Signs Of Attraction

Signs of Attraction

Mirroring your movements unconsciously.

Frequent light touches on your arm or back during conversation.

Persistent eye contact, with pupils dilated when looking at you.

Quick glances at your lips while talking.

Frequent, almost nervous laughter in response to your jokes.

Finding excuses to start or extend conversations.

Revealing personal details in hopes of creating a deeper connection.

Sudden interest in your hobbies or activities.

Adjusting clothing or hair when they notice you looking.

Offering compliments not just about your appearance, but your qualities or achievements.

Standing closer to you than to others in a group.

Making plans for future meetings without a specific reason.

More Posts from Irolith and Others

1 year ago

Glucosify's Quick Start Guide to Twine's Sugarcube for Interactive Fiction

Or GQSGTSIF for short.

Very simplified guide to making interactive fiction on Twine, using Sugarcube. This won't cover how to change the UI or anything like that, it's really the bare bones on how to make passages, variables, choices etc. There are multiple ways and syntaxes to do these things, I'm covering the ones I use but it's really not the only way to write code and to do these things ^^ This is not a replacement to the documentation, I'll link relevant parts of the documentations throughout the guide but it's really going to be your best source of information Let me know if there's anything else you think I should add in there ~ 1. Passages & StoryInit 2. Variables 3. If statements 4. StoryMenu (bonus)

First of all, assuming you've already downloaded Twine and opened a new project, make sure that your default story format is Sugarcube (in the top left of the window, go to Twine -> Story Formats and click on Sugarcube then at the top left 'use as default format')

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Now, go back to your project. In the top left, click on Passage -> New : this is how you'll create new passages.

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Passages are what makes the game essentially, it's where you write your story. Whenever you play an if and you click on a choice and it progresses to a new passage of text, that's how it's done. Make sure to name your passages in a way that makes sense to you, two passages can't have the same name. It's probably best the names aren't super long either considering the names are what you'll type in your code to make the player go to this or that passage.

Special passages :

there are some passages that have special functions. Create a passage and name it StoryInit : this passage is used to store variables. Whenever a new game is started, it will load up the variables states as they are in the StoryInit passage. This is essentially a default state where no progress has been made in the story so for example : all stats would be at 0, all relationships points would be at 0, the MC wouldn't have a name yet etc. We'll store our variables there. Variables are attached to values, these values change as the player goes through the story. A variable's value can be many things, it could be a string which is anything that you'd write inside double quotes "" and would be printed as is in the string. For example :

<<set $mcName to "">>

$mcName is a variable. Its value changes to whatever the player chooses for the MC name. As you write your code, you just have to type $mcName and it will be changed to whatever name the player has set it to. A variable's value can also be a number, in this case, you wouldn't write it in double quotes.

<<set $confidence to 50, $maxConfidence to 100>>

It can also be a true or false statement.

<<set $IrisRomance to false>>

Figure out what needs to be a variable in your story and add them accordingly in your StoryInit passage, you'll add more variables as you go. Remember to give them a value, even if the value is 0 or "". Common variables would be for the MC's name and different physical traits, personality stats, pronouns, character's relationships stats etc. For this tutorial, write in your StoryInit :

<<set $mcName to "">>

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Now, let's test our variable. Create another passage, call it start. In the top left bar, select Start Story Here : you should now see a little green rocket attached to your start passage. This is the passage the players will first see when they launch your game.

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Inside the "start" passage, let's make a way to enter your own name with a simple text box.

<<textbox "$mcName" "Enter your name">>

Under it but still inside the "start" passage, let's write a simple link that will let us go to the next passage when we click on it.

<<link 'click here to confirm your name' 'next'>><</link>>

((the first string in the single quote is what will be displayed on the screen as the link, the second word in quotes, in this case 'next' is the name of the passage this link should direct you to))

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Now make a second passage and call it next. Inside that passage, write this :

My name is $mcName.

Let's see if it works : in the top left, go to build -> play.

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

It will open an html file in your default browser. Considering we haven't touched the UI, it will have the default Sugarcube UI. You should have a textbox on the screen and a link under it in blue. If your link is red or if you have an error, go back to your code and check for misspellings or make sure you have the right amount of quotes etc.

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Type whatever name you want inside that text box then click on the 'click here to confirm your name' link. It should now have changed the $mcName we wrote in the next passage into the name you input in the box. Congrats, you've learned how to set, change and display a variable :^) Now, let's say you want personality (or relationship) stats that change when you select a choice. Back in your StoryInit :

<<set $confidence to 50, $maxConfidence to 100>>

If you want to have a visual elements like actual bars and meters, I would suggest making it easy on you and just getting Chapel's meter macro. You just copy the minified code inside your Javascript file (top left -> story -> Javascript) and then write in your StoryInit and in your relationships / stats / profile page as explained on his demo. Go back to your "next" passage. Under the first sentence, let's write two choices link, one that will lead to an increase in confidence and one that lowers it.

<<link 'You are not confident. Life is hard.' 'sadface'>><<set $confidence to Math.clamp($confidence - 10, 0, $maxConfidence)>><</link>> <<link 'You are very confident. Life is great.' 'happyface'>><<set $confidence to Math.clamp($confidence + 10, 0, $maxConfidence)>><</link>>

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

((Math.clamp might look intimidating but don't worry too much, it's just to make sure your variable's value doesn't go over the min and max allowed so you can't go below 0 or above 100 in this case. You write the variable you want to change then a + or a - followed by how many points you want to remove / add - in this case, 10. Then the 0 is the minimum and the $maxConfidence is the maximum value.))

Now create two new passages, one called sadface and one called happyface. To make sure your variable changed, type $confidence in both of the new passages and play your game.

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

On one of the statement, it should now say 40 instead of 50 and 60 in the other one. Congrats you've learned how to change a stat. :^)

But what if you want two choices to lead to the same passage but to display different informations depending on how high / low a stat is? Welcome to the world of if statements. Back in StoryInit, you know the drill :

<<set $idiotLove to 0, $idiotMaxLove to 100>> <<set $idiotRomance to false>>

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

New passage, call it LoveCheck. Go back to your "next" passage :

<<link 'Click here to get 25 love points with the idiot.' 'LoveCheck'>><<set $idiotLove to Math.clamp($idiotLove + 25, 0, $idiotMaxLove)>><</link>> <<link 'Click here to get 50 love points with the idiot.' 'LoveCheck'>><<set $idiotLove to Math.clamp($idiotLove + 50, 0, $idiotMaxLove)>><</link>> <<link 'Click here to get 100 love points with the idiot.' 'LoveCheck'>><<set $idiotLove to Math.clamp($idiotLove + 100, 0, $idiotMaxLove)>><</link>> <<link 'I\'m allergic to idiots.' 'LoveCheck'>><</link>>

((you need to add a \ before your apostrophe when it's supposed to be part of the string, otherwise, the program will just think that's a closing single quote and not an apostrophe))

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Alright, so now go to your newly created LoveCheck passage and let's write your first if statement. An if statement is basically a condition that you set, if the statement is 'valid' so like if it's a match then the program will ignore every other 'if' possibility. This is important because it means the order of your if statements matters. An if statement can be as simple as :

You are a person. <<if $idiotRomance is false>>You are not in love with an idiot.<</if>>

((this means that if the variable is false, then the second sentence will be displayed but if the variable is true, then the second sentence wouldn't be displayed to the player.)) An if statement can have an else :

You are a person. <<if $idiotRomance is false>>You are not in love with an idiot. <<else>> You love an idiot, I'm sorry. <</if>>

Note that this is the same as this, using elseif :

You are a person. <<if $idiotRomance is false>>You are not in love with an idiot. <<elseif $idiotRomance is true>> You love an idiot, I'm sorry. <</if>>

What this does is, if the variable is true, it will show the third sentence and not the second one and vice versa if the variable is false - because an if statement will only display the first statement that matches, if the variable is true then it will ignore any statement that require the variable to be false. As I said earlier, the order of your statement matter especially with variables tied to numerical values. You'll understand better once you try it - let's do it in the wrong order first (still in your LoveCheck passage), we'll print the $idiotLove variable to see its value :

$idiotLove <<if $idiotLove gte 25>> You like the idiot a little. <<elseif $idiotLove gte 50>>You like the idiot quite a bit. <<elseif $idiotLove gte 100>>You've fallen for the idiot, it's too late to save you. <<else>> You don't even know who the idiot is, good for you.<</if>>

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Click play and let's look at the problem. If you click on all the links, the number will be different but the sentence will still say that you like the idiot a little, even if you have 100 points. That's because gte stands for greater than or equal to, 100 is greater than 25 so the first statement is always valid so long as you have at least 25 points. The program sees the first statement matches and is valid so it has no need to read the rest of the if statements. To remedy this, we just change the order :

$idiotLove <<if $idiotLove gte 100>>You've fallen for the idiot, it's too late to save you. <<elseif $idiotLove gte 50>>You like the idiot quite a bit. <<elseif $idiotLove gte 25>>You like the idiot a little. <<else>> You don't even know who the idiot is, good for you.<</if>>

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction

Now it works. If statements will be your most used tool I imagine, especially if there's a lot of variations in your story. You can use if statements for pronouns, for stat checks, romance checks etc.

I can always make another guide for the UI but for now, I'll just show you how to add another link in the sidebar of the default UI, using StoryMenu.

Make a new passage, call it StoryMenu :

<<link 'relationships' 'relationships'>><</link>> <<link 'stats' 'stats'>><</link>>

Make two new passages called relationships and stats. Write whatever you want in them, if you're using Chapel's meters, you could use the <<showmeter>> macro here to display your stat bars.

Glucosify's Quick Start Guide To Twine's Sugarcube For Interactive Fiction
7 months ago

So you want to write a deaf/HoH character

So You Want To Write A Deaf/HoH Character

Photo © Durgesh Kumar, all rights reserved

Admittedly, this isn’t something I’ve done myself. I’ve never written a deaf or hard of hearing character, but I’ve had people ask in a Discord server I’m in “hey, does anyone have any resources on how to write a character that is deaf or hard of hearing?” and I took the chance to find some resources for them – ones that turned out to be pretty valuable, and that I want to share here. 

I love when people include disabilities in their writing, whether visible or invisible. To me, it makes the characters feel more alive and adds another layer of depth to who they are as a person, even though they’re… not real. Adding that aspect to characters gives something for a group of readers to relate to, and can help them feel seen where they might not be seen otherwise. 

It can be difficult to write about a disability that you yourself have never experienced, and with the fact that you haven’t experienced said disability is something that can lead to stigmas and stereotypes that aren’t necessarily accurate, especially if you’ve only viewed what outside media has shown you, or what you’ve observed in public settings. Research is so important for topics like this, especially to find resources from people who do experience it on a daily basis, whether it’s something that has developed over time, or something that they were born with.

Without further ado, the resources I’ve discovered.

https://www.tfrohock.com/blog/2016/9/12/writing-deaf-characters - this blog by T. Frohock is very to the point. She begins by saying she doesn’t normally write “how-to’s”, but this one is an exception, and works to provide her own experiences, open about the fact she uses a cochlear implant to hear those around her – or not hear, if she chooses to “turn you off” in her “about” on her blog. She gives a short overview of types of hearing loss, and communication, and also recommends reaching out to an audiologist to learn more about the types of hearing loss. She also gives two links to .org websites if you’re looking for sources. She’s also written two companion pieces to this initial post. The first one is for hearing authors, and the second is about sensitivity readers. I’ve linked both of these in this section, so check them out as well if you’d like a more in-depth look at T. Frohock’s advice.

https://www.sfwa.org/2021/03/23/how-to-write-deaf-or-hard-of-hearing-characters/ - this post by Melanie Ashford on the sfwa website gives a good guide on how to approach deaf/hoh characters. Melanie herself is a hard of hearing author, so her advice is profound and solid, as she is a primary source on how to approach writing these characters. She makes a point in her introduction to say she’s been using hearing aids for 4 years (at the time of posting the article in 2021) and reminds the reader that everyone experiences hearing loss differently, and has different feelings about auditory assistance devices, such as the cochlear implants and how many people in the Deaf community believe them to be controversial and unwanted. She references the social stigma surrounding the Deaf community, and also reminds the reader that deaf characters should be just as well rounded as hearing ones. Though her article isn’t in depth, it’s a great guideline to follow.

https://www.tumblr.com/concerningwolves/168567651639/writing-deaf-characters-speech-is-speech - tumblr user concerningwolves posted this in 2017, and with more than 19,000 likes and nearly 14,000 reblogs, it’s a valuable resource for those who want to write HoH characters. Though a tad aggressive, concerningwolves makes it a point to be, well, to the point and separates their post into two separate posts. I’ve yet to find the second one, and honestly, digging through 7 years of blog posts to find the second one is a little overwhelming, but even this one post is a goldmine of do’s and don’t’s for this particular community.

https://deafaq.tumblr.com/post/190549529559/comprehensive-guide-to-writing-deaf-characters - deafaq on tumblr has a comprehensive guide to writing deaf/HoH characters. This blog in itself is not meant to be for writing help, but they had gotten enough questions about it to make this post back in 2020. Compared to concerningwolves’s tumblr post, this one has less than 2,000 likes but is still full of good and valuable information for the reader.

2 months ago

🔥 The beacons are lit; the library calls for aid

The Trump administration has issued an executive order aimed at dismantling the Institute of Museum and Library Services - the ONLY federal agency for America's libraries.

Using just 0.003% of the federal budget, the IMLS funds services at libraries across the country; services like Braille and talking books for the visually impaired, high-speed internet access, and early literacy programs.

Libraries are known for doing more with less, but even we can't work with nothing.

How You Can Help:

Show Up for Our Libraries

🔥 Call your congressperson!

Use the app of your choice or look 'em up here: https://www.congress.gov/members/find-your-member

Pro tip: If your phone anxiety is high, call at night and leave a voicemail. You can even write yourself a script in advance and read it off. Heck, read them this post if you want to.

Phones a total no-go? The American Library Association has a form for you: https://oneclickpolitics.global.ssl.fastly.net/messages/edit?promo_id=23577

🔥Tell your friends!

Tell strangers, for that matter. People in line at the check out, your elderly neighbor, the mail carrier - no one is safe from your library advocacy. Libraries are for everyone and we need all the help we can get.

...Wait, why do we need this IMLS thing again?

The ALA says it best in their official statement and lists some ways libraries across the country use IMLS funding:

ala.org
An executive order issued by the Trump administration on Friday night, March 14, calls for the elimination of the Institute of Museum and Li

But if you want a really specific answer, here at LCPL we use IMLS funding to provide our amazing interlibrary loan service. If we can't purchase an item you request (out of print books, for example) this service lets us borrow it from another library and check it out to you.

IMLS also funds the statewide Indiana Digital Library and Evergreen Indiana, which gives patrons of smaller Indiana libraries access to collections just as large and varied as the big libraries' collections.

As usual, cutting this funding will hurt rural communities the most - but every library user will feel it one way or another. Let's let Congress know that's unacceptable.

4 months ago
Custom Sugarcube 2 Template Inspired By Choice Of Games And Dashingdon
Custom Sugarcube 2 Template Inspired By Choice Of Games And Dashingdon
Custom Sugarcube 2 Template Inspired By Choice Of Games And Dashingdon
Custom Sugarcube 2 Template Inspired By Choice Of Games And Dashingdon

Custom Sugarcube 2 template inspired by Choice of Games and dashingdon

With the recent news of dashingdon shutting down I decided to dust off an old twine template. Might make the move to twine easier for some, might not, either way I had fun.

Template on itch.io

Template is compatible with the most recent Twine update (2.10.0)

Features:

Mobile friendly UI

Settings to change theme (white, sepia, dark), font (including a dyslexia friendly font), font size

Autosaving and custom save names

Toggleable notifications

A passage to choose custom pronouns; both by reader input and preset, as well as pronoun widgets for grammatical differences

Special passages labelled and explained

Multiple stat bars

Stylesheet and Javascript labelled to make everything easy to find and change

Custom macros (linked in file)

2 months ago

TWINE REF - Cycle Link With Descriptions

In Twine Sugarcube.

Cycle Link: Part 1 Part 2

We already know how to show basic cycling links on Twine Sugarcube, but if we what if we want to show a cycling link along with descriptions that changes in real-time, according to the player’s choices, but we don’t want the descriptions to be stored in the choice variable?

I gotchu: Class Object Variables

We can do this by using class object variables when we make the list of options. Let’s say we want to show weapon options along with a description.

Sword: A mid-range weapon

Dagger: A close-range weapon

Bow & Arrow: A long-range weapon

Then for the list of options, we can write:

<<set _listofweapons to {        "Sword. A mid-range weapon”: “Sword”,         "Dagger. A close-range weapon": “Dagger”,        " Bow & Arrow. A long-range weapon": “Bow & Arrow” }>>

And to create the cycling link, as usual:

<span id=“cyclink”><<cycle “$weaponofchoice” autoselect >><<optionsfrom _listofweapons>><</cycle>></span>. 

Sugarcube will shows the index of the class object variable to the players, so the one written on the left side. It’ll automatically save the actual content of the class object (right-side) as player’s choice in the variable $weaponofchoice. 

And that’s it! 

We’ve come full circle back to class object variables guys lol. At this rate, I’ll just go ahead and make a class object variable cult, but I can’t help it ok.. It’s just way too convenient, and we can do so much with it. 

If you have any questions, or if you want to make something on twine but can’t seem to figure it out, feel free to send in an ask!

1 year ago

writers' resources

sick of using "very _____" ? : https://www.losethevery.com/

want to simplify your writing ? : https://hemingwayapp.com/

writing buddies / motivation ? : https://nanowrimo.org

word you're looking for but don't know ? : https://www.onelook.com/thesaurus/

need a fantasy name ? : https://www.fantasynamegenerators.com/

need a fantasy name ? : https://nameberry.com/

want a name with meaning ? : https://www.behindthename.com/

who wants a map maker! : https://inkarnate.com/

story building / dnd ? : https://www.worldanvil.com/

need some minimalistic writing time ? : https://zenpen.io/

running out of ideas ? : https://blog.reedsy.com/creative-writing-prompts/

setting a goal ? how about 3 pages / day ? : https://new.750words.com/

what food did they eat ? : https://www.foodtimeline.org/

questions on diversity within writing ? : https://writingwithcolor.tumblr.com/

now what was that colour called ? : https://ingridsundberg.com/2014/02/04/the-color-thesaurus/

want more? : https://www.tumblr.com/blog/lyralit :]

1 year ago

Researching as a Writer

Start Broad

begin with a list of more general topics and get specific as you go.

for example, research for a historical fantasy novel might follow a chain that looks like this:

life in the 1700s -> life in 1700s france -> 1700s french etiquette and lifestyle depending on class -> 1720s french fashion for middle and upper-middle class women.

starting with a general understanding of the topic you want to cover and narrowing down to specifics will make it easier to build on your knowledge as you go.

Think Critically

consider the source. if it doesn’t cite primary sources (for example, letters and photographs from a specific era and location), what sources does it cite? follow those sources if possible.

is the information reliable? is it provided by an educational institution or an expert on the subject?

who is the author? do they present any bias? what do they have to gain by promoting a specific mindset or conclusion? has any of their research been debunked?

Anecdotes

in general, anecdotal evidence is not sufficient for academic writing. luckily for you, this is a fiction writing page, and anecdotal evidence is usually fine!

work with a combination of scholarly sources and personal experience. if you’re trying to depict a specific health condition, you might consult medical sources about the technical details of the condition, as well as seeking firsthand accounts from people who have that condition.

remember that people are not monolithic! there are often forums online where people are more than happy to discuss their experiences; cross-consult these for common elements.

Lists

keep track of your sources!! if you ever need to consult something later on, it will be way easier to open a list of resources than go digging through your search history.

additionally, if you come across lists of sources compiled by other people, save those!! you are probably not the first person to research the specific topic you’re looking into, and there are entire websites dedicated to gathering research!

wordsnstuffblog.com/research has compilations of sources for everything from writing injuries to global period pieces by century.

Resources

if you can, check out your school or public library’s websites! they will often compile scholarly resources to access for free.

look for open access or open source sites like project gutenberg that archive and digitize historical documents and other works. scienceopen and the directory of open access journals are more of these. search using keywords!

keep an eye out for websites made specifically for educational purposes (those with .edu at the end of their addresses).

7 months ago

Writing Notes: Stages of Decomposition

Tintoretto Painting His Dead Daughter (detail)
Léon Cogniet, 1794-1880

The decomposition process occurs in several stages following death:

Pallor mortis

Algor mortis

Rigor mortis

Cadaveric spasm

Lividity

Putrefaction

Decomposition

Skeletonization

PALLOR MORTIS

The first stage of death.

Occurs once blood stops circulating in the body.

The cessation of an oxygenated blood flow to the capillaries beneath the skin causes the deceased to pale in appearance.

In non-Caucasians, the pallor may appear to develop an unusual hue; the skin will lose any natural lustre and appears more waxen.

Occurs quite quickly, within about 10 minutes after death.

ALGOR MORTIS

The cooling of the body after death.

The cooling process will be influenced by many factors, including the deceased’s clothing, or whether they are covered with bed linen such as blankets or duvets.

The body will typically cool to the ambient room temperature, but this alters if there is heating in the room or if there is a constant draught cooling the body.

RIGOR MORTIS

Can occur between 2 and 6 hours after death.

Factors including temperature can greatly affect this.

Caused by the muscles partially contracting, and the lack of aerobic respiration means that the muscles cannot relax from the contraction, leaving them tense, subsequently resulting in the stiffening we associate with rigor mortis.

This stage typically begins in the head, starting with the eyes, mouth, jaw and neck, and progresses right through the body.

The process is concluded approximately 12 hours after death (although, again, certain variables may occur) and lasts between 24 and 72 hours depending on circumstances.

Contrary to popular belief, rigor mortis is not a permanent state and is in fact reversed, with the muscles relaxing in the same order in which they initially stiffened.

The reversing process also takes approximately 12 hours, when the body returns to its un-contracted state.

It is possible to ‘break’ rigor mortis by manipulating and flexing the limbs. This is usually done by undertakers, pathologists or crime scene investigators who are attempting to examine or move a body – or by a murderer trying to hide their victim in the closet or the boot of a car.

CADAVERIC SPASM

A phenomenon that can be misinterpreted as rigor mortis.

The instantaneous stiffening of the body (most commonly the hands) following a traumatic death.

Unlike rigor mortis, the stiffening of the affected limb is permanent and is not reversed, causing the deceased to maintain the rigidity until such time as putrefaction causes breakdown of the particular muscle group.

Examples:

The deceased following an air crash were later discovered still clutching their seatbelts or arm rests in a final, desperate act of survival.

In a drowning case, the victim was discovered with grass from the riverbank still grasped in their hand.

Perhaps the most famous case of cadaveric spasm involves the rock band Nirvana’s lead singer, Kurt Cobain. Cobain reportedly committed suicide in April 1994. His body was discovered a few days after his death with a shotgun wound to the head, and tests revealed he had large traces of heroin in his system. He was reportedly discovered still clutching the gun in his left hand, due to cadaveric spasm. However, a great deal of controversy surrounds the veracity of this latter assumption, and indeed the cause of his death, with many people insisting and attempting to prove that he died as the result of foul play rather than suicide.

LIVIDITY

Also known as livor mortis, hypostasis, or suggillation.

Once blood can no longer circulate, it will gravitate towards the lowest point of the body.

Example: A supine body will display pinkish/purple patches of discoloration where the blood has settled in the back and along the thighs.

Occurs about 30 minutes after death, but will not necessarily be noticeable until at least 2 hours afterwards as the pooling process intensifies and becomes visible, finally peaking up to between 8 and 12 hours later.

Once it is complete, the lividity process cannot be reversed.

Therefore a body discovered lying on its side, but with staining evident in the back and shoulders, must have been moved at some point from what would have been a supine position at the time of death.

It is worth noting that if the body has had contact with the floor, a wall or other solid surface, lividity would not occur at the points of contact as the pressure would not allow the blood to seep through the capillaries and pool. The specific area of pressure will be the same colour as the rest of the body and a pattern of contact may well be evident.

PUTREFACTION

Derives from the Latin putrefacere, meaning ‘to make rotten’.

The body becomes rotten through the process known as autolysis, which is the liquefaction of bodily tissue and organs and the breakdown of proteins within the body due to the increased presence of bacteria.

The first visible sign is the discoloration of the skin in the area of the abdomen.

Bacteria released from the intestine cause the body to become bloated with a mixture of gases; over time these will leak out, and the smell will intensify to unbearable proportions.

Typically, this will attract flies that will lay eggs, which develop into maggots.

Bloating is most evident in the stomach area, genitals and face, which can become unrecognizable as the tongue and eyes are forced to protrude due to the pressure of the build-up of gases in the body.

At this stage, the body will also begin to lose hair.

The organs typically decompose in a particular order: starting with the stomach, followed by the intestines, heart, liver, brain, lungs, kidney, bladder and uterus/prostate.

Once all the gases have escaped the skin begins to turn black: this stage is called ‘black putrefaction’.

As with all the other stages of death so far, the rate of putrefaction depends on temperature and location. A body exposed to the air above ground will decompose more quickly than a body left in water or buried below ground.

During putrefaction, blistering of the skin and fermentation can also occur:

Fermentation - a type of mould that will grow on the surface of the body. This mould appears white, and is slimy or furry in texture. It also releases a very strong, unpleasant, cheesy smell.

As the putrefaction process comes to an end, fly and maggot activity will become less, which leads to the next stage.

DECOMPOSITION

The body is an organic substance comprising organisms that can be broken down by chemical decomposition.

If the body is outside, any remains that have not been scavenged or consumed by maggots will liquefy and seep into the surrounding soil.

Thus when the body decomposes it is effectively recycled and returned to nature.

SKELETONIZATION

The final stage of death is known as ‘dry decay’, when the cadaver has all but dried out: the soft tissue has all gone and only the skeleton remains.

If the cadaver is outside, not only is it exposed to the elements but it also becomes food for scavengers such as rats, crows or foxes.

As the remains are scavenged, the body parts become dispersed so it is not unusual to find skeletal remains some distance from where the body lay at the point of death.

The way in which skeletal remains are scattered in such cases is of interest to archaeologists, and is referred to as taphonomy.

Where a body has lain undiscovered at home for a period of time it has also been known for family pets, typically dogs, to feed on the body. The natural instinct of a pet is to attempt to arouse the deceased by licking them, but once it gets hungry, its survival instinct will take over and it will consider the body as little more than carrion: it will act with the same natural instinct as a scavenger in the wild, which will feed on any corpse, be it animal or human, if it is starving.

Obviously the number of pets, the body mass of the deceased and the time lapse before the body is discovered will influence to what extent it has been devoured.

For further research on the stages of decomposition and the factors that affect it, look up body farms. These are medical facilities where bodies are donated for research purposes so scientists can specifically observe the decomposition process. However, be aware that some of the images are quite graphic.

Source ⚜ More: References ⚜ Autopsy ⚜ Pain & Violence ⚜ Injuries Bereavement ⚜ Death & Sacrifice ⚜ Cheating Death ⚜ Death Conceptions

1 year ago

questions to make each character unique**

** y'all you don't need to be able to answer all of these for every single character. just things to think of :]

have they / would they dye their hair?

do they maintain eye contact when talking?

what is their tell for lying?

do they have an accent?

what languages do they speak?

what kind of music do they listen to?

describe them in one word. what could happen to make them the opposite?

do they have any ghosts?

what is their worst fear?

what is a secret they do not tell anyone?

what motto do they live by?

if they were a famous figure, who would they be?

what great moment shaped them to be who they are? have they lived through the moment yet?

what is their fatal flaw?

how do they feel about jewelry? painted nails?

what kind of art are they?

do they play a sport?

do they have a speech impairment? how would that translate across paper?

what could you do to betray their trust?

what makes them smile?

if you had to choose something to make them go all john wick, who would it be?

do they swear? in what language?

how comfortable do they feel around strangers?

are they extraverted or introverted?

do they stand straight? what is their posture like?

what is their sleep schedule like

would they consciously invade someone else's body space? even a stranger's?

how do they feel about contact with other people? do they flinch?

are they the first to hug?

what would make them kill / stop them from killing?

how do they smile? do they have dimples?

what about their teeth -- braces? sharp teeth? dentures? yellow teeth? what about spots?

how do they get others' attention? clear their throat? punch them?

do they talk with their hands?

what is their final goal?

how would they describe happiness?

what is their biggest conflict? it doesn't need to be big for everyone else, only for them.

how do they react to death?

do they cry? how do they cry -- silent tears, sobbing, a swallow?

how do they react when someone else is crying? can they comfort a stranger?

how are they around pets? are they allergic to any?

following up, do they have allergies?

do they take off their shoes going into a stranger's house? would they offer to do the dishes?

do they call strangers by their first name or title?

how do they show fear? trying to hide it? shaking? etc.

what is their impact on other characters?

how could any of these change by the end of the story?

5 months ago

Writing Roundup 19.1.2025

First Roundup of 2025 (2025!! seems like waaay too big a number) ‘dumbest version’ finally some writing advice I can get behind My Publishing Journey by Anna Britton Hanging about on Bluesky (a not toxic Twitter alternative) is great because I’m coming across other writers and bloggers! The Rules of Fiction: What They Are and What They’re Not I always like this topic – and here K. M. Weiland…

Writing Roundup 19.1.2025

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