Oh Yeah, For Sure. Go Right Ahead Dude!

Oh yeah, for sure. Go right ahead dude!

update #2

I cannot for the life of me determine if I am over-planning or improvising too hard, but I feel like if I don’t get to the next stage now I’ll never get anything done.

So I wasn’t going to add in ‘Personality Stats’ at first to make things easy on my first try, but I like them and practice makes perfect if I want them in potential future projects. 

Most likely you will have: Charming v Reserved, Genuine v Insincere, Optimistic v Pessemestic, Warm v Cold (Kind vs crueler), Reckless v Careful, Teamworker v Solo Act.

I’ve been mulling over these for a while now, and will mull again. So as always, things are subject to change.

More Posts from Gildedgrimoires and Others

1 year ago

thinking about how much work i could get done if i would do it

1 year ago

Stygian Sun: Total Eclipse - WIP

Stygian Sun: Total Eclipse - WIP

DEMO TBA

Stygian Sun: Total Eclipse - WIP

After the deaths of your four oldest siblings, taken from you by war, your older sibling, Nour, once fifth in line for the Solar Imperial throne, is now the heir. 

This day never should have happened. 

As recompense for the ravages your kingdom’s war has inflicted upon the Lunar kingdom of Celestyl, and as assurance it will not happen again, your sibling is to be sent to Celestyl to marry the Lunar King’s heir. An arranged marriage, meant to unite the kingdoms. Or, at least that’s how everyone prefers to phrase it. But you all recognize this for what it really is: a guise. Your sibling will be a political hostage.

And—Theia, grant you guidance—you have had a premonition this is not the worst to come. Should your sibling go to Celestyl, they will not survive.

So you will take their place.

Stygian Sun: Total Eclipse is a dark fantasy interactive fictional story where you play as the sixth child in the proud and grandiose Solar Imperial Dynasty and leave your homeland for a foreign country, where you will take your sibling’s place in an arranged marriage to the heir to the Lunar Kingdom. But something sinister simmers on the horizon—you have felt it in your premonitions; apprehension crawls beneath your skin, foreboding pricks at the back of your neck, dread sinks low and heavy in your stomach. Theia is warning you—of what, you know not, but you have seen the way the Lunar King looks at you. His stare, the dagger, and you, the sacrificial lamb on the altar.  Beware the wolf, little lamb.

Content Warnings: "Stygian Sun: Total Eclipse" contains many upsetting themes, such as arranged marriage, child abuse, child neglect, death, murder, sexually suggestive scenes, suicidal ideations, and more. "Stygian Sun: Total Eclipse" is intended for mature audiences. Viewer discretion is advised.

Stygian Sun: Total Eclipse - WIP

Customize your MC's name, gender, pronouns, appearance, personality, and sexuality. Play as straight, gay, lesbian, bi, poly, or asexual.

Shape your personality through your choices and see how it affects dialogue with other characters.

Navigate through the difficulties of court life in a foreign country.

Develop your magic—powers bestowed upon you through your divine bloodline.

Romance one or more of five romantic options, including your betrothed, the Lunar heir; your charming and overly flirtatious retainer; your acolyte, a priestess in training; a kind yet darkly mysterious Celestylian noble; or a peculiar and chaotic mage.

Develop deep and lasting friendships or make enemies.

Kill some parents.

Uncover a sinister plot that threatens everything you hold dear—and decide what you will risk to protect it.

Stygian Sun: Total Eclipse - WIP

Nour al’Teia, your older sibling. (Gender dependent on MC’s. She/her. He/him. They/them.) Non-RO Once fifth in line for the Solar Imperial throne, Nour was perfectly content to play a supportive role to Parim, first in line, and the rest of their siblings. Now first in line for the throne, Nour is doing their best to step into a role they were never prepared to fill. Despite their best attempts to reassure you, you can tell this weighs more heavily on them than they let on. (Character portrait coming soon.)

Stygian Sun: Total Eclipse - WIP

Kieran Zeleskas, the Lunar Heir. (Gender Selectable. She/her. He/him.) RO The Crown Prince/ss of Celestyl. Though not of noble birth, events put into motion by their father have elevated them to this position, one they seem to have adapted to rather well by all appearances. Stoic and aloof, they seem less than pleased about this arrangement between the two of you. You’re inclined to agree.

Alektis de Celestys, the lone princess. (She/her.) Non-RO The adoptive sister to Kieran. The slaughter of her family during the coup that brought Kieran’s father to power has rendered her irascible and hostile to most everyone. Though she mostly keeps to herself, with only her retainer, Nihm, for company, you often find her tumultuous glare trained on you, a complex look on her face you can’t quite decipher. (Character portrait coming soon.)

Nihm de Circené, the guardian. (They/them.) RO Devoted retainer to Alektis and last surviving member of House Circené. Kind and sociable, Nihm is well-regarded in both noble and commoner social circles alike. However, their warm and affable disposition cannot completely hide the apprehension in their gait, nor the trembling in their hands. Still, they do their best to welcome you in a place where everyone seems dead-set on hating you. (Character portrait coming soon.)

Stygian Sun: Total Eclipse - WIP

Aurynn Anouar, the retainer (He/him.) RO Seeming to have appeared from out of nowhere, Aurynn rescued you from a dire situation during your first battle experience, and afterwards was appointed your retainer and has served you as such ever since. Charismatic, laidback, and flirtatious to a fault, Aurynn tends to either charm or annoy everyone he meets. Despite his insistence that he is an open book, sometimes you can’t help but feel the opposite; indeed, everything about him seems shrouded in secrecy. 

Stygian Sun: Total Eclipse - WIP

Samira Nahdiri, the priestess (She/her.) RO Certain events left her family deeply shamed and nearly destitute until her exceptional accomplishments as a healer elevated her to the renowned position as your acolyte, drawing upon the power of your blood to learn healing magic in her pursuit to become a priestess. Strong, loyal, and compassionate, she is devoted to caring for her family above all else, and she counts you among them.

Lilith/Lucien de Arcanis, the mage. (Gender Selectable. She/they. He/they.) RO The adopted heir to House Arcanis, a line of powerful and highly skilled mages. Wild-eyed with a wolfish grin, their peculiar and eccentric mannerisms tend to unsettle their peers, leaving them rather isolated in social circles—a circumstance which doesn’t seem to bother them one way or the other. For better or worse, it appears they’ve taken a rather intense interest in you. (Character portrait coming soon.)

Poly Routes (subject to change): Kieran/Aurynn, Samira/Aurynn, Lilith/Lucien/Aurynn.


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1 year ago

The important things have passed, the post apocalypse concept is simply a fun world building thing at this moment thankfully. But man the, those dragons... I don't know why I became such a dragon lover in the past few months. I've been sleeping on em for years wtf. But I don't need another if idea, or any creative project by any means.

Wanting to make a story about dragons and another post apocalypse story. Why must my brain come up with ideas when I'm supposed to be doing important things, I must focus plss


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1 month ago
Well Of The Divine - A Work In Progress Interactive Fiction Story

Well of The Divine - a work in progress Interactive Fiction Story

Well of The Divine is a 18+ fantasy text-based game built using ChoiceScript. Rated 18+ for explicit language and optional sexual content.

This is my first time writing anything in ChoiceScript (first time coding in general) so please bare with me as I learn and thank you for your patience 💛

The Well of The Divine has been compromised. Once the source of the Gods strength, it is now closed off to them leaving them truly vulnerable for the first time in their long existence. They are scared.

What does this have to do with you?

Found as a new-born, abandoned by those that brought you into this world, you never knew your birth parents. Only those who took you in. The problems of the Gods had never involved you until now. Divine blood flows in your veins. An encounter with your Godly parent brings death to your village. Those who hunt the Gods have come for you too.

Now, who are you?

Well Of The Divine - A Work In Progress Interactive Fiction Story

Features:

Play as male, female, non-binary or trans, straight, gay, bisexual or asexual

Customise your character's appearance and personality

Learn who your Godly parent is from one of five options

Gather allies, both divine and mortal to travel with you

Forge relationships with your companions, friendships, rivalries and more

Choose from five romance options to pursue, creating a deep romantic or platonic bond

Improve your skills including your control over your demigod powers

Discover who is hunting you and decide the fate of the Gods

Well Of The Divine - A Work In Progress Interactive Fiction Story

DEMO: TBA

1 month ago

Innovative Relationship Stats in Interactive Fiction

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:

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1 year ago

"the 'power of love' trope is such an overused and cliche gimmick" i do not care i will love it always and forever. love prevails and explodes the enemy

2 years ago

Magici: Worldstar is a contemporary fantasy romantic drama, a first part to the Magici series.

Magici: Worldstar Is A Contemporary Fantasy Romantic Drama, A First Part To The Magici Series.

A flyer falls at your feet.

Ever wanted to become the best magician in the world? Ever wanted to become famous while at it?

Well, according to this flyer, by applying for this magic academy-turned-talent show, you can.

A chance to develop your magical affinities, get a free higher education from a redeemed academy, meet people from all over the world, possibly win 300 000 kubos (not sure about the conversion rates but that's a lot of money), AND become mindblowingly famous while at it?

Sign-me-up.

Friends, mentors, rivals, lovers? In the end, the top only has space for one.

Will you be the one standing there?

But more importantly, what will you do to get there?

Find out in the next season of Magici: Worldstar, taking applicants starting NOW.

2 years ago
Bear Paw Armor Cuprum Arm Guard, Indo Persian Islamic Empire Dynasty

Bear Paw Armor Cuprum Arm Guard, Indo Persian Islamic Empire Dynasty

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8 months ago
Norman Lindsay (1879-1969) - Other Lovers, 1924

Norman Lindsay (1879-1969) - Other Lovers, 1924

2 years ago

Okay so this is not as short and sweet as I thought it’d be, still not a multipart thing but I’m starting to realize nothing is ever as simple as it is in my head. Still, having tons of fun with it!

So the prologue is definitely not coming out by the end of this month, I am slow and this is a a lot longer than anticipated. But (fingers crossed), I will not be completely empty handed by month's end. I always have a million ideas in my head, it is actually a problem, so I'm doing a short and sweet twine thing to get one idea out of my head.

There will be vampires :)

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gildedgrimoires - under construction
under construction

Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again

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