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Author Topic: Gameplay and design discussion  (Read 802186 times)

Chris12

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Re: Gameplay and design discussion
« Reply #1065 on: December 01, 2021, 05:37:11 am »

I might disagree with a few details, but in general you summarized it nicely, especially the later part of your post. Since I feel like this is somewhat blown out of proportion already (compared to the issue at hand), I'd like to thank you for the discussion, and hope that there's some useful points for Goldo to take with him.


I agree that writing events (in the author-sense) is the bigger task. Let's take a moment to consider how many events and short stories Goldo has written us, and be grateful for how much creative energy he has put into this game. :)

Anyway, after years, I still think there could be at least a few user-events. Some creative people are probably discouraged by the writing (in the coding-sense) process. To be honest, even I don't know how to best integrate an super-simple event similar to "thief trying to rob you" purely as a Mod. Ideally, writing a simple event should be so glaring obvious that you feel like you can do it even without any coding knowledge.
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Leortha

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Re: Gameplay and design discussion
« Reply #1066 on: December 01, 2021, 06:32:53 am »

Towards that end, what might be useful would be an event template.  I long ago created a bk.ini template file that I use regularly, and have handed out on occasion.   It's a file with all the framework in place for a ini file for a girl, ready to have the particulars for a girl plugged in.

So someone could create something similar, for a simple event, at least.  A file that makes it obvious exactly where to plug various things to end up with a coded, simple event.
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Chris12

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Re: Gameplay and design discussion
« Reply #1067 on: December 01, 2021, 06:45:21 am »

Yeah, sounds like a good idea. I'll try to come up with something like that, I want to give the Modding thing a try, anyway.
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Hareb

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Re: Gameplay and design discussion
« Reply #1068 on: December 01, 2021, 09:07:48 pm »

I think having an events template would be a help to writing-oriented types, but there just seems to be a general lack of us. Most of the people who contribute to the game do it by making girl packs. The Community dialogue project has been running for a while now and only three people have written lines.

Compare this with the 70+ people, who, according to a recent survey, have compiled girl packs – more than 20 girl pack makers for every dialogue writer. :o I don’t mind the constant stream of girl packs of course. I use them myself and it’s a major strength of the BK community that those packs just keep coming, but I wish there just a few more writers.

(I think SM3 had a similar issue, there were a lot of girls available, but many of them were just reskins. Some did pretty major overhauls though I don’t know if you played for example Rei: https://www.otakubell.com/smw/index.php/V3:Rei)

I might at some point contribute a city event, but my priority for probably all of next year will be to finish lines for the four girls that I’ve written plus we need to get about eight archetypal personalities. After that I was planning on a writing repeatable training event for each four of ‘my’ girls. These would be like the events in which inspect a girl’s room or find them coming late for work, except but these would happen with only with a specific personality. So, if I get to writing city events, it will be, at least, a year (I’m pretty busy in RL), but considering how long BK development takes, it will probably be just fine. :P

Regarding templates, I think those might be a good help. I am not completely coding illiterate (or maybe “coding” is saying a bit too much... more like markup literate perhaps), as I’ve used things like XML and R, but I don’t really know Python or Ren’py. My plan for the personality specific types was to find training events in the files and have a look at Goldo’s cool mod. And keep my first attempts simple.
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