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My late Ren’py update

17 Nov

I updated to Ren’py 6.14.1 today. I had 6.13.something before. I didn’t even know there was a new version until I looked for answers to some coding problem I had. I found the answer and when it didn’t work I realised it was because I hadn’t upgraded Ren’py.

The launcher looks great and I looove the new features.  I switched to the new editor as well. Editra is pretty cool and has spellcheck which is awesome.  I also changed the enviroment colors, for example the background to a nice dark blue that’s easier on the eyes then the stark white it was before.

One thing that bothers me is that it doesn’t seem to auto-indent (on pressing enter) like jEdit did, nor does it have the Ctrl + I thing that automatically indented a chunk of code. (unless I’m missing it?). These aren’t big problems though and I’m willing to live with them.

Other than that, I wrote today. I reached 4500 words which is not a lot, but it’s progress. I wrote the first encounters between MC and some of the other chars: Casper, Finn and Alba. They were pretty fun to write, I feel like I’m getting a better handle on their personality. I try really hard not to make Alba a total b with an itch. I want her to have redeeming qualities and not be just another one-dimensional stuck-up mean girl.

Also, I started using placeholders for the characters. They don’t have color or emotion, but they help me visualize the story. ^_^

I’m still debating Crypto’s functionality. Right now it’s made in a way that the player can go in, check what’s new or not. That’s not gonna fly though. Some things are optional (like all the random threads people write), but some should definitely be read to further the story. On the other hand, if I force the player to click through everything, why even give them the option to click? Same goes for 1-on-1 conversations. These should go in the private tab of the Crypto menu. Say MC receives a new IM that she absolutely has to read in order to further the story, do I force the NVL dialogue to pop up or just pause the game until the player goes to click on the conversation? I’m sure there’s a perfect way to handle it, I just have to find it.

In happier news I managed to make clicking on a thread work. I now opens it up and shows the replies. Woot!

Random screenshot:

MC tries to avoid Finn by hiding in a crowd of people, Assassin’s creed style. She ends up falling on her ass in front of everyone.

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Statistics of the day:

The game contains 418 screens of dialogue.
These screens contain a total of 4,492 words,
for an average of 10.7 words per screen.
The game contains 1 menus.

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Random name FTW

11 Nov

So, I originally had a fixed screen name for the character to take.  The narrator would say that there are randomly generated but the others were silly so MC was forced to go with the only good one. Then I thought, why not actually generate random screen names for the player to choose? I already had a system for it anyway (word1+word2, complicated, I know). So that’s what I did. Using two arrays of words that would more or less work together I generate the names and the players chooses one of three.  There are over 2000 combinations. Sometimes the names are silly, but nothing you won’t find online.

Today I also wrote the first dialogue between MC and Hollow (who is Hollow? let’s just say he’s the antagonist of the story). It’s not set in stone, but I kind of liked the tone of the conversation.

I’m still not sure about the coding. I’m doing it NVL style for now (same as with Summer). I think it’s the best way, I just wish I could make the damn thing scroll like a real chat box. I tried using viewport but no dice. Oh well, you win some, you lose some.

Let’s show some pics!

I’m not sure about the thoughts apearing in the chatbox. There’s no sideimage so I think I need to show some reaction from MC somehow. On the other hand I fear some people might see it as jarring. Arrrgh! What do I do?

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Statistics of the day:

The game contains 244 screens of dialogue.
These screens contain a total of 2,600 words,
for an average of 10.7 words per screen.

 

Custom screens are more fun than writing

1 Nov

Even when I first started thinking about CryptoHaven (the game) it was always a given that there will be an actual interface to mimick CryptoHaven’s (the program) functionality. Not once did I think “If you decide to make this game YOU will have to program that.” Nope. Well it finally hit me.

I tried writing the part where Mia first uses Crypto, but without the actual interface it seems impossible to get into the mood, so I guess until I create it, I’m stuck.

I think my way of mimicking a forum is pretty stupid, but hey, it works. So far I can only list the topics, views and creator and I made the titles into buttons. It doesn’t link to anything as I’ve yet to figure out how to do the next part (the actual forum posts).

Image

Yeah, anarchy! Go WhiteCrow!

Ain’t that the truth.

CryptoHaven announcement

28 Oct

I started working on my newest project a few weeks ago and I think it’s time I wrote about it here as well. It’s called “CryptoHaven” as you may have guessed. If I had to categorize it, I would say it’s a mystery, though you won’t be running around collecting clues and interrogating people. The story does however revolve around a mysterious character and it’s your goal as the player to discover his identity.

It’s a pretty big project, as big as SFM probably. Given my track record, this game will probably not be ready in less than a year so… yeah. ^^ I’ll make a new page dedicated to the game, with more information and pictures soon. For now, here is some concept art for the characters. The names might not mean much now, but you can probably get a sense for their personality.