by AcetheSuperVillain » Sat Apr 15, 2017 7:33 pm
Well, if I do, it'll be a side project. Something to do if I need a break from Astro Vulpus or whatever. It is conceivable though that I would use a similar system to deliver a game based on illustrations, sequential art or animations instead of text.
Also, I know there are a lot of people here are writers without coding or artistic skills. So if you want to write material in this format, I would be willing to compile it into a game like this for you. Note that my available to do so may not be immediate.
If you wish to do this, you must follow the same format as the adventures currently presented.
1st Page
- Intro Paragraph (technically could be longer than a paragraph)
- Choices of Action
- - Conditions or Costs, for example, this choice appears if your athletic stat is higher than X, this choice appears if your character has the Martial Arts ability, this choice costs 100 gold, etc.
2nd Page
- Text of adventure
- Result of choice, for example +100 gold, gain trophy "Pirate Ship", etc.
There are a bunch of potential features that you could use for story-telling that aren't implemented in the demo above.
It's possible to anchor certain incidents to particular nodes, for example, I could make a shop screen that shows up any time you enter town, a special "final" event at the end, or some kind of molasses swamp or locked door that always appears in the same place. You can have as many lists like the trophies and specialties as you want, and you can use any of them as a condition for a choice of action. Choice conditions can be more complicated than the ones I have here, like you could check if you have a certain specialty, a certain trophy AND a certain stat all at once. Adding some kind of simple mechanic like Zelda keys would be fine. Skill checks are currently Pass/Fail, but you could have variations like near miss, critical fail, etc. Or you could just have something happen randomly without checking a stat, like if the D20 roll is 1-5, you get fucked, 6-10, you get ass fucked, 11-19, nothing happens, on 20, you get an orgy. The randomization doesn't have to be D20 based either, it could be 2D6 or percentages or something instead. The node states can be more complicated than "?" or "!". It's totally possible to have "hidden" node states, like a state that looks like a normal "?" or "!" but triggers something different, or you have one incident that occurs the first time you enter town, then something else every other time. Should also be totally possible to have multiple boards, i.e, sets of nodes, I think, might get messy.
In theory, you could also have more word replacement schemes. For example, right now it replaces the phrase -Name- with your character's name, Joyelle, LeiLei or Birdeen. I could do something like -Title- that it would replace with Waitress, Longma or Bird-girl. You could theoretically make very complicated things like "The -badguy- rams his -badguydick- into -Name-'s -title- pussy" that turns into "The pirate rams his scurvy penis into Joyelle's waitress pussy". Noxico does this thing where it can replace a marker with a random phrase, for example -pussy- could randomly turn into cunt, cooch, snatch, pussy, vaj, etc. I'm pretty sure AS3 could do that somehow, but I don't know how. And to be honest, this is all theoretical. String replacement is a new thing for me and I'm not entirely sure it would work exactly the way I think it would.