I have this project which requires music. So I have to compose. To make it feasible, I’ve decided to use a tracker. I have never used a tracker, but I decided to bite the bullet and I somehow haven’t managed to sabotage myself yet.
So to do that, I finally got set up with the Soundtracker 2 PC clone. I have poked at it before, but today I actually began using it with intent; I went through a few mods with the sound I wanted, and began picking out instruments.
Now, for the next step, I need the sound of a glass harmonica or chime. I have a stupid purist brain-voice telling me I need to synthesise it myself, so I intend to ignore that voice until circumstances indicate otherwise.
Since this is the lead instrument, picking the exact right sound will be tricky. Which honestly feels more of an inspiration than a hindrance.
I had a really fantastic salad earlier, and adding in the red cabbage was a yummy choice, I think. Retouched my nails, and woke up to a delicious writing reply from Jinx (I love Ember, the cutest little kitten devouring blueberries and hiding inside of hollowed out croissants, but also Tamwyn, the Hannibal-esque bastard). Also, the cold extraction of coffee was so smooth and so delicious to sip from, and I have enough for tomorrow too!
I’ve been trying a new writing method and I’ve found a lot of success with it so far.
I write a fictional playthrough transcript.
Like, I’m basically playing the game in my head as I’m typing up the transcript. Choosing, on the fly, different verbs and actions, writing up the parser responses, and basically feeling out how I want the end-user experience to feel and flow.
Then, once I have a transcript written out, I use that to plan out how to actually implement the game.
Almost like a textual storyboard.
It’s way less of a slog too, and it really helps with writer’s block.
On top of that, I immediately have a document that someone else can read and give overview feedback and direction on before I even code anything at all.
It’s been an epiphany.
If you haven’t tried it, I highly recommend it. It’s like playing a ttrpg in your head and you play both DM and Player with the actions and responses.
That’s exactly what I am doing now for my One Choice Jam entry. Since most of the rooms have only one correct action to proceed, and all others are refused with a proper response, writing it up like a transcript felt most natural to me. Instead of creating individual bits and pieces I have a story and any weirdness in the story is more visible than when I would create it room by room and testing each room separately etc.
Fallen London’s current world event is awesome. The writing gave me an actual shiver of fear when the Starved were heading towards Sinning Jenny’s little ragtag group.
She was my favourite mayoral candidate back in the day, and I really love how the shift away from competition amongst players in terms of the Elections, towards group collaboration to come together as one against some devastating terror has proven so effective in rallying players towards a common cause.
The roleplaying options are awesome, too- not locking you out of either mechanical pathway (contributing to repairing, or going on the attack), but still managing to feel like they have substantial weight behind it and really define your character.
My little meowmeow has been mostly choosing to help- it fits in with her general character arc and previous choices she’s made, and it’s just so fun being able to feel immersed in the whole event and how she responds to everything.
This silly little Advocate (Crooked Cross is still the coolest profession to me in the game, even if other ones have better mechanical advantages, I tend to play emphasizing roleplay and story instead) has been pitching in with war efforts alongside a sinful nun, which is also delightfully amusing.
If you are referring to my One Choice Jam entry: the game does not automatically undo undesired actions, but just refuse them with a proper response. if the player could do different things and undo them then it would no longer be a single valid choice. For example:
At the Abandoned Temple
You see a bell and a donation box here.
Alcaz is here, studying the environment.
> talk alcaz
Alcaz is lost in thought and does not respond. You are on your own for now.
> talk bell
The bell does not respond to your chatter.
> talk box
The box does not respond to your chatter.
> take alcaz
Alcaz is already accompanying you.
> take bell
The bell is firmly attached to the temple and cannot be taken.
> take box
The donation box is firmly attached to the temple and cannot be taken.
> strike alcaz
It would be most unwise to try to attack Alcaz.
> strike bell
Striking the bell will not be effectual without a proper donation.
> strike box
There is no point in striking a donation box.
> search alcaz
Alcaz does not appear to have anything which can help you here.
> search bell
It is a bell, not a treasure chest!
> search box
You search the donation box and find a single coin.
So in this scenario, the only successful action is to search the donation box.
The next successful action would be to strike the bell. But I think you get the picture
Actions like looking and examining I took out of the game because if allowed, no other action would be possible anymore (that would constitute a choice).
On a personal note: My artist is going to make some artwork to accompany my WIP for the One Choice Jam. So to get a feeling for the thing I had to strike some poses holding a sword (actually a stick roughly of the right length) and looking dangerous It was a fun exercise. Now I only need to beef up my musculature to match the actual drawing
Bought myself a couple of accordion themed things on eBay tonight. Here is a picture of one of them, with alt text description after.
description of above picture
A very brightly coloured blue Smurfette figure playing a piano accordion. She has yellow hair, a white Smurf hat and white shoes on. The accordion has yellow bellows and red end bits.
The little man’s plushie experienced an unfortunate accident and was reduced to little scraps of felt. After two hours and forty four minutes of painstaking handsewing, stuffing, and refluffing, the creature lives again! I had set aside my early evening to work on my One Choice game, but it was pretty relaxing getting lost in the rhythm of repuzzling it all back together while listening to some podcasts and presenting the repaired stuffed animal to him. He was thrilled. Lucky for him that I enjoy hand sewing and had plushie supplies lying around, because I occasionally tailor small clothes and blankets for his assortment.
Going over to a friend’s house to practice with my guitar! It’s the first time I’ve practiced as a band out of the usual area, and also the first time this guitar has left the home since I got it…