Ooh! I'm glad you managed to find a writer! They're pretty rare, I agree. I agree that a lot of writers probably do prefer to have to do their own stories since I think the main reason you'd want to take up writing would be because you wanted to better express your ideas and imagination. Writing's just a skill. If we keep practicing, we'll get better! Just keep at it! :Ddaikiraikimi wrote:Haha, well, I'm sure it's a lot harder when you're actually writing it. I'm generally more of an idea person-- I come up with lots of ideas but then never do anything with them. ;.; Somehow I still remember them, so I've still got little story plots I made up in elementary school. I'm trying to get some of my stories out after discovering Ren'Py-- but I don't consider myself that great of a writer so we'll see. ^^; (I'm currently working on a game about centaurs, and have a writer on board which is a great help! But I feel not many writers would be willing to write about someone elses ideas, they would want to write their own...)
In any case, I'm glad I can help you brainstorm. :) You've got a great work ethic-- doing all the art and story and programming yourself-- and really that's more important to creating than just coming up with ideas because ideas never become anything without hard work.
Ahaha, I've just reached the point in my game where I've dedicated so much time and effort that there's no way I can give up now or I couldn't live with myself. :'D
Ooh, I see, I see! That's really informative! I guess all I can really do is just stay true to the character, consider the character's point of view towards relationships, and go for it from there, huh? It seems like the kinds of relationships asexuals can have are pretty broad for the most part. There are those that enjoy romance, those that don't, those who are apathetic towards the romance in a romantic relationship... But that's probably true for all kinds of relationships people have, not just asexuals. You're right; it really depends on the person. I feel a lot more comfortable attempting to write about asexual relationships now. I feel like I can't fully understand it though without understanding sexual relationships. What makes a sexual relationship what it is other than the sex? I've heard people act differently around people they have sexual relationships with. In what way? Are asexuals somehow incapable of acting in that manner because they aren't interested in it?daikiraikimi wrote:
... But, eh... I'm not going to tackle sexual relationships at all in my game (or probably any of my future games pfft). I'm just rambling...
( Also, I'm not sure why since it's so obviously wrong but I was under the impression that all romantic gestures are sexual gestures! derp. )
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UPDATE
I've been mostly working on the GUI for MoD. These aren't final but I'll probably continue making it better as I go along. I'm trying to make it so that Aleo's sprite in the corner will change depending on whether you're a girl or a boy, but so far I haven't been successful in coding that. Haha. I bet I'm overlooking something really simple.
EDIT:
YEP I OVER-COMPLICATED IT. Just needed a really simple variable. I have issues with deciding on the arrangement of the daily planner. There's only 8 options to choose from, though I did have 3 other extra options that I'm still on the fence about. For now I'm just going to stick with the 7 basic magic types so it won't be too difficult.
Anyway, about the gameplay. There are 7 types of magic. They each have a type. Fire and Wind are considered Attack magic, Water and Earth are Defense, Holy and Dark are Special, and Summon is raises all three.
As a player, would you like to be informed about what the choices raise every time? Each magic only raises two stats (Fire: Fire & Attack, Holy: Holy & Special, Water: Water & Defense), and I actually inform the players about what magic raises which stat in the game. I personally don't think it's that hard to remember-- they're arranged in pairs so the top two (Fire and Wind) raise Attack, the middle two (Water and Earth) raise defense, and so on, with the exception of Summoning which raises all stats. Just from reading it, is this system complicated? Or is it something that you'll just need to play to determine if it'll be hard to understand or not? Would I be babying you, the player, by having too many indications on how the system works? Would it get annoying to see all the time "THIS ACTION RAISES THIS STAT"?
I don't think having too much information is ever bad. I think it would be more annoying to forget what action raises what stat and have the game NOT inform you of what it is. That's why I'm asking.
Here, something like this, where when you hover over a button, it tells you what it raises. I was also thinking of just grouping them together and then writing beside it what type of magic it is. What else can I do to make this system clearer? I suppose there's color coding, but I'm not so good with designing and the colors will probably just end up looking out of place. Also, I could indicate the type by using a visual cue instead, like non obtrusive icons. Hmm...
I like the clustered look here (2x4 or 4x2 grid) but I have no idea where to put the Tooltip if I do it this way. A vertical alignment (1x8 grid) is nice too, but it's even harder to figure out where I should put the Tooltip on that one. Horizontal alignment (8x1 grid) is the neatest so far since the Tooltip can be shown either above or below it, but I'm having issues about the distance a mouse has to travel. I don't like having the mouse travel so far around the screen, especially considering how the Relax button is used more often than the other buttons and it's situated at the very end of the lineup. orz
What do you like?
I honestly can't decide. What if I make a preferences button the player can toggle to change the arrangement whenever they want? Would that be too excessive?
Okay, I'm gonna work on messing around with more code. ^q^