refactored gdd, more scalable
This commit is contained in:
@@ -0,0 +1,256 @@
|
||||
<h2>description </h2>
|
||||
<p>Entities need IDs for serving translations (even English is pulled in through the TranslationServer) and judging comparisons. <br></p>
|
||||
<br>
|
||||
<h2>structure </h2>
|
||||
<h3>translation key </h3>
|
||||
<p>Translation IDs are 6-or-8-character strings. I like for them to use letters and follow a pattern, so random words can bubble up through the babble. <br></p>
|
||||
<br>
|
||||
<p>TL keys are 6 characters (favoring letters), and "de" is prefixed for their description. The first 2 letters indicate the category, while the last 4 indicate the individual. The last four are kind of freeform, usually the first 2 letters of each word of the English display name. If it's only one word, then it's its first 4 letters. If it's too short, "a" is suffixed for padding. If that pattern would recreate an existing code, I smudge which significant name characters are taken. If "a" is already used, I use "b," "c," all the way to 9. <br></p>
|
||||
<br>
|
||||
<p>ID category prefixes: <br></p>
|
||||
<ul>
|
||||
<li>ac - container </li>
|
||||
<li>ap - smartphone app </li>
|
||||
<li>as - app store </li>
|
||||
<li>at - perk/attribute </li>
|
||||
<li>ch - character </li>
|
||||
<li>ev - event/cutscene </li>
|
||||
<li>fa - faction </li>
|
||||
<li>hi - highlight </li>
|
||||
<li>ic - item category </li>
|
||||
<li>in - inspect </li>
|
||||
<li>ir - rarity </li>
|
||||
<li>it - item </li>
|
||||
<li>jo - job </li>
|
||||
<li>ke - hotkey/control </li>
|
||||
<li>lang - language </li>
|
||||
<li>me - messenging app </li>
|
||||
<li>mn - main menu </li>
|
||||
<li>mu - music app </li>
|
||||
<li>ph - phone </li>
|
||||
<li>pi - pictures </li>
|
||||
<li>sk - skill </li>
|
||||
<li>sl - skill library </li>
|
||||
<li>te - term (plain, normal technical words) </li>
|
||||
<li>ti - time </li>
|
||||
<li>wo - unsorted words, includes game title </li>
|
||||
</ul>
|
||||
<br>
|
||||
<h3>base ID </h3>
|
||||
<p>Base IDs apply to a few other things, but it's virtually only for entities. They identify a specific type of entity, not a particular instance of that entity. They are 6-character hexadecimal strings (favoring numbers). I like that they correspond to color hex codes, so I can find out everyone's secret color. Generally, a category's earliest and most representative entities are the purest in hue. <br></p>
|
||||
<br>
|
||||
<p>The first three digits represent categorization, while the last increment by one for each member within that group. Commons start at 000 and increment numerically, while elites and bosses start at aaa and increment alphabetically. <br></p>
|
||||
<ul>
|
||||
<li>0 - default </li>
|
||||
<li>1 - skill </li>
|
||||
<ul>
|
||||
<li>0 - common
|
||||
<ul>
|
||||
<li>0 - roleplay </li>
|
||||
<li>1 - linguist </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>1 - armsman
|
||||
<ul>
|
||||
<li>0 - fitness </li>
|
||||
<li>1 - power </li>
|
||||
<li>2 - artistry </li>
|
||||
<li>3 - tactics </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>2 - disciple
|
||||
<ul>
|
||||
<li>0 - santification </li>
|
||||
<li>1 - power over nature </li>
|
||||
<li>2 - spiritual healing </li>
|
||||
<li>3 - divine protection </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>3 - tamer
|
||||
<ul>
|
||||
<li>0 - mimicry </li>
|
||||
<li>1 - husbandry </li>
|
||||
<li>2 - empathy </li>
|
||||
<li>3 - survival </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>4 - brawler
|
||||
<ul>
|
||||
<li>0 - critical eye </li>
|
||||
<li>1 - dirty fighting </li>
|
||||
<li>2 - improvisation </li>
|
||||
<li>3 - street smarts </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>5 - chemist
|
||||
<ul>
|
||||
<li>0 - cognate sciences </li>
|
||||
<li>1 - pharmacology </li>
|
||||
<li>2 - toxicology </li>
|
||||
<li>3 - materials engineering </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>6 - hacker
|
||||
<ul>
|
||||
<li>0 - social engineering </li>
|
||||
<li>1 - surveillance </li>
|
||||
<li>2 - robotics </li>
|
||||
<li>3 - gadgetry </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>7 - Mercur
|
||||
<ul>
|
||||
<li>0 - supernal </li>
|
||||
<li>1 - projectile </li>
|
||||
<li>2 - environment </li>
|
||||
<li>3 - unlearnable </li>
|
||||
<li>4 - job perk </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>a - tycoon
|
||||
<ul>
|
||||
<li>0 - perpetuity/diversified portfolio </li>
|
||||
<li>1 - negotiation </li>
|
||||
<li>2 - deceptive marketing </li>
|
||||
<li>3 - invisible hand </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>b - traffic control
|
||||
<ul>
|
||||
<li>0 - extraplanar refuge </li>
|
||||
<li>1 - footwork </li>
|
||||
<li>2 - alteration/landscaping </li>
|
||||
<li>3 - networking </li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<li>2 - character (next digits indicate job and whether it offers a service)
|
||||
<ul>
|
||||
<li>0 - dungeon girls </li>
|
||||
<li>1 - boss
|
||||
<ul>
|
||||
<li>the second digit is its species then the other stuff </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>2 - human </li>
|
||||
<li>3 - Canaanite </li>
|
||||
<li>4 - beast
|
||||
<ul>
|
||||
<li>0 - mammal
|
||||
<ul>
|
||||
<li>0 - unsorted </li>
|
||||
<li>1 - rodent/bat/eulipotyphian </li>
|
||||
<li>2 - cat </li>
|
||||
<li>3 - dog </li>
|
||||
<li>4 - bear </li>
|
||||
<li>5 - ungulate </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>1 - bird </li>
|
||||
<li>2 - reptile </li>
|
||||
<li>3 - amphibian </li>
|
||||
<li>4 - fish </li>
|
||||
<li>5 - bug </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>5 - slime </li>
|
||||
<li>6 - construct </li>
|
||||
<li>7 - Mercurians
|
||||
<ul>
|
||||
<li>0 - avatar </li>
|
||||
<li>1 - projectile </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>8 - machine </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>3 - item
|
||||
<ul>
|
||||
<li>0 - currency </li>
|
||||
<li>1 - quest item </li>
|
||||
<li>2 - equipment
|
||||
<ul>
|
||||
<li>0 - weapon </li>
|
||||
<li>1 - gear </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>3 - consumable
|
||||
<ul>
|
||||
<li>0 - food/medicine </li>
|
||||
<li>1 - item generator </li>
|
||||
<ul>
|
||||
</li>
|
||||
<li>4 - flyer/book </li>
|
||||
<li>5 - container </li>
|
||||
<li>6 - upgrade/constant code/automatic effect </li>
|
||||
<li>7 - key </li>
|
||||
<li>8 - trinket </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>4 - location (followed by 0 - safe zone, 1 - combat zone)
|
||||
<ul>
|
||||
<li>0 - nowhere
|
||||
<ul>
|
||||
<li>0 - test </li>
|
||||
<li>1 - bingo demo </li>
|
||||
<ul>
|
||||
</li>
|
||||
<li>1 - subdivision </li>
|
||||
<li>2 - school </li>
|
||||
<li>3 - commercial district </li>
|
||||
<li>4 - woods </li>
|
||||
<li>5 - parking </li>
|
||||
<li>6 - underground </li>
|
||||
<li>7 - buffer </li>
|
||||
<li>8 - dumping ground </li>
|
||||
<li>9 - factory </li>
|
||||
<li>a - moonlight caverns </li>
|
||||
<li>b - gypsum stone gardens </li>
|
||||
<li>c - serpent city </li>
|
||||
<li>d - firewall </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>5 - app
|
||||
<ul>
|
||||
<li>0 - stock </li>
|
||||
<li>1 - optional </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>6 - activator
|
||||
<ul>
|
||||
<li>0 - chest </li>
|
||||
<li>1 - button/switch </li>
|
||||
<li>2 - sign/lectern </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>7 - job
|
||||
<ul>
|
||||
<li>0aaaa - idle </li>
|
||||
<li>1aaaa - armsman </li>
|
||||
<li>2aaaa - disciple </li>
|
||||
<li>3aaaa - tamer </li>
|
||||
<li>4aaaa - brawler </li>
|
||||
<li>5aaaa - chemist </li>
|
||||
<li>6aaaa - hacker </li>
|
||||
<li>7aaaa - mailman </li>
|
||||
<li>a0000 - tycoon </li>
|
||||
<li>b0000 - traffic control </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>8 - perk/attribute
|
||||
<ul>
|
||||
<li>matches the skill section's job & attribute values </li>
|
||||
</ul>
|
||||
</li>
|
||||
<li>9 - keyword
|
||||
<ul>
|
||||
<li>0 - primitive </li>
|
||||
<li>1 - status effect </li>
|
||||
<li>2 - unsorted </li>
|
||||
</ul>
|
||||
</li>
|
||||
</ul>
|
||||
<br>
|
||||
<h3>ref ID </h3>
|
||||
<p>Every entity with the base.gd script has a ref ID. It identifies a specific instance of an entity. The MessageBus assigns them sequentially as integers starting at 0 during the <span class="code">_ready</span> stage of each entity. The earlier the ref ID, the older the entity. <br></p>
|
||||
<br>
|
||||
@@ -0,0 +1 @@
|
||||
<p>All acts of god are attributed to him. His steed is the MessageBus. He is technically an entity. <br></p>
|
||||
@@ -0,0 +1,25 @@
|
||||
<p>Items - drops, drop table, floor items, base items, inventory items, move to pick up item, shift-move-to-pick-up-item, item spawner, item in container, item inspect, item use, dropping from inv <br></p>
|
||||
<br>
|
||||
<h2>four representations </h2>
|
||||
<p>An item changes its form depending on its context. <br></p>
|
||||
<br>
|
||||
<p>Base items are the purest form of an item, maintaining its continuity and containing its essential data. Other items hold the base item as a child or generates one if one doesn't already exist. <br></p>
|
||||
<br>
|
||||
<p>Floor items are the representation of an item that spawns in the environment, drops from opponents, and can be picked up. They are technically tangible entities. <br></p>
|
||||
<br>
|
||||
<p>Inventory items appear in the inventory window. They are technically control nodes. <br></p>
|
||||
<br>
|
||||
<p>Merchandise appears in store windows. <br></p>
|
||||
<br>
|
||||
<h2>item pickup </h2>
|
||||
<p>Items can only be picked up by the player. They can be picked up via item targeting or through selecting 'pick up' on the inspect menu. <br></p>
|
||||
<br>
|
||||
<p>Item pickup is triggered when a floor item is targeted, that is, a 'target' (left-click) triggers a $Item/Body/Sprite/Sprite.gd/_on_input_event. If 'no_move_to_target' (shift) is held while targeting, the item will be targeted without initiating pickup. Otherwise, floor_item.gd/target_event(viewport,event,shape_idx) is called to set the target and handle the input before prompting the player to consider pickup. <br></p>
|
||||
<br>
|
||||
<p>Item pickup is also an option on the floor items' inspect menu. Choosing it triggers that floor item's id_pressed(id), which calls the associated method from its inspect_options dictionary: floor_item.gd/move_player_then_pickup(), prompting the player to consider pickup. <br></p>
|
||||
<br>
|
||||
<p>Character.gd/consider_pickup(item) passes to UserControl/pickup(item). The next branch depends on a distance check. <br></p>
|
||||
<br>
|
||||
<p>If item.find_distance(player) > the player's <a href="/blessfrey-proxemics">intimate distance</a>,
|
||||
<br>
|
||||
<p>If the item is outside the player's intimate space, <br></p>
|
||||
@@ -0,0 +1,2 @@
|
||||
<p>There are six standard jobs available to the player, but more can be discovered in the Abyss. <br></p>
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
<p>Keywords are the building blocks of skills. <br></p>
|
||||
|
||||
@@ -0,0 +1,31 @@
|
||||
<h2>description </h2>
|
||||
<p>Right-click on an tangible entity or inventory item to open a popup inspect menu with all relevant inspect options. Selecting one will execute a method. Examples are 'follow Chloe' (pathfind after Chloe wherever she moves until action is cancelled), 'pick up clover' (item pickup), and 'examine button' (write a descriptive line about her in Helia's thought bubble) <br></p>
|
||||
<br>
|
||||
<h2>structure </h2>
|
||||
<p>Every tangible entity has an exported dictionary of inspect_options: {index: ['tr_key', 'method']}. For example, {0:['tr_pick up','pickup'],1:['tr_extinguish','extinguish']}. Every tangible appends 'examine' at ready. <br></p>
|
||||
<br>
|
||||
<p>The Clickable has a _ready input event signal looking for "right-click." <br></p>
|
||||
<br>
|
||||
<p>The inspect menu ("res://UI/InspectMenu/InspectMenu.tscn") is instanced at declaration and added as a child at ready in the UI singleton. <br></p>
|
||||
<br>
|
||||
<h2>logic </h2>
|
||||
<p>When tangible entity is right-clicked (@ $Body/Sprite/Clickable), the UI enters InspectMenu with its subject set. The "id_pressed" signal is reset for each subject. InspectMenu connects "about_to_show" the first time it's needed and keeps it forever. Before popup(), it resets, adds a label at an offset with the subject's display name, then adds a UI option for each inspect option. <br></p>
|
||||
<br>
|
||||
<p>When a selection is made, the "id_pressed" signal calls "id_pressed" on the subject, which calls the method at its inspect_options[pressed_id][1]. So 'examine' calls 'examine,' which is in tangible.gd. Most related methods are on tangible.gd, though they may be at a more specific script. <br></p>
|
||||
<br>
|
||||
<h2>challenges/known issues </h2>
|
||||
<p>It's not obvious how to get popupmenus to appear at specific coordinates. I get it to appear at the subject's current location by setting <code>rect_global_position = get_global_mouse_position()</code> the line immediately after <code>popup()</code>. <br></p>
|
||||
<br>
|
||||
<p>The inspect menu retains the largest ever size going forward. I reset the size to 20,20 when clearing previous options. <br></p>
|
||||
<br>
|
||||
<p>Tangibles and inventory items both have inspect menus, but their code has to be separate. They are too different from each other. <br></p>
|
||||
<br>
|
||||
<h2>works for...</h2>
|
||||
<ul>
|
||||
<li>player✓ </li>
|
||||
<li>characters✓ </li>
|
||||
<li>characters✓ </li>
|
||||
<li>activators✗ </li>
|
||||
<li>floor items✗ </li>
|
||||
<li>inventory items✗ </li>
|
||||
</ul>
|
||||
@@ -0,0 +1,12 @@
|
||||
% import random
|
||||
% rebase('frame.tpl')
|
||||
<div class="content-grid"><div class="center">
|
||||
<h1>blessfrey game design document </h1>
|
||||
<p>documenting Blessfrey game mechanics<br></p>
|
||||
<br>
|
||||
<ul>
|
||||
% for i in [["inspect menu","blessfrey-inspect"],["jobs","blessfrey-jobs"],["keywords","blessfrey-keywords"],["skills","blessfrey-skills"]]:
|
||||
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<a href=/{{i[1]}}>{{i[0]}}</a></li>
|
||||
% end
|
||||
</ul>
|
||||
</div></div>
|
||||
@@ -0,0 +1,35 @@
|
||||
<p>Generally, proxemics refers to the study of the relationship between social beings and physical distance.
|
||||
Since spatial distance in Blessfrey (and all games) varies wildly due to distortion of physical proportions and angles, I am addressing the mechanical distance, i.e. the reach of a weapon, the distance from which an item can be picked up, and earshot. Relative distances are modeled after <a href="https://en.wikipedia.org/wiki/Proxemics">Edward T. Hall's interpersonal distances of man</a>: public, social, personal, and intimate distance. <br></p>
|
||||
<br>
|
||||
<p>It's so unfortunate that proxemics became associated with the pandemic over anthropology. I kinda cringe when I hear "social distance" now tbh. I still like the implication of a generalized "personal bubble" instead of the solely combat-oriented "aggro bubble" of other RPGs. I don't really want to change, but the term just got sour. Whatever, I guess. <br></p>
|
||||
<img src="/static/img/gdd/personalbubble.svg" alt="(chart: concentric rings. From outer to inner, public space is 25-12', social space is 12-4', personal space is 4-1.5', and intimate space is 1.5' or less.)">
|
||||
<p>(image was made by WebHamster for Wikipedia) <br></p>
|
||||
<br>
|
||||
<p>Distances are declared in the mobile entity's mobile.gd. I...don't know what Godot units are supposed to be. I think they are pixels? Let's call them degrees(❥). I estimate 1❥ to equal ~2.5 social inches. <br></p>
|
||||
<br>
|
||||
<h2>extrapersonal distance </h2>
|
||||
<p><ul>
|
||||
<li>range: ???-∞❥ </li>
|
||||
<li>relevancy: conceptual interentitic outerspace </li>
|
||||
</ul></p>
|
||||
<h2>public distance </h2>
|
||||
<p><ul>
|
||||
<li>range: 90-???❥ </li>
|
||||
<li>relevancy: </li>
|
||||
</ul></p>
|
||||
<h2>social distance </h2>
|
||||
<p><ul>
|
||||
<li>60-90❥. </li>
|
||||
<li> </li>
|
||||
</ul></p>
|
||||
<h2>personal distance </h2>
|
||||
<p><ul>
|
||||
<li>45-60❥. </li>
|
||||
<li> </li>
|
||||
</ul></p>
|
||||
<h2>intimate distance </h2>
|
||||
<p><ul>
|
||||
<li>range: 0-45❥ </li>
|
||||
<li>relevancy: item pickup, melee attacks </li>
|
||||
</ul></p>
|
||||
<br>
|
||||
@@ -0,0 +1,20 @@
|
||||
% import random
|
||||
% rebase('frame.tpl')
|
||||
<div class="content-grid">
|
||||
<h1><a href="/gdd">blessfrey gdd</a> - setting</h1>
|
||||
<p>Blessfrey takes place in Lucrest, Nickajack, a small town unknowingly situated over an abyssal dungeon. <br></p>
|
||||
</div>
|
||||
|
||||
|
||||
% import random
|
||||
% rebase('frame.tpl')
|
||||
<div class="content-grid"><div class="center">
|
||||
<h1>blessfrey setting </h1>
|
||||
<p>Blessfrey's world starts in Lucrest, an economic boomtown in the rural South, and expands deep through the pockets and tunnels of the earth until another world is discovered. <br></p>
|
||||
<br>
|
||||
<ul>
|
||||
% for i in [["csa","blessfrey-csa"],["castaway kingdom","blessfrey-castaway-kingdom"],["huntsville","blessfrey-huntsville"],["Lucrest","blessfrey-lucrest"],["usa","blessfrey-usa"]]:
|
||||
<li class="latest">{{random.choice(['.','•','☆','★'])}}	<a href=/{{i[1]}}>{{i[0]}}</a></li>
|
||||
% end
|
||||
</ul>
|
||||
</div></div>
|
||||
@@ -0,0 +1,2 @@
|
||||
<p>Skills are individual powers usable by entities. They can take 8 at a time on their skillbar. They can be used for combat, puzzle-solving, and roleplaying. They are acquired through exploring. <br></p>
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
<h1><a href="/gdd">blessfrey gdd</a> - story</h1>
|
||||
<p>Helia explores the Abyss with her friends. <br></p>
|
||||
|
||||
@@ -0,0 +1,12 @@
|
||||
<p><ul>
|
||||
<li><b><a href="/blessfrey-items">base item</a></b>: the core of data of an individual item. Floor items and inventory items contain a base item. </li>
|
||||
<li><b><a href="/blessfrey-proxemics">degrees(❥)</a></b>: (concept) the unit of social distance </li>
|
||||
<li><b><a href="/blessfrey-items">floor item</a></b>: </li>
|
||||
<li><b><a href="/blessfrey-proxemics">intimate distance</a></b>: 45❥, declared at mobile.gd/intimate_space </li>
|
||||
<li><b><a href="/blessfrey-items">inventory item</a></b>: </li>
|
||||
<li><b><a href="/blessfrey-items">item</a></b>: varies in form depending on its context - base item, floor item, inventory item, merchandise </li>
|
||||
<li><b><a href="/blessfrey-items">merchandise</a></b>: </li>
|
||||
<li><b><a href="/blessfrey-proxemics">personal distance</a></b>: 60❥, declared at mobile.gd/personal_space </li>
|
||||
<li><b><a href="/blessfrey-proxemics">proxemics</a></b>: (concept) interentitic distances </li>
|
||||
<li><b><a href="/blessfrey-proxemics">social distance</a></b>: 90❥, declared at mobile.gd/social_space </li>
|
||||
</ul></p>
|
||||
@@ -0,0 +1,54 @@
|
||||
<p>The overall vibe of Blessfrey will be warm, fun, upbeat, pop, and stylish with pink colors. I need to find some pervasive motiff, especially one that symbolizes home for Helia. <br></p>
|
||||
<br>
|
||||
<h2>fantasy, modern, slice-of-life </h2>
|
||||
<p>The initial inspiration for Blessfrey comes from those dollhouse mods in Oblivion that bring modern comforts like motorcycles, potato chips, and steamy bathroom mirrors into a world with steel armor, spider daedra and awesome swords. It's closely related to the isekai trend, even though many of these mods predate the anime releases of all those <a href="https://syosetu.com/">小説家になろう series</a> (Re:Zero, Drugstore in Another World, Restaurant to Another World, In Another World with My Smartphone, etc). <br></p>
|
||||
<br>
|
||||
<p>I have a list of the exact mods somewhere, but these are the few off the top of my head: <br></p>
|
||||
<ul>
|
||||
<li><a href="https://www.nexusmods.com/oblivion/mods/17054">Honda NR500 Motorcycle by Regard</a> </li>
|
||||
<li><a href="https://www.nexusmods.com/oblivion/mods/44730">Converse Shoes - Robert by Ranaline</a> </li>
|
||||
<li><a href="https://www.nexusmods.com/oblivion/mods/34130">Bonds Studio Apartment by Bond123</a> </li>
|
||||
<li>my unuploaded mod where I converted several of the ebooks I own into in-game books </li>
|
||||
</ul>
|
||||
<br>
|
||||
<p>The other goofiest place I've seen this juxtaposition pop up is that frame of some Avengers movie where the heroes are just hanging out at a normal restaurant. Some Quora guy claims the scene was popular, and I'll take his word for it. The overly dramatic, max stakes stuff isn't always as interesting as seeing what these fantasy people do during their down-time. My husband always thinks it's really funny to imagine the big bad of various series doing something really normal like eating ice cream. <br></p>
|
||||
<!--<img src="/static/img/gdd/avengers.jpeg" alt="(stolen screenshot of the Avengers eating at a casual restaurant in full costumes: fun fact #2815: Marvel's The Avengers movie caused shawarma sales to SKYROCKET nationwide)"><br>-->
|
||||
<br>
|
||||
<h2>socializing </h2>
|
||||
<p>I like those 'group of kids save the world' shows like Code Lyoko, Winx Club, and W.I.T.C.H and would like to emulate that balance of otherworld exploration and heroics against hanging out and maintaining responsibilities at school and home. <br></p>
|
||||
<br>
|
||||
<p>Persona falls under that, too, but its life management sim, social links, and dungeon-crawling are so interlocked that I don't think you can take just one part of the formula without it feeling flat. For game system inspiration, I'd most like to follow Neverwinter Nights 2's influence system. Your dialog choices and game actions impact your relationship with a given companion, tracked as an integer score. This changes their dialog and how they'll act in critical story scenes. You can't play the middle ground without offending the extreme companions, so you must choose stances. You can even upset several companions so badly, they'll leave you or betray you. The influence system suits a nonlinear game with multiple outcomes well. <br></p>
|
||||
<br>
|
||||
<p>It also ties into romance, but the only male romance option is a middle-aged adulterous fedora-tipping cradle-robbing creep who can barely remember your alignment, much less anything else about your personality, so ew. The other half-romance option is the epitome of the bad boy trope, no thanks. Don't know how NWN2 romance is handled and don't want to lol. Generally, I wouldn't mind adding dating to Blessfrey, but I think it's unnatural how it's treated as the climax of a long friendship in most games. I wouldn't be surprised if most dates are made outside of a friend group, especially if you include couples who only hung out a few times before dating. I didn't meet my husband through my friends either. It's also bordering on too serious for teens. The couples in my high school lasted a few weeks tops with rare exceptions. <br></p>
|
||||
<br>
|
||||
<h2>nickajack setting </h2>
|
||||
<p>I grew up in the South, so I spent a lot of time in church, playing neighborhood games, and listening to grownups gossip about local politics, local myths, Cherokee legends. It'd be nostalgic to distill some of my childhood into a game, thorns and all. It seems like a chance to differentiate, too. I've barely seen any of my childhood Sunday School songs, clapping games, or grid paper games in media about US kids. <br></p>
|
||||
<br>
|
||||
<p>(Honestly, it's kind of weird. Are cartoon and teen sitcom writers on the major networks a bunch of lazy trope-copiers? I swear, they all go straight for the dumb jerk jock clique and ugly geeks when high school isn't like that. The former high school quarterbacks I've met have been a well-rounded people with soccer moms who forced them to learn an instrument. There weren't really sitcom geeks so much as kids that run like Naruto, born-in-the-wrong-century girls, quiet metalheads, etc. Am I off-base lol? The only one I've run into was the mean cheerleader clique.) <br></p>
|
||||
<br>
|
||||
<h2>inspo </h2>
|
||||
<ul>
|
||||
<li>Meeting your elf boyfriend at the mall with cool anime swords </li>
|
||||
<li>Modern stuff like motorcycles, smartphones, synthetic materials </li>
|
||||
<li>Cute people with cute streetwear, cute hairstyles, accessories, cute homes, girly rooms </li>
|
||||
<li>Screenshot friendly - posing, special animations, etc - sleeping, forgiving, crying, confessing, dancing, etc </li>
|
||||
<li>Cute companions and pets </li>
|
||||
<li>Small details from real life - steamy kitchen, foggy bathroom, working toilets and shower, bath, working oven, refrigerator, thoughtful cabinet and storage space for lots of collecting and organizing and theme grouping, counter space, working clocks, feasible utilities, beautiful horizons and ideal spots to gaze out at them, see-through windows with city bustle viewable </li>
|
||||
<li>Yummy food - Even if a lot of people thought Final Fantasy XV was weird for the series, the food was meme-worthy. </li>
|
||||
<li>Clutter - lots of familiar, comfy objects with a sense of sentimentalism and abundance, a touch of magic clutter like beauty-enhancing potions in the bathroom or an alchemy table in the study </li>
|
||||
<li>Pencil and gel pen doodles next to school notes </li>
|
||||
<li>School subjects (chemistry, geometry) right next to battle technique, strategy </li>
|
||||
<li>Magic in the real world - Boys complain about girls that use too much beauty-enhancing magic, girls love it as self-expression and pampering. Everyone gossips about the girl who obviously pads her chest with alteration magic and the guy who does the same for his height. A controversy pops up periodically about whether athletics should be a display of purely physical prowess or if those who augment their abilities with magic can compete at the same level.
|
||||
<li>Teenaged life - it's right at that transition between childhood and adulthood where people explore their self-image and deepen their relationships. They are relatively independent, hold jobs, and have complex and developed opinions and strongly held beliefs, though they still lack enough experience to be taken seriously by adults. </li>
|
||||
</ul>
|
||||
<br>
|
||||
<h2>games </h2>
|
||||
<p>I'll list out any old games I recall here: <br></p>
|
||||
<br>
|
||||
<p>Concentration 64 (my favorite), Big Booty, Little Sally Walker, Telephone, Heads Up, Seven Up!, Sparkle, Bible drills, Dots and Boxes, paper fortune tellers, M.A.S.H., I Spy, Monkey in the Middle, Musical Chairs, Red Light Green Light, Simon Says, Ice Cream Soda, Skip to my Lou, A Sailor Went to Sea Sea Sea, plus all those awkward icebreaker games like Two Truths and a Lie <br></p>
|
||||
<br>
|
||||
<p>Younger kids play some of those, but they have their own games like <br></p>
|
||||
<br>
|
||||
<p>Patty Cake, London Bridge is Falling Down, Five Little Monkeys, Itsy Bitsy Spider, Rain Rain Go Away, This Little Piggy, Here are Mother's Knives and Forks, Red Rover Red Rover (absolutely hated this one), Finger Family, The Muffin Man, Row Row Row Your Boat, Eenie Minnie Minie Moe, clean up songs, Father Abraham Had Many Sons, B-I-N-G-O, He's Got the Whole World in His Hands, Jesus Loves Me, Jesus Loves the Little Children, This Little Light of Mine, Head Shoulders Knees and Toes, Duck Duck Goose, Baa Baa Black Sheep, Sharks and Minnows, Cops and Robbers, Freeze Tag, How Much Wood Would a Woodchuck Chuck?, Guess What Chicken Butt, One Two Buckle My Shoe, Frere Jacques, If wishes were horses, You're a Grand Ole Flag, The Ants Go Marching One by One <br></p>
|
||||
<br>
|
||||
<p>Honestly, people are very musical, especially when they are younger. I can find most of these online, but we regularly made up our own songs, too. </p>
|
||||
Reference in New Issue
Block a user