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View Code? Open in Web Editor NEWA visual novella about coming of age in a separatist society. Built with Twine and twee2.
A visual novella about coming of age in a separatist society. Built with Twine and twee2.
Spell out the full game name, link to where it's hosted, explain what it is, etc.
Harlowe2 has this handy click:
macro, which you can read about here. s1a doesn't use this, but it should! It'd clean things up and get rid of all these tagged clauses (I forget exactly what they're called, but they use pointers like |this>
and (this|
).
I noticed that I had this in the #fragments channel in Discord, but never added it to the script. There's one last flashback, the finale one in this doc, that I'd like in the game:
https://docs.google.com/document/d/1L1i6Qyo0ULkpMrjMA2qUpwY0jGnEkyOCQi3C4KbkJgU/edit
I'd like it to go in the Roach Market, maybe somewhere in the Junk Heap, to give the player more of an idea of who Leo is and why he'd be chasing after you. Open to all thoughts, even if it's just "We don't actually need this."
What options we want people to see when they first load the site (Start, Credits, Content warnings)? What should the button to start the game be labeled?
Should the screen say "Escape from Juggalo Mountain"? If so, in what font and how large? Centered?
If you enter a single-character name, the logic around pluralization breaks and displays errors regarding 2ndlast
, etc. We should gate the pluralization logic in such a way that it checks the length of your entered name first.
Per our discussion, we'd like to move the name-entry sequence to later on in the puzzle. The reasons for this include:
We've talked about adding a mandatory sequence where, after getting the lighter, the player looks in the mirror and sees (rough draft idea):
the familiar face of a sixteen-year-old girl staring back at me. A little worse for wear, sure, but it was still me.
Anyone who playtested and sent in a feedback document gets a credit in the game. I also added a Special Thanks section for us to shout out anyone who helped us out or encouraged us. Add them in the comments!
I'd like to control the pace a bit more in these sections rather than dropping whole passages or multiple large paragraphs on a player at once.
The rap battle has this cool fade-in effect, and it'd look great on the opening crawl too.
While we're at it, we should style the opening crawl a bit to make it clear that we're jumping out of the story and into straight-up exposition. Maybe:
I've set this up here, and the website is currently visible at https://whymog.github.io/escapefromjuggalomountain.com/.
Before we cut our domain over to point at this new GitHub Pages site, we'll need to change some crucial things. Specifically...
<image>
tags to point at a new path: src/img/IMAGE_NAME
.I'll add more as I think of 'em.
List 'em here!
Based on this thread, there's been some discussion about how to handle the moment where the lighter is clicked. In order to get S1A merged into master, I've tabled that thread and moved it into this issue for discussion!
I know we maybe planned to do more with the journal in the second half, but as the game stands now it gets an "obtained" moment, but never serves a purpose. Is there anything we can do with the journal to make it more useful in this half of the game? Maybe the player opens it when triggering the flashbacks?
My other thought was changing it to a sketchbook and having it serve as an image gallery, but then it would have to be a constant option and that seems hard to rig in Twee/Twine.
Open to any and all thoughts!
Nathan suggested this in my first Gutter PR. Would love to see a dumb font applied to these scenes to make them stand out even a bit more. Open to any and all thoughts!
Did some very quick searching and I think something handwriting-ish, but legible like this would work: https://fonts.google.com/specimen/Caveat .
This issue will collect all the tiny things we ought to check and refine before shipping the game. I'll just update this as we go.
>
preceding them?>
or two >>
? Pick one style and apply it to the whole game. (see comment)>
/>>
prompt? Decide whether or not to include the space and apply it consistently to the whole game.Rework the Golf Cart passages in The Gutter to give the player the choice to do violence to Ron's cart and make the ending passages react to the violence they chose.
When we modified this in-person on Sunday, I forgot to add the pluralization logic back in that we've been using in other scenes for debug purposes.
We should really, really stop using the default styles for Harlowe2.
I.e., do we want to do passage names that use spaces? Dashes in place of spaces? No spaces, all passage names in camelCase? Etc.
Let's write a line or two to give Darryl more of a purpose on this barren earth.
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