've ever seen, all sewn and patched up together. Their brown hair has dyed green tips, and if you didn't know any better you'd think they're splashes of paint like the ones their hands are constantly covered in. Sage has always had your back no matter what, even if they might not completely agree with you. That's what best friends do, right? Even when they get stuck isolated in the wilderness together. (RO, they/them)
The Mean Girl - Aurora Corrigan is popular for having straight A’s in all her subjects (including the AP ones) and for her typical mean girl attitude. She makes it obvious how much she dislikes you every time you pass by, her bossy attitude and scrunched up nose a constant whenever you're around. She's always focused on her academics, trying hard to make her parents proud while strutting around the school with her posse and donning perfectly-styled blonde hair falling perfectly on her back, covered from head to toe in perfectly fitting clothes. Everything about her screams “preppy” and “old Money”, and she'll do anything to make sure no one stains that reputation. (RO, she/her)
The Skater Boy - Laid-back and rebellious, River Rockwell is well known around the school for being joined at the hip with his skateboard and skipping classes as often as he can. The self-proclaimed ‘misunderstood loner’ was the only one bummed about the class trip, thinking he won't be able to sneak in all the booze and weed he wanted to bring. But he seemed to change his mind really quick after finding out you'd be going. Weird, right? But you're sure it's nothing to worry about even as you catch his brown eyes following you wherever you go, fists clenched and jaw tight. Yeah, absolutely nothing to worry about at all. (RO, he/him)
The Goth - In the midst of the chaos and uncertainty that envelops the group of survivors, Sabrina Dyer stands out as a figure of quiet strength and unyielding resolve. With her striking gothic appearance—dark makeup and clothing, and an air of mystery—Sabrina and her intense gaze might initially deter people, but those who get to know her discover a steadfast ally and a protector. Her friendship is unwavering, and she often demonstrates her affection through actions rather than words. But what lengths will she go to in order to ensure the safety of her newfound friends? (she/they)
The Jock - Finneas O'Connell, known affectionately as Finn, is a ray of sunshine even in the darkest of times. With his infectious smile and easygoing nature, he's the kind of person who can make friends with anyone he meets. Standing at a solid 6’3, Finn's build speaks of his athletic prowess; his strong shoulders and muscular build are a testament to his dedication to football. He's always the first to encourage others, whether it's on the football field or within the group’s makeshift camp in the Canadian wilderness. But one has to wonder when his boundless optimism and helpfulness encroach on the territory of naivety. There is a fine line between them after all. (he/him)
spotify || axel — @whatlovelybones-if , @thesecrimsonstrings-if , @songofvalhalla-if || venus — @acourtofserpents
Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again
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