#cscript
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azzz1in · 5 months ago
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DASHINGDON SHUT DOWN????? IM GOING INSANE BRO 😭😭😭😭😭😭😭😭😭
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interact-if · 1 month ago
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Writing Spotlight: Infamous (Interview)
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We had the great pleasure to interview Amy, author of the massively beloved IF Infamous (@infamous-if). She shared some tips, tricks, and insights on her approach to writing.
One of the most notable things about Infamous is how quickly readers get sucked into its world and invested in its web of characters — be it Orion or Blake or G or Victoria or the slightly controversial Seven. They are all incredibly multi-faceted, complex, and sometimes heartbreakingly real.
Amy says:
“I’ve read something by a writer once that I’ve followed faithfully: you should always know what’s happening in the other room. Even if it won’t be available to readers, it helps establish the world and characters as real, tangible things that don’t just poof out of existence once they walk ‘off-screen’ so to speak.”
Here’s the full interview:
1. What drew you to interactive fiction as a storytelling medium? Did you have any experience writing in other formats before, and if so, would you say there’s any differences in the way writing for IFs should be approached?
There’s so much about writing interactive fiction that I love, but I think the main one is the freedom that comes with it! There are so many ideas I can explore, so many endings and storylines. It’s just as fun for writers as it is for readers to push the limits of what their world and characters can do. You can truly sink your teeth into it and develop the story in ways you don’t see often. 
Coming from writing traditional fiction and having never written an interactive story before, I did need to change my mindset a little. You have to learn to be flexible. Very often, I’m writing routes I wouldn’t particularly take as a reader, and it’s interesting to go against my gut to offer a varied experience. I’ve discovered a lot of fun things about Infamous and its characters from routes I would never take if I were reading it in another IF!
2. What does your writing process look like?
I am a plotter to my core! I am endlessly envious of writers who can pants their way through a scene or a chapter. I need to outline every single beat, every scene, every conversation. The plot comes to me first and then I slowly build the main character around that and ask myself what kind of story I want to tell with that main character.
The MC in Infamous leans heavily into the ‘underdog’ trope. That’s how I got much of MC’s personality from. The main thing I ask myself when building the main character is: what do they have, what do they want, and what do they need? I use that to inform the rest of the cast and the stats. My main goal is that every piece works in tandem with the others. They all make sense in my head! 
3. What does good writing / good characters / good world-building etc. mean to you, and what are some central tenets or principles you follow to achieve that? 
A story that gets me invested is a success in my eyes. I want to care for the characters and feel like the world is one that truly exists somewhere. I’ve read something by a writer once that I’ve followed faithfully: you should always know what’s happening in the other room. Even if it won’t be available to readers, it helps establish the world and characters as real, tangible things that don’t just poof out of existence once they walk ‘off-screen’ so to speak. The characters had lives before the story started, people they knew and things they’ve experienced. It informs their personalities and builds them what they are once you meet them on page.
The world is still turning even while the main character is asleep. Things are still happening everywhere
even when we don’t see it. That’s how I try to approach every story to bring it to life. 
4. What’s one piece of advice you’d give to someone just starting out in interactive fiction?
Be firm! It’s so easy to get swept up in the excitement of having an audience and wanting to keep that audience. It’s not uncommon to make the mistake of overpromising to please every reader. You won’t be able to, trust me! You’ll only write yourself in a corner. It’s healthy to find a good balance between sticking to your gut and accepting/being open to suggestions. 
A tinier one but: know your endings! It’s best to know what you’re writing toward. It’ll be so much easier to stick to the story and avoid meandering through the plot if you know how each route ends. Everything I write is to get to that ending in one way or the other.
5. Where do you find your ideas or inspiration for new stories or mechanics?Where did your story idea originate? Has it strayed far from that concept/evolved during the writing process? 
I guess it’s quite on brand to say that almost every story idea I’ve had came from a song, Infamous included. My head is always thinking of songs as potential needle drops or playlists as movie soundtracks. Infamous in particular, was formed from Brie Larson’s cover of Black Sheep in the Scott Pilgrim movie. It features a Battle of the Bands sequence that made me want to read a story with the same concept. I scoured and scoured for a band IF that scratched that particular itch but didn’t find any. Eventually, I gave in and did it myself! That’s one of the best parts of the community; you can just do it. 
Surprisingly, this is one of the few stories of mine that hasn’t strayed far from the original idea. I think it helps that I’m writing exactly what I wanted to read once upon a time.
End of interview
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A big thanks once again to Amy for her insightful answers, and @veswrites-if for taking the time to coordinate the interview. Hope that this was a fun and interesting read.
Stay tuned for more of these interviews :)
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lureofthegallowsgame · 5 months ago
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Hey do have any plans to update the Twine demo or are you sticking to COG for now? Just curious
Likely just CoGDemos for now! Ultimately, I would like to have it updated across both platforms, but since Twine is a different language it's easier to focus on one and I know Choicescript better.
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astralfortune · 5 months ago
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Just realized I made the code more complicated than it needed to be...
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locria-writes · 2 months ago
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bro i first came across your ifs when i was in highschool and im in my second year of uni AND i moved countries? crazy how life goes but my love for luan yu is still very strong after 5 years thank you for sharing your stories theyre so creative and interesting heres a squid as a token of my appreciation idk く⁠コ⁠:â ćœĄ
unkillable unstoppable trashman connoisseur outlived the relevancy of nfts
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neo-twiny-jam · 1 year ago
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ONE WEEK LEFT TO SUBMIT!
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Only a short week left to submit a micro piece of IF for charity!
Each submitted entry will be matched into a donation to TransEquality, and you can submit up to 3 entries! If you would like to be part of the donation drive in a monetary form instead, please contact us!
We're only 30 entries away to break last year's count! So come submit to help!
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alganenif · 2 years ago
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Creating more random variables out of nowhere that will only have some meaning later in the book? Sure, why not? Doesn't look like the kind of thing that will backfire or anything.
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interact-if · 2 days ago
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Pride Month Feature #2: Suevi
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Game: Suevi (Play here)
Synopsis: Suevi is about finding love and surviving in Ancient Rome... as a Germanic slave.
Tags: romance, historical fiction, low fantasy, dark
Author: Bellamy
Hi! My name is Bellamy, I’m in my mid 30s, neurodivergent, pansexual and nonbinary. My pronouns are ey/em (alternatively they/them is totally fine). IRL I’m not out and I live in Eastern Germany, originally I’m from Southwestern Germany. English is my second language.
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2. Can you tell me a bit about what you’re working on right now and your journey into interactive fiction? What inspired the game/story you’re currently writing?
The IF I currently work on is called ‘Suevi’, and it’s a story set in/around 14 CE. The MC is of Germanic origin and gets enslaved. They get bought by a rich, influential Roman patrician family and have to face the struggle of being thrown into a completely different culture, that has a language they don’t know, and they’re at the very bottom of the food chain.
My journey into interactive fiction is actually relatively short. Suevi is the first IF I’m writing, and the first major project that I write. Before I started on Suevi, I hadn’t written anything bigger since my school days, I haven’t done any creative writing at all actually. And even though Suevi is only a prologue and the first chapter now, it is already the largest project I have ever written.
I remembered ‘Choose your own Adventure’ books from my childhood, and I loved them back then already. I love RPGs, and had played visual novels before, but somehow only found out about interactive fiction around half a year before I started my own IF. I fell head over heels for the interactive format.
My story is inspired by different aspects: My brother is a big history nerd and is very interested in Germanic tribes throughout history. I grew up in an area where different tribes that are said to have been Suevi settled in, and I was able to visit remains of the Roman Limes wall and different related museums in the past. A big inspiration was also the IF Defiled Hearts: The Barbarian by Haley Mattos, an amazingly written IF that I can only recommend. I wanted to give back to the IF community, and that’s what ultimately started the project.
Read on for the full interview!
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3. What are some of the most rewarding or challenging aspects of writing Interactive Fiction for you?
The most rewarding aspect is definitely the feedback. It’s great to see that people enjoy my story and care enough to let me know, or give me constructive criticism to help me improve my story.
4. What does your writing process look like? Any rituals or habits? Any tips, tricks, philosophies or approaches that have worked very well for you?
It helps a lot to have one designated area dedicated to writing/working. Also, be comfortable—wear comfortable clothes, put on some music that helps to immerse you into your story if you want, maybe have a few snacks nearby and a beverage of your liking.
5. What’s the one thing you’re really proud of that you’ve written so far?
I’m not that far into writing the story just yet, but I’m rather proud of the intimate fling scenes I’ve written in chapter 1. It was a first for me, and at the beginning I really struggled to find the right words, but I know it’ll become easier with time.
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6. Do you have favourite interactive fiction games, characters, scenes or authors that you’d like to recommend?
Too many! There are lots of great authors out there that deserve some spotlight, but I fear I don’t have enough time and space to name all of them. I already mentioned Defiled Hearts: The Barbarian (@defiledheartblog on tumblr), which has a very similar theme to my own IF. An amazing IF with a nonbinary RO and a trans RO is Blood Moon by Barbara Truelove (@barbwritesstuff on tumblr). A WIP IF that is completely underrated imo is Party of Four (@partyof4game on tumblr), which has an asexual RO and a nonbinary RO. Zo, the author of Party of Four, is also ace! Lastly, an author that I really look up to is C.C. Hill (@when-life-gives-you-lemons-if on tumblr). She is amazing, I love her writing, she’s incredibly inclusive and a pleasure to interact with.
7. If you were to say one thing to your readers, other authors, and/or the interactive fiction community: what would it be?
To readers: Please be kind to others. Lately there has been a massive wave of hate and harassment in the community, and it drives away kind and talented people who just want to share the stories they write. Support the works and authors you want to see more of. If you like an IF, send the author a nice message. It makes us smile and gives us the energy to continue writing.
To authors: Be kind to yourself. Take breaks. If you don't take breaks, your writing probably will be subpar, because you need a break sometimes, and you will have to fix everything you write after you actually do end up taking a break. It will also save you from feeling burnt out from writing. Don’t forget to hydrate. Only write a story if it makes you happy. You don’t owe it to anybody to continue writing a story you are fed up with; and if you don’t enjoy your own story, it will show.
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locria-writes · 3 months ago
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my new hobby is writing these 20-30k word if between chapters of bigger projects â˜șâ˜șâ˜ș
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l-xcixxs · 1 year ago
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seems interesting đŸ‘€đŸ€”
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AND SCENE—an 18+ slice of life plunges you, a nepotism baby, into the major spotlight as the lead in a highly anticipated movie, navigating swarms of hate, swirling scandals, dating rumours, false tabloid reports, and invasive paparazzi.
Breaking news—the love interest role in Claire White's latest blockbuster finally has a star, and it's none other than [MC], pictured above, the youngest offspring of Hollywood moguls. Brace yourselves for a wild ride as [MC], usually seen in their parents' flicks, takes on a meatier role in one of next year's most hyped movies.
But hold the popcorn—whispers on the red carpet suggest [MC]'s previous filmography is more "meh" than marvellous.
Is this casting coup the pinnacle of Hollywood nepotism, or will [MC] flip the script and prove they're a force to be reckoned with? Love them or hate them, one thing's for sure: this star-studded spectacle is about to kick off, and only time will spill the juiciest deets straight from the set.
So, grab your shades, folks, because this Hollywood rollercoaster is just getting warmed up and PinkCelebTea will report every step of the way—you know how it is!
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NEXT UP: Our insiders spill the tea—L Alvarez ain't exactly doing cartwheels about acting alongside what they're dubbing an 'untalented and undeserving' co-star. Trouble behind the scenes already?
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# Choose the movie genre & title + those of your previous 4 films. # Customise your MC & public persona. # Navigate drama in front and behind the screen. # Shoot the movie cover & go on press tour. # Prove you're more than just a nepo kid...or don't. # Romance one out of four love interests. # Maybe even snag a few nominations by the end!
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THE CO-STAR [M/F]—Louis/Luna Alvarez.
Appearance: 6'0. Brunette with curly hair (short for m, chest-length for f), pale skin and dark brown eyes. Signature style includes a white shirt/blouse, top buttons undone, and loose pants. Always impeccably dressed, with a flair for full-on glamour on special occasions, such as the red carpet. Personality: Reserved and quiet. While not everyone can pull off that demeanour, they do it flawlessly. Fans absolutely adore their composed exterior, noting, "it adds to their mystique."
THE MAKEUP ARTIST [F] — Red.
Appearance: 5'7. Long ginger hair, tanned skin adorned with freckles, and green eyes. Often dressed in skintight black or dark attire, with a scarlet shade coating her lips. Personality: Red exudes calm confidence with a soft-spoken demeanour, yet she's not one to be underestimated. She holds herself in a thoughtful, sensual, and quick-witted manner.
THE BARTENDER [M/F] — Zayn/Zara Lao.
Appearance: 5'11. Brunette with wavy hair (short for m, just below shoulders for f), tan skin, brown eyes, and a distinctive left brow slit. They've also got tattoos all over their body. Since the club gets hot quickly, you'll usually find them in something small and non-constricting, like a vest top and a pair of jeans. Personality: Unapologetically outspoken, they don't hold back. Blunt yet surprisingly charming, they've become somewhat of a local favourite in the area, rubbing shoulders with the right kind of people.
THE RIVAL [M/F] — Phoenix Ryder.
Appearance: 5'11. Black tightly curled hair (short for m, long for f & often styled differently), dark skin, and brown eyes. They sport a 90s-inspired style—often seen in loose-fitting denim jeans, a breezy shirt/crop top, and adorned with silver rings. Personality: Suave, charismatic, confident, and a touch cheeky—checking all the Hollywood boxes. As noted by many, "a legend in the making."
++contains mentions of alcohol and drug use, violence, explicit language, and optional sexual content++
DEMO TBA | CHARACTER INTROS
reblogs are appreciated :) thanks for reading!!
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if-whats-new · 6 months ago
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~ SMALL TALK
 ISSUE 1 (2025) ~
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> WITH HARRIS POWELL-SMITH @hpowellsmith
BY BRIAR AND PETER
Joining us is an award-winning narrative designer and writer: Harris Powell-Smith! Author of the Crùme de la Crùme series, “Blood Money” and many more!
⟶ Hello, Harris! Welcome to Small Talk. We are absolutely thrilled to have you here with us! Before we officially begin, would you mind sharing with us a bit about yourself?
Hi! I'm a narrative designer and game writer who's worked on a few indie and mobile games including the multiplayer King of the Castle and the mobile Love Island tie-in game. Currently I'm freelancing and mostly creating choose-your-path text games with Choice of Games, which I've now been doing for eight years.
I'm most known for my dark academia CrĂšme de la CrĂšme series, and most recently released Honor Bound, the fourth standalone game in the series!
⟶ Now, onto the questions! Can you tell us how you started your IF writing journey?)
My very first experience with interactive writing was as a teenager, making NPC mods for Baldur's Gate 2 with my then-girlfriend, now-wife. Along with being a lot of fun, doing that gave me an understanding of branching dialogue, conditional text, and scripting, as well as how to playtest effectively, take feedback, and tailoring dialogue to fit within an existing game.
Then life happened and I didn't do much of that kind of writing until ten years ago, when I learned about Twine and started making games using it. That led me to publishing IF with the now-defunct sub-Q Magazine which was a great initiative that paid well for interactive fiction. From there I revisited Choice of Games which I'd played a bit previously, started publishing with them, and then began doing other work in the games industry.
⟶ Looking back, is there anything you wish you knew before starting IF writing?
Scope creep is a massive thing, and it's important to try to mitigate it where possible when planning and while writing. But... although I'm great at working within restrictions that other people put on me, I have a tendency to spread past most restrictions I put on myself, like a large cat overflowing over the edges of a small box. My CoG game Noblesse Oblige, the one in which I kept the closest eye on word count, ended up 40,000 words longer than I originally intended. Honor Bound, which I intended to be shorter than my previous game Royal Affairs, is over 100,000 words longer. So I haven't really internalised that advice for myself!
⟶ You started your journey into IF games with Twine. Was there a particular reason for that. Was it largely due to the loss of sub-Q Magazine? And what led you to try out CScript after?
Heh, it's more that with my Choice of Games titles, I have more freedom than I have with other projects so I have more leeway to go bigger with it!
I learned about various IF communities around the time that my friend Maz Hamilton made their Twine game Detritus in 2013. I felt inspired by playing lots of Twine games, decided to learn myself and made my first game, Aquarium! I liked that I didn't have to be a programmer to understand and use it, and that I could play around with lots of reactivity to the player's actions.
Alongside that, I rediscovered Choice of Games and got very into their catalogue. I learned ChoiceScript - again, I appreciated that it was beginner-friendly with potential for more complexity if I wanted it - and started three or so games which didn't go anywhere. But when sub-Q Magazine contacted me to ask about reprinting one of my Twine games it was very exciting to hear that people would pay me for my writing!
After publishing more IF with sub-Q, I applied to write for Choice of Games and went from there. That said, though, I carried on making games with other engines like Twine, Raconteur (which I don't know if many others have done!), Texture, and ink, plus various in-house studio's engines. So although I'm mostly working with ChoiceScript right now (which I love!), there's always been a lot of overlap. There are advantages to different tools for different kinds of projects!
⟶ You’ve written quite a few academia inspired IF games. Is this a genre you’re a big fan of? Is there a genre you’re looking forward to trying next?
Yes, I've enjoyed a lot of books in academic settings, including in boarding schools, ever since I was little! In adult life, I especially enjoyed Laurinda by Alice Pung, Prep by Curtis Sittenfeld, The Prime of Miss Jean Brodie by Muriel Spark, and The Secret History by Donna Tartt. And when I'm writing, I enjoy putting player characters in situations where they have rules guiding them (whether that's school, social etiquette, a workplace, family obligations, a reality TV show, etc...) and they can work within those rules or push against them. I also like exploring the gaps and tensions between work/school and the outside world. Plus schools are a hothouse of intense emotions and boarding schools have everyone living in each other's pockets - making them great places for drama to ensue!
⟶ Honour Bound just came out recently, congratulations! Even if it’s not your first project, it must be quite exciting. Any post-release thoughts you would like to share with us?
Thank you so much! Releasing a title never gets old, so I've been very excited (and nervous) around this time. For people who don't know Honor Bound, in it you play as a disgraced, injured military officer who's been reassigned to guard a teenage prodigy at a wilderness boarding school for the children of the rich and famous. You can recover or trash your health, career, and reputation, and befriend, romance, or backstab your colleagues, and thwart or enact shady schemes.
I love Honor Bound and I'm really proud of it! It was really fun to write from the perspective of an adult in the CrĂšme de la CrĂšme setting and explore another part of the world. The small town and school in which Honor Bound is set feel like real places to me that I'd love to visit, and I really fell in love with the characters - the PC as well as the NPCs. The PC can develop such different personalities and go down different paths and I'm delighted to be hearing about people's adventures.
I learned a huge amount from writing Honor Bound and developed a lot of skills doing it. I'm a little sad to leave it behind, but excited for what I'm doing next!
⟶ Besides Honour Bound and your other amazing creations in the CrĂšme de la CrĂšme universe, there are also shorts available on your Itch.io page. Did you always plan on making several games or did that idea come later?
Haha, I wasn't really planning anything when I first started writing IF! I was just experimenting and writing things that I enjoyed making and that I thought I'd enjoy playing, and learning different things that IF tools could do along the way.
I certainly didn't think I'd be doing this as a job ten years on! (I do very much recommend starting with shorter pieces when learning new tools/languages - it's much easier to get something finished that way, and I learn something with every project I complete.)
⟶ What’s your process of deciding how many choices the readers get? That’s something many have a tad bit trouble finalizing.
It depends a lot on the kind of game and scene it is. I like using the choices available to show something about the PC's state of mind and priorities, as well as inviting the player to choose what actions they want to take. It helps with setting different tones a lot! think a lot about what the effects of the choice are, whether it splits into major or minor branches, has mechanical effects, or is self-expressive for the PC, etc.
In my Choice of Games games, and with some of the other games I've worked on, there have been style requirements to always have at least three choices. With CoG work I usually write more like four or five because I like the variety. I tend to lean towards 3-5 even if I'm just writing something for myself, depending on the kind of scene and set of options... but there are always exceptions. Having two choices or even one can be effective too!
⟶ How do you deal with the complexity of branching narratives? Are there moments when you feel frustrated?
I plan it out in quite a lot of detail in advance - if I try to code and write at the same time, I get bogged down. I can still change things up and make discoveries as I do each type of work, but it helps me not go down as many rabbit-holes as I would if I didn't plan...
That said, frustration can definitely happen when I've planned something more complicated than I intended and I feel tied to it, or when I go down a path a little too long before realising I need to change something. Both those things can be mitigated with experience, planning, and clear intentions, but it tends to happen at some stage no matter how many games I make - it's in the nature of it!
⟶ How do you get inspired? It’s different for everyone, but we are curious about your inspiration process—after all, a good story comes into being from the first spark, correct?
I get inspired by all kinds of things! Sometimes from games, books, film, or TV that I've enjoyed - or didn't enjoy as much as I hoped, or that I'd like to explore myself from a different angle. Sometimes from art, technology, nature, current and historical events, scientific facts and developments, or something that happened in a TTRPG session. Often, something will sit in my mind for a long time before I use it for something. For my first CoG game, Blood Money, I liked the idea of magic powered by blood because I wanted it to be harmful to the person using it; various pieces of folklore and myth include ghosts being attracted to blood, so putting that together helped me think of the magic mechanics. For CrĂšme de la CrĂšme, I liked the idea of writing a mostly non-violent game, as Blood Money was very violent, that still had high stakes; I'd also been wanting to write a school story for some time as I enjoyed that kind of setting. I love the process of developing a PC, mechanics, and goals from an initial set of nebulous thoughts.
The big thing, I think, is that I try to be open to a wide variety of ideas and inspiration, and not to limit myself. Taking inspiration purely from one area - whether that's the type of media being read or played, or the genre, or tone - means missing out on a lot of richness and texture. So I always recommend that people who want to start writing IF explore a lot of different kinds of writing and games. (Really that's good advice no matter how long you've been writing!)
⟶ What about writer’s block? Many people suffer from it. How do you deal with your creative block?
The vast majority of the times I have trouble writing, it's because of outside factors - life stuff, stress, health, etc. So in those circumstances, my being blocked means I need to pay attention to those factors to avoid burnout. Trying to power through causes problems, so rest and protecting my health are what I try to do then.
The rest of the time is usually due to me trying to push through a scene that doesn't feel strong enough, or doesn't feel true to the characters involved, or doesn't quite work for some other reason. The "block" is a signal that I need to change something. When that happens, talking to someone is my first port of call. Sometimes just talking it out (like "rubber ducking") is enough for me to recognise what that change needs to be; sometimes it involves a more in-depth discussion. Either way, it always helps untangle things and put me back on the right track.
⟶ How do you create characters that a player can connect with? And characters that feel real?
I like creating characters with specificity. They might start with a general feel or inspiration - in Honor Bound, for example, I knew I wanted the parent of the PC's teenage charge to be a single parent who was a romanceable character. But it's important to me to quickly drill into the details of what makes them feel authentic and specific. Great characters are more than what players want them to do, or being a vehicle for a trope, or attractiveness.
The characters I love best are the ones who feel like they have their own minds, while being responsive to the player's actions. When writing IF, there's a great opportunity to invite players to engage directly with characters, and that responsiveness is what makes them feel real.
⟶ For you, has there ever been a moment when you felt a deep connection to a character(s) you wrote?
I feel that a lot! Pretty much whenever I'm writing. For some particular moments, though... the PC eavesdropping on a conversation between Hartmann or Delacroix with their parents in CrĂšme de la CrĂšme; Pascha climbing on rocks at the beach in Noblesse Oblige; Hyacinthe talking about success and failure in Royal Affairs; Savarel talking about burnout in Honor Bound.
I feel a particular connection with the Honor Bound PC - partly because they're the most recent PC that I wrote, and partly because there's a lot of self-expression that the player can do and explore. I really enjoyed giving players the chance to personalise their PC's life and to write responsively to it.
⟶ Do you have a character that you think is slightly difficult to write as compared to the others?
Characters whom the PC already knows well can be challenging because of the knowledge/familiarity gap between the PC and the player. A lot of the family members in Blood Money were like this; the PC's family and their guard Asher in Royal Affairs; the PC's old friend Denario and the PC's mentor, Alva, in Honor Bound.
Asher in Royal Affairs was especially difficult because at least the PC hasn't seen Denario for a number of years! But with Asher, they've been in close proximity for many years before the start of the game and it would have been easy for interactions to lean too hard on assumed past feelings or experiences. So it was a juggling act making interactions feel fresh with them while keeping a sense of familiarity and giving options for the PC not to want to hang out with them!
⟶ Is there a character whose backstory was the most fun to write? Why?
I enjoy writing characters who don't want to talk about their backstories, so the process of finding out more about them can be an emotional experience in itself. Honor Bound is very fresh in my mind and I'm feeling very affectionate towards the characters in it at the moment so I'd say Korzha the aloof teacher, Fiore the anxious scientist, and Savarel the thoughtful workaholic priest... For various reasons, they aren't immediately forthcoming about things in their life and history, and it was fun writing the points at which the PC can discover that and get to know them better.
⟶ Would you choose a happy ending or sad one? Why?
The joy of writing games is that I don't have to choose a single ending. Sometimes the endings have similar tones - some of my Twine games have bleak endings, like Heretic Dreams or Thanksgiving. But sometimes they can vary a lot more and I love exploring that! I do enjoy making sure that a less successful, or sad, ending has a lot of emotion in it, to make it feel worth playing.
For playing... I have a lot of fondness for endings that allow me to have ambivalent or bittersweet situations. When I played Love Undying: A Kiss Before Dawn and Stars Arisen, or indeed the non-IF game Pathologic 2 this year, I didn't have "perfect" endings but they were very satisfying and reflected where my character was at. So things don't always have to go my PC's way to end on a note that feels good.
⟶ Just recently you officially announced a new project. Could you tell us more about it? What can we be excited about?
Ooh, I will keep most of it under wraps for the moment! But for now I will say... it's a second-world fantasy game, there's a great deal of peril, a lot of creepy magic, and a selection of intense and complicated characters who I can't wait to write!
⟶ How would the person you were when you started this journey react to how far you've gotten?
Oh gosh! Honestly, ten years ago I couldn't have imagined that I'd still be putting my work out there at all, still less that people would pay for it or that it could possibly be my job. Life was so different then as well in any number of ways! I think they'd be shocked and intrigued, and wonder how it happened. Which is how I feel sometimes myself, haha!
⟶ Do you have any advice for people who want to get into IF writing?
Experiment with short or simple writing first, and try different styles to figure out what you do and don't like, and don't expect to write something perfect on the first try. Play lots of different kinds of games. Have a solid sense of what your intention is, while also taking feedback into consideration. And most of all, enjoy yourself!
ONCE AGAIN BIG THANKS TO HARRIS POWELL-SMITH FOR SITTING WITH US!
IT WAS LOVELY TO HAVE YOU!
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alganenif · 2 years ago
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It is kinda funny how sometimes you take ages to write one single sentence, and then the next day you simply write an entire path as if it was nothing.
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chrysanthemumgames · 8 months ago
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Hi Jess, out of curiosity, why didn't you post the demo on Dashingdon?And also on this new website where you posted the demo, I can't make any progress, it says error in the code
Dashingdon is outdated in many ways (and no longer being actively maintained or updated), and I believe errors are getting more frequent as CScript itself updates.
As for the error, could you explain in more detail what's happening? I was able to play through the entire demo without any issues, so I'm not sure what might be wrong.
ETA: Because moody.ink seems to have merely a different set of problems rather than obviously fewer, I have also elected to host the game on Dashingdon. I ask for your patience with future bugfixes, as having two places to fix is in fact nearly twice the work. But I don't want anyone running into problems so bad they can't play, so I'm doing both.
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villainintern · 14 days ago
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Hi! I have a weird question for you!
So, your IF has been on my radar for a while now, but I heard there are random elements in it (random in the sense, actually using the randomizer command CScript has). Normally, I avoid CScript based games with random elements, because I'm a "one canon playthrough" kind of player, meaning I perfect my single playthrough, so random elements are really bad. And with CScript games not having a save function as opposed to Twine based games, I can't just save scum to always get the same results without having to replay through huge chunks of the game.
So my question is... is there an option to disable the random occurrences and make them choices or default instead? I recall at least one game doing that so I prefer to ask. And if it's not the case, how big/impactful will the random things be (or how easy will it be to avoid stuff leading to random events)?
I know it's so weird to ask, but this is actually the single reason why I've been holding onto playing the game, and I realize it's a bit dumb do just wait and I better just ask to know if I can play without too much worry or if the game is simply not for me.
Thank you!
No problem, not a weird question! Full respect, I can totally see why people don't enjoy too much randomization. Dice roll mechanics are fun, but I agree that they can be punishing in some choicescript games. And then if you die or whatever you have to read the whole book again from the top, which isn't as easy as say, replaying a video game level.
My spiel aside- Villain Intern has very little randomization, it's mostly for flavor/inconsequential little events. You'll never be totally thrown off or derailed by any random occurrence, and no neither result will be truly "better" than the others. All in good fun. And the demo has a save function, so you can scum all you like. Combat is not randomized, so no worries there.
As of now, I think the only random events are when you're ordering at the office cafeteria (you get served a random plate of ridiculous food, only effects flavor text) and when a mad scientist zaps you with a harmless ray gun (50-50 chance that you get dizzy for two minutes).
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devilscreekballad · 1 year ago
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Probably not telling many people anything new here, but: When writing an IF (especially, I reckon with CScript) write pronouns in text as 'they' with parenthesis first.
E.g.
""(They have) said as much,' the Captain notes, glaring daggers at you"
Even before you put in the gender choice. It makes it easier to find and insert the variable for pronouns (searching the text for '(they' or '(them' etc) and adding in the correct verbs via multireplace (using a 'plur' boolean to determine things).
It makes so many things so much easier.
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manonamora-if · 10 months ago
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The 100% Good Twine SugarCube Guide!
The 100% Good Twine SugarCube Guide is a coding guide for the SugarCube format of Twine. It is meant as an alternative to the SugarCube documentation, with further explanations, interactive examples, and organised by difficulty. The goal of this guide is to make the learning curve for new SugarCube user less steep, and provide a comprehensive and wide look over the format.
VIEW / DOWNLOAD THE GUIDE!!!!
The Guide is compartmentalised in (currently) four categories:
THE BASICS or the absolute basics to start with SugarCube. No need for extra knowledge. Just the base needed to make something.
THE BASICS + adding interactivity, and creating a fully rounded IF game May require a bit of CSS knowledge (formatting rules)
INTERMEDIATE MODE adding more customisation and complex code Will probably require some CSS knowledge, and maybe some JavaScript
ADVANCE USE the most complex macros and APIs Will surely require some JavaScript/jQuery knowledge
Note: The Advanced Use includes all the APIs, macros, and methods not covered by the previous categories. This includes code requiring very advance knowledge of JavaScript/jQuery to be used properly.
Each category explains many aspects of the format, tailored to a specific level of the user. More simpler explanations and examples are available in earlier chapters, compared to the later ones.
If something is unclear, you found a mistake, you would like more examples in the guide, or would like a feature covered, let me know!
The Guide currently covers all macros (as of SugarCube v.2.37.3), all functions and methods, and APIs. It touches upon the use of HTML, CSS, JavaScript and jQuery, when relevant. It also discusses aspects of accessibility.
The Guides also provides a list of further resources, for the different coding languages.
The Guide is available in a downloadable form for offline view:
HTML file that can be opened in Twine
.tw file that can be opened in Twine
source code, separating the chapters, .js and .css files
GITHUB REPO | RAISE AN ISSUE | TWINE RESOURCES TWEEGO | TEMPLATES | CSCRIPT 2 SG GUIDE
Twine¼ is an “an open-source tool for telling interactive, non-linear stories” originally created by Chris Klimas maintained in several different repositories (Twinery.org). Twine is also a registered trademark of the Interactive Fiction Technology Foundation.
SugarCube is a free (gratis and libre) coding format for Twine/Twee created and maintained by TME.
VIEW / DOWNLOAD THE GUIDE!!!!
As of this release (v2.0.0), it is up to date with the version 2.37.3. If you are looking for the guide covering SugarCube 2.36.1, you can find it on my GitHub.
Note: the Guide is now complete. There won't be further substantial updates.
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