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Winterz:
if any of the texts can be done in notepad ++, I will gladly help.

Just tell me what you want... put downs, praise, sexy talk, interrogation.

cheers!

W

Xela:
All texts can be edited in notepad. Dark is the one who's usually working on them. Do you have anything specific in mind?

DarkTl:
Interactions system always could use more options to make the game more lively.


--- Quote ---label interactions_too_many_sex_lines: # overused sexual line
    $ char.override_portrait("portrait", "indifferent")
    $ char.show_portrait_overlay("sweat", "reset")
    if ct("Impersonal"):
        $ rc("I believe it's enough for today.", "I don't feel the need to do it one more time.")
    elif ct("Shy") and dice(50):
        $ rc("S-sorry, let's do it later m-maybe..?", "Um... Please, this is honestly too much for today...")
    elif ct("Imouto"):
        $ rc("Stop it, that's annoying and boring!", "Uuuh, aren't you bored, doing it again and again?")
    elif ct("Dandere"):
        $ rc("...You want to do it again? I don't want to.", "...Let's stop here. I'm tired of it.")
    elif ct("Tsundere"):
        $ rc("Geez, give it a rest already!", "Ugh, you're really persistent. Stop it."),
    elif ct("Kuudere"):
        $ rc("I think we should take a break.", "You're too persistent.")
    elif ct("Kamidere"):
        $ rc("How many times are you going to do it?", "Unfortunately, I have no intentions to do it again.")
    elif ct("Bokukko"):
        $ rc("Geez, enough already! I don't wanna to.", "Hey, it becomes annoying. Don't you want to do something else?")
    elif ct("Ane"):
        $ rc("We keep doing it again and again... Let's stop it, alright?", "Persistence is not a virtue, you know?")
    elif ct("Yandere"):
        $ rc("You are too persistent. I don't feel like it.", "Give it a rest. We already did it.")
    else:
        $ rc("Aren't you tired of it? I am.", "How many times are you going to do it?")
    "Maybe you should try something else."
    $ char.restore_portrait()
    $ char.hide_portrait_overlay()
    return
--- End quote ---
This it a typical interaction block. In the end it's the same line, but they say it differently depending on the main personality trait.

Meaning that every line you write should have 10 variations at least (in my example there are 22 lines), one per main personality trait, plus optional Shy version. It's not very hard or time consuming, but also not fast and easy.

That being said, we indeed could use put downs, sexy talk, interrogation lines, etc if you willing to write multiple versions like in the example. Naturally, I'll explain personalities meaning and other stuff.

Winterz:
if you give me the situations you need and a definition of all the "personality types" I will create what I can for ya.


I speak american-english and am decidedly not an anime fan (thus personality explanations), but i would love to help you in my meager ways :)

Cheers,
 W

DarkTl:
Game like ours always get the best pictures from animeish sources, so we decided to stick with animeish personalities too.
Here is my old post when I described the system when we founded it. We have more traits now, but still the same 10 Archetypes which we use for all dialogues.

I attached to this post a file with gifts lines if you have troubles with understanding personalities. The file is good example of characters reactions to something depending on the archetype, you can open it in notepad++, preferably with python syntax enabled to highlight lines for better readability.

To start off, atm we mostly lack lines for evil options. For example, player is capable to blackmail a character somehow, and tried to do it. Either she reluctantly agrees to do something (doesn't matter what exactly) or refuses and, possibly, even insults the player if her personality is aggressive enough.

So here we go, we need two blocks of lines, for accepting player terms or refusing. Try to write them.

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