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#novel development
thepedanticbohemian · 10 months
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slayingfiction · 1 year
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Feelings Wheel
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This is the feelings wheel by Geoffrey Roberts, shown to me by my therapist. My initial thought was, "what amazing synonyms to use for diverse emotional vocabulary!"
More than that, this wheel is great for understanding your characters inner motivations and reactions to situations. For example, if a character constantly feels helpless, then their overarching characteristics will be that they are fearful.
Characters who are less emotionally aware may use words and act in the inner most circle. Those much more aware of their emotions may describe themselves or express and use words from the outer most circle.
Hopefully you guys find this as helpful as I did! Let me know down in the comments.
Happy Writing!
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ecoamerica · 2 months
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youtube
Watch the American Climate Leadership Awards 2024 now: https://youtu.be/bWiW4Rp8vF0?feature=shared
The American Climate Leadership Awards 2024 broadcast recording is now available on ecoAmerica's YouTube channel for viewers to be inspired by active climate leaders. Watch to find out which finalist received the $50,000 grand prize! Hosted by Vanessa Hauc and featuring Bill McKibben and Katharine Hayhoe!
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saraswritingtipps · 7 months
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List of affectionate things that can make someone fall in love
- Genuine Smiles
- Kindness
- Active Listening
- Thoughtful Gestures
- Supportive Words
- Shared Laughter
- Affectionate Touch
- Emotional Vulnerability
- Remembering Details
- Respect
- Spending Quality Time
- Apologizing and Forgiving
- Acts of Service
- Encouragement
- Expressing Love
- Shared Experiences
- Affectionate Nicknames
- Embracing Imperfections
- Protectiveness
- Unconditional Love
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burntoutdaydreamer · 2 months
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3 Steps to Improve Your Characters and Make Them Three-Dimensional
So I don’t have a process for creating/developing characters (to me the process is intuitive to the point where I wouldn’t even know how to explain it), but I do have a process for revising characters that just… fall flat, for whatever reason. 
I like to get to know my characters by throwing them into a bunch of different situations and seeing how they react, but sometimes that’s not enough. In these cases I need to go back to the drawing board and figure out how to make them not feel like a cardboard caricature of the role I need them to fill. Here’s the process I use, and it involves three key questions to understand what makes your character tick.
1) What is this character’s fundamental belief- either about the world or themself?
2) Where does this belief come from?
3) How does this belief hinder them, and are they capable of growing past it?
Alright, here’s what the process looks like in action. 
Let’s say I have a character I need to flesh out for my story.
Character A is a middle aged coffee shop owner and the protagonist of her story. The central conflict of the story revolves around trying to save the family run coffee shop she inherited from her father when he passed away, which has recently fallen on hard times.
What is this character's fundamental belief?
Character A believes that the world is an inherently good and fair place. She believes that good is always rewarded and bad is always punished, even if the timing isn't always perfect. As such, she strives to live a virtuous life, putting as much good into the world as she possibly can. While she understands that even good people can face hard times, she believes that in the long term, if things don't work out, it'll be because she didn't put in the work needed to turn things around.
Where does this belief come from?
Character A grew up in a solidly middle class household with good parents that treated her well- rewarding her for good work, and fairly punishing her for misdeeds. Her parents gave her everything she needed, but also expected her to work hard for the things she wanted. She also had the experience of watching her father build a successful business through hard work and by building strong connections with the people in town. If we want to push this further, we could also say that this belief was reaffirmed by watching her brother ruin his own life, squandering all his money and goodwill with those around him on failed get-rich-quick-schemes and outright scams that landed him in jail.
How does this belief hinder them, and are they capable of growing past it?
Let's say that Character A recently hired a barista who seems perfect for the job. Strapped for help, she gets him started right away before getting the results of his background check. When the results come in, she finds out that he is on probation and was recently released from jail for a violent crime. Shocked, she fires him. Believing that people who end up in jail always deserve it, she can't see past her initial prejudices. As a result, her coffee shop suffers from the loss of her new star barista.
Some time goes on, and Character A encounters the barista again, and learns more about the circumstances that landed him in jail (maybe he was falsely convicted, maybe he was battling psychosis, maybe the violent act was done to prevent a loved one- anything that makes her question her initial assumptions). He then confesses that he is struggling to provide for himself and his family because no one will hire him because of his criminal record. Character A comes to realize that her belief isn't completely true, and that the world isn't entirely fair. Though it takes a lot of inner work to do so, including coming to terms with her privilege, she eventually accepts this, and revises her beliefs. She decides that even though the world isn't fair, people have the responsibility to make it fair.
She decides to re-hire the barista she fired. After doing everything she can to make things right with him, she proposes an idea she wants his help with. Together, they transform her family business into a joint coffee shop and community rehabilitation center. In addition to selling coffee, they also launch a program to provide resources to recently incarcerated individuals looking to reenter society. They'll host weekly events on job interview coaching, alcoholics anonymous, motivational speeches, group therapy, opportunities to connect with open-minded employers, and more. Their promotion of this new program enables them to secure funding from local patrons and public grants, and customers are willing to pay for more expensive coffee with the knowledge that that money will be put to good use.
Additionally, if we want to go with the brother in jail backstory, we could have this ending be an opportunity for her to reconnect with him and maybe even repair their relationship as she gets to see him in a new light.
Main Takeaways
And there you have it!
You can use this process on any character- protagonist, antagonist, side character, etc. By grounding your character's motivations and development in their beliefs, you can easily introduce depth and internal conflict while keeping everything connected to the themes and plot driving your story.
Depending on your character's role or your story's plot, the belief can be wide reaching and complex (such as a philosophy or ideology), or specific and personal (such as having to do with their self-esteem). Either way, it should always be tied to their personal experiences or observations. This doesn't necessarily mean a tragic backstory. It could be, but I encourage you not to make this your default way of creating character depth. A mundane but grounded and sincere motivation will always be more compelling than cheap, dark shock factor.
Generally, protagonists with happy endings and villains with successful redemption arcs are capable of moving past their beliefs, while tragic heroes and antagonists aren't, and this failure is usually the source of their downfall. Keep in mind that even if characters do move past their old beliefs, it will always be a difficult thing to do. It will require them to confront their own mistakes, biases, and emotional wounds, and require both internal and external work in order to fix whatever their old beliefs have damaged.
Hopefully this guide will help you approach your characters from a different perspective. Feel free to share any insights.
Happy writing y'all!
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Something's Wrong with Sunny Day Jack - 2.0 Demo ( V.0.3 )
Another minor update, as we creep to 1/2 of the original script+!
Now with SEVERAL additional and new scenes!
The Patreon post with the download link is available for all paying Patreon members now! ❤️💙💛
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We ask all fans to remember that this is a temporary, unoptimized build. It's being built at no additional cost to show off improved graphics/new story content-- but it is a modified build of the original demo.
This demo in no way reflects the capability/file size/etc.. of our current private build, and should be considered more of a content sample!
KNOWN ISSUES:
CGs absent
Windows only - TEMPORARY
File size, unoptimized
Temporary Build, not in final engine
AfterLife mode non-functional
FUTURE GOALS:
MAC BUILD
Updated CGs ( The longest taking task-- )
EXIT MAIN MENU FUNCTIONS
Extended Nick Scene
Additional AfterLife Mode episode
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tricoufamily · 2 months
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did my challenge <3 came up w this story about a hitman who falls in love with his boss's new fiancé and they have an affair
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ecoamerica · 1 month
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youtube
Watch the 2024 American Climate Leadership Awards for High School Students now: https://youtu.be/5C-bb9PoRLc
The recording is now available on ecoAmerica's YouTube channel for viewers to be inspired by student climate leaders! Join Aishah-Nyeta Brown & Jerome Foster II and be inspired by student climate leaders as we recognize the High School Student finalists. Watch now to find out which student received the $25,000 grand prize and top recognition!
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wordscount · 2 months
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This was in my head and I had to make it.
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leoneliterary · 3 months
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Honor Amongst Thieves (WIP) — UPDATED 2/21/2024
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The demo has been updated! Play it HERE!
Hope y'all are doing alright so far this week!
Let me know if it breaks and I hope y'all enjoy!
FORUM ~ KOFI ~ PATREON
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redspringstudio · 3 months
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Thank you everyone for being patient with us as we get back into the groove of balancing development and running socials 🤍 We’re hard at work, and we'll post some sneak peeks soon!
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10 Ways to Develop your Writing Skill
Read with intention, especially stories you normally wouldn’t
Take yourself out of your comfort zone—mimic a writer with a totally different style/tone/POV than you.
Go out and experience more of the world
Try out some writing prompts
Share your work with another writer
Rewrite your project (or a chapter) in a new light—write the ending at the start, switch the main characters, change the setting
Gather sources and inspiration
Experiment using new concepts/words/characters you never would have otherwise
Take time away from writing and come back to it with fresh eyes.
Try taking your idea to other artforms—drawing, animation, music, knitting, singing, anything!
What are some other ways you believe help develop writing skill?
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adamprrishcycle · 1 year
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I support everything adam parrish does. Even the weird shit like sacrificing himself to a magic forest, scamming people for fake psychic readings even though he is in fact psychic and falling in love with an ancient, sentient horror who is stuck inside the body of an irish-american catholic teenager with a shaved head
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slayingfiction · 1 year
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Character Flaws
When creating characters, it's all too easy to envision the most perfect people, especially when it comes to creating love interests. Even our loveable morally grey characters are mostly perfect, if only they would stop killing...
So, here are a list of some flaws (based on personality, not appearance) to help round out your characters. While it's nice to be good at everything, it's abnormal. No one is perfect, and your characters will be much more relatable if you knock them down a bit.
Please note, none of these are (specifically) mental disorders, as I don't consider those a character flaw.
The Good (aka little flaw):
Absent-minded, aimless, argumentative, audacious, awkward, blunt, bold, boring, capricious, childish, clumsy, competitive, complainer, cowardly, critical directionally-challenged, dubious, finicky, fixated, flake, flirty, foolish, gossipy, gruff, gullible, hedonistic, humourless, hypocritical, idealist, idiotic, ignorant, illiterate, immature, impatient, impetuous, impulsive, incompetent, inconsiderate, indecisive, indifferent, indomitable, irrational, lazy, lustful, materialistic, meddlesome, meek, mischievious, nagging, naive, nervous, nosey, obnoxious, overambitious, overconfident, overemotional, overprotective, overzealous, passive-aggressive, paranoid, peevish, perfectionist, pessimist, pest, predicatable, pretencious, prideful, rebellious, renege, rigorous, sarcastic, skeptic, seducer, selfish, self-righteous, shallow, slacker, solemn, spacey, spoild, squeamish, stubborn, supersticious, sycophant, tactless, tease, tempermental, tenacious, theatrical, thoughtless, timid, unpredictable, unsupportive, vain, workaholic
The Bad (aka big flaw):
Addiction, adulterous, aloof, anxious, apathetic, arrogant, belittling, belligerent, bigmouth, bitter, bully, callous, deceptive, dependant, deranged, dishonest, disloyal, disrespectful, egotistical, envious, erratic, exploitive, fanatical, fickle, fierce (at the extreme), gluttonous, greedy, harasser, hubris, impious, infamy, intolerant, judgemental, lewd, liar, meglomaniac, morally grey, narcissistic, negligent, obsequious, obsessive, offensive, prejudiced, quixotic, reckless, rigid, self-martyr, self-righteous, short-tempered, spiteful, squanderer, stingy, unethical, unforgiving, untrustworthy
The Ugly (aka cross the street when you see this person):
Abusive, bigot, controlling, cruel, explosive, immoral, inhumane, intolerant, machiavellian, manipulative, murderous, neglectful, oppressive, racist, remorseless, possessive, self-destructive, threatening, treacherous, vengeful, vindictive, violent
The seven chief features of ego: self-deprecation, self-destruction, martyrdom, stubbornness, greed, arrogance and impatience.
Some of these may not even be considered flaws, and some may jump from one category to the next. It's all about how you present these flaws in your characters.
Have any more to add? Did you find this useful? Let me know down in the comments :)
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catskets · 3 months
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A more in-depth guide for creating visual novels, especially in the horror, horror-romance, etc circles
Some of you have seen my previous, smaller post on crafting visual novels, especially in this little space of Tumblr that a lot of us have found themselves in. Since that post took off, I've wanted to create a longer guide to help touch on some points I've thought about for the past few months.
In case you've never heard of me, I'm Kat, also known as catsket. I have a Bachelor of Fine Arts in Game Design. I've been making games for nearly 5 years, and I've been doing visual novels more "professionally" for 2. You may know me for Art Without Blood, 10:16, God is in the Radio, or Fatal Focus. I'm here to help you make your first visual novel.
Please note that my advice does not fit everyone, and you may disagree with what I say. That's okay! It doesn't work for all. That's why there's thousands of resources out there.
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FOR THOSE OF YOU WHO HAVE NEVER MADE A GAME
So, you have an idea for a huge visual novel. Horror, a shady and obsessive love interest, a little bit of woo-hooing. 100k words. Maybe a million. What is this, the 07th Expansion?
I notice a lot of people getting into visual novels are artists first. That's okay! I wanted to do art for games before I realized how much I enjoyed writing. And even less of you have probably touched Visual Studio. Again, perfectly okay. We all start somewhere.
My number one piece of advice? Make shitty games.
What does that mean?! My recommendation to those who have never done games is to make a bunch of shitty ones. Think of a theme, or hell, even join a game jam, where you make a game that fits a theme in a short amount of time. Spend about a week on your game. Focus on making something polished. Polish your mechanics. Polish your output.
I recommend, if you can, to make at least 4-6, if not more, kind of shitty games before hopping into longer projects. Making a game is a skill, just like art, just like writing. And game development is combining ALL of these together into one big soup being stirred by a skeleton hand puppet. You'll get into the rhythm and see what works for you.
It also helps you learn, perhaps, the second most important thing here: do you even like making games? There are cases out there where people have created video games (not saying visual novels) just for clout. That's no fun for you, that's no fun for your players. And you might go through this process and find that you don't like making games. That's completely okay! It's not for everyone.
Also, you can use these shittier games to gather an audience. I've built my audience because, for the past few years, I've been releasing games that slowly give me growing fields of eyes every day. A success story overnight is a rare one. It takes time. It's like building a brand, but you aren't a brand, you're an artist.
REV UP YOUR ENGINES!
Ren'py is the number one engine you will be recommended. It is very beginner-friendly, with lots of tutorials, assets on itch.io to use and download, and support. The engine comes with a few tutorials in the form of games, whose code you can freely browse. This is the engine I use most often. Most visual novels you see are made in this engine.
Twine is a text-based engine that most people use for interactive fiction. You can add images and audio, though, if you don't mind messing with HTML. I use Twine for text games and for outlining for my larger games. Ever played Degrees of Lewdity? Yeah, I know you have. Don't ask why. That game was made in Twine.
RPG Maker has multiple versions and has been used for exclusively VNs if you don't mind fucking around with plugins. It can definitely give your game a super unique feel. I recommend RPG Maker MV, since it has the most resources. This line of engines usually costs money, but it often goes on sale for under $5-$15.
People will recommend TyranoBuilder, but as a user and player, the lack of options and the format the games often come in is just...not fun to navigate. It advertises itself as little to no code, but it's often evident in the final results. Some good games have been made in it, though, so if you want to use it for prototyping/practice, you can. I'm not a fan, but that doesn't mean that fans don't exist! This engine costs money.
Not an engine, but check out Ink! Super useful scripting language that's used for more professional projects.
DEMOS, DEMOS, DEMOS
You've got an idea for a long-term project, and now you want to show it to the world! But wait, wait, don't do that yet!
When should I start advertising my game? This is a personal opinion, but I say that you should not start advertising your game until 50-60% of your demo is complete. Why? As I've discussed with some fans of indie VNs, they can name quite a few projects that have been in the "working on the demo" age for 1-2+ years. I've been in the Kickstarter MMO circles. If you, making a single-player experience with little mechanics to balance and polish (aka a visual novel), are taking that long on a demo, I am going to assume the game is not coming out. There are some games I have seen out here that have been in "working on the demo" phase where I haven't seen a single ounce of what the project will look like.
What should I put in my demo? The purpose of a demo is to showcase the mechanics and the vibes and the mechanics of your game. It's a demonstration. In my last post, I pointed to the Dead Space 2 demo that was showcased at E3 (RIP), that takes place about 2 hours into the story and shows how enemies are defeated, some animations, bits of the story, etc. Usually, because it's less about mechanics and more about vibes, visual novel demos showcase a certain percentage of the full thing (5-10%.) Can you showcase the vibe of the game here and what players should expect? If not, show off another portion.
How long should I work on my demo? Before, I said 3-4 months. That can be true, that can also not be true. Think about how long the demo takes you in proportion to how long the actual game should take you. Don't put too much effort. The demo is to showcase the vibe. It's to see how much the public and fans may enjoy the game.
My game is 18+, what should I do? Make a splash screen when the game is downloaded to let players know your game is 18+. If it's going to contain sexual content, you can hide it with itch.io's adult content filter. Write it on the page itself that your game is for adults only. Don't put your demo behind a paywall. This is genuinely ridiculous. The purpose of a demo is to showcase what a game is like before a player purchases it. That defeats the point of a demo. I've seen this happen, and it discourages players from approaching, especially because most demos never make it past the demo phase. So...I'm paying you $10 for 2-3k words of a game that may never come out?
Should I make a social media for my game? YES! Go for it. These anchors are how people will find your game. Make a Tumblr and open that ask box. Make a Twitter. Go to BluSky. Advertising is not bad. Some YouTubers even take e-mail suggestions from developers. Feel free to shoot your shot. The worst they can do is not respond.
HOW TO SET UP YOUR ITCH.IO PAGE:
Getting your itch.io to a presentable state can be very challenging! There's many ways to do it. I highly recommend using this page image guide for learning how to size your images to make your page pop!
Itch.io themselves has suggested to not publish a page until the game or demo is released. You can make the page and keep it as a draft, but do not publish it until you're ready!
Your cover image is the image that will appear in the search of the website, on any front pages, in collections, and on your profile. What have I seen that works? Key art of one of the characters up close and the title of the game! If you can make it a .GIF, do it! Bitches love .GIFs!
Itch.io recommends 3-5 screenshots on your page. I recommend 1 of these 5 be a .GIF that shows how gameplay feels. This is effective, even for visual novels!
Write a 3-5 sentence summary about your game for the description. What is your story about? What is the draw?
DO NOT BE ONE OF THOSE PEOPLE WHO IS GOING TO SAY "This is not like other visual novels. It doesn't have that cheesy this or that or-" No one cares. Genuinely. You're putting down other games in your genre and elevating yourself to the pompous level.
TAG YOUR GAME! itch.io gives you a list of tags to choose from when you go to tag. DON'T USE THIS! Try to go for more specific tags. Arimia has a very good guide on how to use itch.io's tagging system to your advantage.
GENERAL GAME MAKING ADVICE
SCOPE KNIFE IS SUPER USEFUL! Everyone makes games that are way over their workload. It's okay to cut out features and add them later. Prioritize making a finished game before hitting those stretch goals.
PLAN, PLAN, PLAN! Writing outlines is super helpful. I use Twine for my outlines, because you can connect your passages together and make really well-thought webs.
IT'S OKAY TO ASK FOR HELP! Whether it's from friends, professionals, or anything in-between. They can help with assets, editing, etc.
HONE YOUR SKILLS OUTSIDE OF GAMES! Write some poetry. Do some sketches everyday. Improve on your craft to improve your games
MUSIC IS HARD. THERE ARE RESOURCES. Most of us aren't musicians. That's okay. Make sure the music you get for your game is allowed to be used. You can use anything non-commercial if your game will not cost money or donations. I try to do songs in the public domain or free to use overall with credit if I don't have a musician. Consult the Creative Commons website if you're unsure how you're supposed to use a certain piece of music. If you don't use the right stuff, not only can it put you in legal trouble, but it can put streamers in hot water if they play your game and they can't upload the video because music is copyrighted.
PLEASE, DO SOMETHING ABOUT YOUR UI. Wanna know an easy way to get your game to look more professional? Edit the damn UI for your game. Make a new textbox, even if it's just a black box. Change the font. Eventually, players recognize the defaults and patterns of games made in certain engines and may attribute a lack of UI changes to a developer being lazy. It doesn't take very long to change the colors around and move text! Please do it to add a little pop to your game.
DEADLINES ARE AWESOME. Not everyone works well under pressure, but if you give yourself an infinite amount of time to make something, it'll never get done. Set goals for yourself for how much you can work on something.
IF YOU HAVE TO GIVE UP, GIVE UP. Making things is hard, especially long-term. Emergencies happen, jobs happen, life happens. Let your fans know that a project isn't happening anymore. Don't leave them in the dark. You don't need to tell strangers your medical history or anything, but transparency + honesty are really hot traits. You should use those in your creative work. This is one reason why I advocate for not publishing or advertising things until you know it's stable.
SHOWCASING YOUR CONTENT
People love to see WIPs for games! This is what the devlog is good for! A devlog is a post where a developer talks about and showcases some things happening in the game? What can you add to your dev log?
PERCENTAGES! How much of the artwork is done? How much of this character's route is done?
SNEAK PEEKS AT ARTWORK AND SPRITES!
GIFS! GIRLS LOVE GIFS!
Anything else to showcase your game's content! Posting consistent updates retains and even gains a fan's attention for your work.
RUNNING YOUR TUMBLR
You've joined us, and you've made a Tumblr for your blog! Link it on the itch.io page, so people can come find you after playing your awesome demo!
Do I have to respond to every ask? No. It's your blog. Delete whatever asks you want.
I got a hate comment! What do I do? Delete it and move on. I have a more detailed section on hate below.
I want to interact with [blog]! How do I do that? Reach out to the devs for silly little collabs. If you come onto a developer slightly headstrong, they might feel you are being abrasive or using them for content.
If people make fan content, interact with it! Encourage it! Reblog it. Show your love.
OTHER IMPORTANT THINGS
PROFESSIONALISM IS KEY. These may be pet projects, but you want to appear some level of professional on your actual itch.io page.
Being dismissive of player and fan complaints or criticisms will make you appear childish.
If your game is broken, fix it. I have been told by some amateur developers to ignore game-breaking bugs. It does not make me, a player, want to engage with your content. It seems messy and unfinished.
With the above point, it's 100% okay to have bugs and errors upon release. Every developer and their brood mother has. To decrease these issues, get playtesters. Friends can play your games, spot any errors, and help you point out things that can be improved upon. I recommend having playtesters at every stage of development.
Make sure your game runs before you publish it. Please.
You can still be silly and giddy! There's no reason to not be, especially when you get positive comments! The point of this is to not be outright rude to potential players and fans.
IGNORE HATE COMMENTS. In this case, a hate comment is a statement that contains no constructive criticism and are only here to be insulting or malicious. People are going to leave you with actual piles of dog shit in your ask box. They are trying to provoke you. Giving hate comments any attention, even if you're there to "clap back" proves that they got to you, even if you don't take the hate to heart. They will continue to pester you. Delete any hate comments and ignore them completely. Laugh about them with friends in a private setting, sure.
THINK BEFORE YOU REFERENCE! I know one big thing in this community is adding references to other games in yours, such as plushies of other characters or putting them on posters. The best thing you can do it ask the developer before adding this. How would you feel if some random person you've never met put your character in a video game? Most of us would feel weird and potentially violated. Open communication with devs is awesome. I am usually okay with it as long as someone asks for permission.
As a complete aside, I prefer more tasteful references to other games as opposed to 523482346 plushies and posters. These have been slightly overdone. Why not theme a candy after another game's character? Maybe your characters know each other.
OTHER RESOURCES I RECOMMEND
Devtalk is a server dedicated to independent visual novel creators. You can find jobs, resources, advice, talks, and, like, everything there! Devtalk is super useful. Everyone in there is so cool. They have a really great and comprehensive list of resources that I could not even begin to cover.
Visual Novel Design is a great YouTuber. No other words, check the guy out!
Ren'py and whatever other engine you're using has documentation that's super useful to follow.
Arimia not only has amazing VN resources, especially for marketing, but she also just has? Amazing games that you should check out?
And for a shameless self plug, I'm the lead of Sacred Veins, a collective of devs creating narrative games, whether it be horror, humor, romance, or everything in-between. Come hang out with us!
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saraswritingtipps · 1 year
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When writing about childhood trauma in a novel, it's important to handle the topic with sensitivity and nuance. Here are some quick tips to consider:
1. Research and understand: Take the time to research and understand the specific type of trauma you're addressing in your novel. This will help you portray it accurately and respectfully.
2. Show the impact: Explore how the childhood trauma has shaped the character's thoughts, emotions, and behaviors. Illustrate the long-lasting effects it has had on their development and relationships.
3. Use flashbacks sparingly: Utilize flashbacks strategically to reveal key moments from the character's past that contribute to their trauma. Ensure that the flashbacks serve a purpose in the narrative and provide deeper insights into the character's experiences.
4. Depict coping mechanisms: Show how the character has developed coping mechanisms to deal with their trauma. This can include avoidance, dissociation, or seeking control in certain areas of their life.
5. Allow for healing and growth: Give your character opportunities for healing and growth throughout the story. Show how they confront their trauma, seek support, and gradually find ways to overcome the impact it has had on their life.
6. Avoid sensationalism: Handle the portrayal of childhood trauma with care, avoiding excessive graphic or gratuitous details. Focus on the emotional journey of the character rather than relying solely on shocking events for impact.
7. Show support systems: Include supportive relationships and resources that aid the character in their healing process. This can involve therapists, friends, or mentors who offer understanding, guidance, and empathy.
8. Highlight resilience: Illustrate the character's strength and resilience in the face of their trauma. Show how they find ways to persevere, grow, and rebuild their lives despite the challenges they have faced.
9. Offer hope and redemption: Provide a sense of hope and the possibility of healing for your character. Allow them to find moments of redemption and transformation, demonstrating that healing is attainable.
10. Approach with empathy: Approach the topic of childhood trauma with empathy and compassion. Treat the characters' experiences with respect, acknowledging the complexity and individuality of each person's journey.
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Something's Wrong with Sunny Day Jack - 2.0 Demo ( V.0.2 )
Work resumes!
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We weren't able to hit our CG target, because we're looking to heighten the quality to a degree where getting the CGs out isn't as quick a process as before. But we're chugging along, laying down the groundwork!
And this time, we've decided to share our progress with all of you!
The Patreon post with the download link is FREE, and we'll be circulating it and some cool behind-the-scenes Kickstarter content once we're done stringing together the updates from our programmer AND our GUI artist!
However, we ask all fans to remember that this is a temporary, unoptimized build. It's being built at no additional cost to show off improved graphics/new story content-- but it is a modified build of the original demo.
This demo in no way reflects the capability/file size/etc.. of our current private build, and should be considered more of a content sample!
KNOWN ISSUES:
CGs absent
Windows only - TEMPORARY
File size, unoptimized
Temporary Build, not in final engine
AfterLife Mode non-functional
FUTURE GOALS:
MAC BUILD
Updated CGs ( The longest taking task-- )
EXIT MAIN MENU FUNCTIONS
Extended Nick Scene
Additional AfterLife Mode episode
❤️💙💛
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minkyuanim · 4 months
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You can read the prologue issue of my web graphic novel, The Merman, online now:
Excited to share something I’ve been working on:
I created Out of Town Comics so that I could house and share my own comics and graphic novels (and other projects). You can visit outoftowncomics.com if you wanna check it out, and read the prologue issue of my web graphic novel, the Merman. Best viewed on Desktop for now, as I optimize for the phone.
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