dcsan / storydata

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game ending #9

Closed dcsan closed 3 years ago

dcsan commented 3 years ago

currently the story ends here, but i think you wanted it to use the bottom of the stairs image

is there a script for this part? I seem to have mislaid it if you sent it at some point

image

intellikat commented 3 years ago

That script is the updated one. Just remove the images and add the new curving staircase one.

I believe you had then linked to epilogue #2, which I updated in my branch.

dcsan commented 3 years ago

ok got it

also JFYI on formatting with quotes etc, ithink you wanted to have extra line spaces?

now its:

          reply: "
            > _\"Take him to the tower\"_
            \nthe doctor says, motioning to two burly guards.
            \n\"Yes, Doctor Abbot.\" They advance on you.
            \n> _\"We have a few questions to ask you.\"_
            \n he says, as the guards grab hold of you.
          "
          goto: epilogue2

image

dcsan commented 3 years ago

image

final

dcsan commented 3 years ago

also added some docs here on formatting with quotes etc.

https://github.com/dcsan/storydata/blob/master/docs/yaml-editing.md

intellikat commented 3 years ago

I'm just looking for a consistent format throughout for the text that aids readability. If it's messy and inconsistent, the player is likely to skip through.

What tools do we have in order to format the descriptions? Line breaks, indents (being used now for dialogue), anything else? If I know this, I can find a way to write that is both terse and readable.

On Mon, Nov 9, 2020 at 1:14 PM dc notifications@github.com wrote:

ok got it

also JFYI on formatting with quotes etc, ithink you wanted to have extra line spaces?

now its:

      reply: "
        > _\"Take him to the tower\"_
        \nthe doctor says, motioning to two burly guards.
        \n\"Yes, Doctor Abbot.\" They advance on you.
        \n> _\"We have a few questions to ask you.\"_
        \n he says, as the guards grab hold of you.
      "
      goto: epilogue2

[image: image] https://user-images.githubusercontent.com/514002/98502596-49034a80-2207-11eb-8e00-887e6dcda79e.png

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intellikat commented 3 years ago

Okay, I think you've answered my question about formatting tools.

On Mon, Nov 9, 2020 at 1:34 PM dc notifications@github.com wrote:

also added some docs here on formatting with quotes etc.

https://github.com/dcsan/storydata/blob/master/docs/yaml-editing.md

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dcsan commented 3 years ago

i added some notes on formatting, see the link above.

the line breaks look nice, on desktop, but does take a lot of vertical space.

we don't have that much really just very basic discord markdown which is a subset of full markdown.

https://support.discord.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-

they also have embeds but we really haven't used that too much https://discordjs.guide/popular-topics/embeds.html https://anidiots.guide/first-bot/using-embeds-in-messages

https://discohook.org/

i was thinking about using embeds for items you can pick up, or maybe even hints or something. but it seems there are limits, like you have to have a title. I use an embed to hide the link when you examine the MJ poster image

maybe can do something with an embed for the menus. discord has no buttons like slack. just the emoji reactions. this is still an issue near the start, there's one choice which is maybe ugly/broken

we can also send videos, and 'text to speech' i was thinking about using that for the tannoy system.

intellikat commented 3 years ago

I'm not terribly fond of using icons... all the icons and options seem to clutter up the interface and get away from the idea of typing commands. But if they are used, I think they need to be likewise consistent and maybe eventually designed visually to match style of the game.

[image: Screen Shot 2020-11-09 at 2.04.38 PM.png]

In the above example, consistency would mean:

sit (icon) down skip (icon) the intro

So that the operative word is first and linked directly to the icon.

Why is there the "poll results" below for the choices made?

On Mon, Nov 9, 2020 at 2:01 PM dc notifications@github.com wrote:

i added some notes on formatting, see the link above.

the line breaks look nice, on desktop, but does take a lot of vertical space.

we don't have that much really just very basic markdown

https://support.discord.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-

they also have embeds but we really haven't used that too much https://discordjs.guide/popular-topics/embeds.html https://anidiots.guide/first-bot/using-embeds-in-messages

https://discohook.org/

i was thinking about using embeds for items you can pick up

we can also send videos, and 'text to speech' i was thinking about using that for the tannoy system.

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dcsan commented 3 years ago

i don't see the image above, can you send again?

not sure what you mean by "poll results" ?

I think in the intro having some buttons to skip through is good, it keeps the pace going. esp originally it was a lot of screens without any choices. but in general we could stick to a grammar of "talking to characters is always via chat" and that would open up more options for depth.

dcsan commented 3 years ago

I do really like the main "controls" navigation menu as it presents a few options and makes it clear what you can do:

image

we don't have a tutorial, so previously in the cell I did lead them through the first two commands. it was amazing how many people did not know how to type look or know how to pick stuff up

this one is OK:

image

this seems to have got messed up: image

dcsan commented 3 years ago

I was maybe going to use an embed for some hints / help tools

dcsan commented 3 years ago

there also isn't a good emoji to indicate 'help' stuff image

image

intellikat commented 3 years ago

Screen Shot 2020-11-09 at 2 04 38 PM

poll results = it shows how many times a player has pushed a certain button, doesn't it?

It's fine to have the option to skip or progress a screen-- I'm just saying the current interface is inelegant. Multiple icons, uses of sit and skip, a register counting how many times the button has been pressed. The original buttons that clicked through in the first duotone version were simple.

I think it's fine to teach players in the early stages how to use basic commands using the prompts you've incorporated, and maybe it's best to design that progression into the game, i.e. first "task" requires looking, second requires opening and getting, etc. It just overall feels cluttered to me with so many.

There are times when the controls nav menu gives away what needs to be done, such as with the MJ poster... "flip". Overall that MJ sequence feels like it's attempting to use too many mechanics and feels clunky as well. I really think it's best to focus on a clear flow through of a good story and puzzles and then incorporate mechanics as we iterate.

dcsan commented 3 years ago

click count = yeah we can't change that it's a discord UX thing. shows how many players have clicked. might be fun later if we do multiplayer mechanics

current UI isn't elegant, i agree. but it's the only way to do buttons currently. when their long talked about bot UX drops there will be more features, but that could be six months. https://blog.discord.com/the-future-of-bots-on-discord-4e6e050ab52e

what do you suggest for the menu above then? menus and 'button choices' in general is a bigger topic, i opened this issue to discuss https://github.com/dcsan/storydata/issues/11

intellikat commented 3 years ago

I think the concept behind the menu is fine, just the UI execution.

Just:

have a seat (icon) skip the intro (icon)

where clicking the icon or the hyperlinked line itself gets you going through.

intellikat commented 3 years ago

Or just hyperlinked text to click still I think works as a button even without an icon.

dcsan commented 3 years ago

hyperlinks would be great, but discord doesn't support it. could do that with telegram or slack... 🤦