Jan 2 2023

Town Of Terror: The Return

Happy New Year! This evening I’ve uploaded module C3: Town of Terror: the Return. This is the third ‘outdoor adventure’ in Elven Academy.

In this module, you return to the seaside port town of Queen’s Bay with Alex and another companion. He has some issues to work out. He also wants to drag you into a secret spying mission. This module features more zombies and more romance than any other project so far, so what’s not to like?

Module B1 has a bit more romance with succubi and other children of the Dark Lord, but added together with companion romance, C3 has the most. The number of combats might also be a bit more than the previous champion, module D2. These combats are a bit more boring, though.

I’m not thrilled at all with my current RNG combat system, featuring rounds and attrition to hit points. It’s a coding clown fiesta. I’m strongly thinking about changing to scripted combat encounters, which are more exciting and unique, although not as replayable or interesting in terms of figuring out what works.

This module took at least the last six months to complete. It was a stupid and insane amount of weekend warrior work – from designing, writing, coding, creating all the art, translating into Spanish, and debugging. Throw in some music. And there are still probably a few bugs hiding in there somewhere.

This module was supposed to be an epic adventure, and filesize-wise it actually is. I believe it’s twice as large as any other module created to date.

The reason for the length wasn’t the size of the adventure though. It turned into a character-based story centered on Alex. That’s great, but it meant the focus wasn’t on sword and sorcery fantasy adventure, and D&D-like scenarios to solve.

So I still have a major itch to create a “mega-dungeon”. I will try again next time, after planning a bit better, and probably after completing B3: The Seelie Court. I feel like the most epic adventure has to be more on rails. C3: Town of Terror is a depressingly modest spiderweb with a few breadcrumb trails to nudge the adventurer towards the more intense story beats.

I enjoy writing dialog, but I tend to do so at the expense of other things. Anyway, off to yet another creative project (an oil painting), which is sitting waiting for me. Here is a direct link to module C3.

Note that if you are a level one/first year student, casting these combat spells will be fairly difficult. Luckily there is another, even more effective way available to handle these zombies. Actually, a lot of rolls in this module will be difficult. So.

Here is a level three (female chaotic heritage) code you can use, if you want: NAN100-OMHLLI-LFIFFK-AAABAC-18-15-12070C0000401-AEAAAA-AAEAAAAAAA-RAACAAAAAA-IAAAAAAAAA-ODMIVC-WWEIUL-YUGKAK-8535332222522343-0AUL4AAY000000000000000000000-000000000

Feel free to leave feedback here or on Twitter (link in sidebar.) Thanks for visiting.


Apr 5 2021

Persuasion As A Diplomacy Stat

I’m currently done with WoW Classic for a while, and I’m back to work on Elven Academy. I’m working on B1: Down The Rabbit Hole. This is the first module in chapter B, which I believe will take the adventurer on a sea voyage to the Unseelie Court.

While writing scenarios for B1, I realized that I’m not using the Persuasion stat much at all. Instead I’m using the other diplomacy stats (Empathy, Intimidation, Presence, etc.) as finer-grained, better flavored methods of persuading in the game. This is bit of an issue.

So I researched my inspiration for using Persuasion as a stat, which was Vampire The Masquerade. Unfortunately I don’t find any in-depth Reddit posts on this topic addressing pen and paper gameplay. I do find a forum post for the VtM:Bloodlines CRPG titled “Persuasion is overpowered, seduction and intimidation are weak.”

According to this post, VtM:Bloodlines took the opposite approach as I am. They over-used Persuasion as a catch-all means of persuading someone, unless there was a clear-cut situation that demanded a specific way of Persuading. I feel like that is non-optimal. I’ve already discussed Diplomacy at length in a previous post: Diplomacy Roleplay In Video Games: Part One, but lets look again.


Alternatives To Persuasion


I could replace Persuasion, but I need yet another fine-grained way to persuade. I already have Presence (Leadership), Empathy (Sense Motive, Emotional Connection), Mercantile (Haggling), Intimidation, and Deception (Lying, Cheating).

Possible other ideas:

Manners – knowledge and use of social decorum and refined speech. A lot of this is in Presence.
Seduction – using flattery, attractiveness, sexual desire to persuade.
Logic – trying to reason with someone, appeal to intellect.

Manners sounds boring, but I’ve wanted manners to be important to the elves. The main problem with Seduction is that it overlaps with the Romance stat, which I’ve implemented currently in the skills/professions category.

A discussion on RPG StackExchange came up with some other ideas like Logic and Acting. Logic is interesting, but Acting is hard to implement in a scripted CRPG. Pen and paper would work better for both this and Manners, I think.

A reddit user spoke of breaking Diplomacy into sub-skills, which I’ve already done. They suggest skills related to socio-economic backgrounds, i.e. Aristocracy, Street, etc. This is something that has been tried, i.e. in Cyberpunk 2020.

So this would be a vote for a Manners-type stat, but how do you use this to persuade people, or make real action and decisions happen in the game? It’s sketchy in terms of gameplay without a GM.


Persuasion Based On Socioeconomic Kinship


So this idea is to break your Diplomacy ability as a whole into your character background: aristocrat, warrior class, street urchin, and priest class, for example. You’re better at negotiating with your own people. This makes a lot of sense.

This idea doesn’t translate to any gameplay, however. Gameplay would be the idea of Cyberpunk 2077, which is to create stories based on your background. Obviously we can give bonuses based on background. We could tie this into a reputation system. Suppose you weren’t born a warrior, but you’ve done a million quests for the warrior’s guild.

The effect would be equal. Background and Reputation both equate to roll bonuses, maybe non-overlapping. Whichever is higher, to prevent overpowered effects like the one cited in the post linked above.


Persuasion Based On Leverage


In the comment to the discussion on Diplomacy, a GM mentioned the importance of leverage in the game “Dungeon World”: “There’s a Move (action, basically) called Parlay, which sort of covers what Persuasion and Intimidate skills would cover in a different game. The trick is that you can’t make a roll unless you have some form of ‘leverage’.”

It seems to me that leverage is a continuum, and each end renders it useless as a mechanic to implement. This leverage can often be boiled down to a quest item. “Here is the XYZ, now give me the thing/fight me/etc.” Or the leverage is moot. “Will five gold coins suffice?” (Just use haggle or another diplomacy skill that in this case just costs money.)

In the middle of that continuum between 100% leverage, and leverage you always have (gold), you have bonuses to the roll based on the strength of the leverage.


Conclusion


Origins (Street, Aristocrat, etc.) and Reputation could be employed as simple roll bonuses towards diplomacy skills. This means each NPC needs to be coded with a faction, which I’ve already done. Another way to code the NPC’s is with a disposition. The original Fallout games by Interplay used disposition heavily when negotiating with NPC’s, and the change in NPC facial expression was graphically rewarding at the time.

Disposition is overly complicated for the goals of my simple RPG. I’m going with KISS (Keep it simple, stupid), which is consistent with the inspirations for my game. And I’m leaning towards not replacing Persuasion with Seduction, but rather re-defining Persuasion per se to be like a seduction. It is derived from the same stats that Seduction would come from, and used when Seduction would be used.

As an aside, I’m also planning to replace the icons for the Diplomacy skills into something more representative. How do you arrive at icons for Diplomacy skills? The only theme of icons that seems to work, at the moment, is close-ups of eyes and eyebrows. Mouths can’t express enough.

I thought about icons showing hands (i.e. a fist for Intimidation, a handshake for Mercantile.) Or stick figures (i.e. a ninja for deception). I also considered animals, because this is an elven themed game. A bear for intimidation. An eagle for presence. A snake for deception. What animal persuades? What animal is empathic?

That’s all for now. Thanks for visiting, happy gaming, and feel free to leave a comment below.


Jan 28 2021

Main Storyline Playthrough And Bug Fixes: January 2021

Mini Patch Notes – January 2021

I had time and energy over the holidays to work on Elven Academy. These were all edits and bug fixes. I am still working on the second dungeon (Geomancer’s Deathtrap). Here is a list of ‘patch notes’, which are now uploaded by not playtested on live at this time. This might break existing save codes, in which case you will need to start a new game.

General:

Ora’s affection is now equal to Owl River reputation.
Fixed broken modules on the live server, which were caused by an update to Ora = not affection enabled.
Fixed broken save code during a manual update validity check (again).
Added a quest notification sound (trumpet).
Fixed the overlapping music issues between scenes.
Worked on sound controls to some extent.
Connor has a six more facial expressions in his standard portrait set.
Implemented some of Connor’s new facial expressions in chapter A.
Added character traits isBoss, isGay, isLesbian.
Started adding some dialog for these tags.
Implemented individual module results to save code, so choices (might) matter more.
Enabled completion of modules out of order.
Updated game reference spreadsheet for all updated game functions.
Added total item bonus display to character sheet for blessing, jewelry, and charm.
Language selection should now save in your room and/or when your save code is saved.

Module A0:

Added total items owned #’s in wardrobe for male, and for jewelry and misc items.
Fixed owned common magical accessories not displaying properly in the dressing room.
Fixed several other bugs, mislabeled items.
Removed text indicating dungeons ‘levels 2-4’ in adventure select menu. Ambiguous meaning.

Module A1:

Fixed broken variables that blocked dialog options.
Added a honking sound effect to VW bus.
Fixed incorrect help text.
Fixed some typos and missing preloads, character sheet not updating properly.

Module A2:

Many cuts and edits to boil down overly wordy paragraphs.
Fixed a statue blessing.

Module A3:

Proofreads to the Spanish translation.
Edits to reduce wordy paragraphs.
Cricket and waterfall sound was reduced in volume.
Fixed overlapping sound issues.
Fixed a few typos.

Module A4:

Showing up late to the meeting now means something.
Shortened many overlong paragraphs.
Broken dialog.
Fixed some missing NPC portraits server side.
Fixed typos and made many corrections to Spanish text.
Added 2 new scenes, and facial expressions for Connor.
Added more flirting, since flirt is in the title of the module. So.
Added dialog branches for dominant and lgbt character traits.

Module A5:

Fixed many errors in the Spanish translation (a few of them super mangled.) Like a few other modules, it appears this translation never received much proofreading.

Module A6:

More refinement to long paragraphs.

Main Quests For Development:

Finish dungeon D2: The Geomancer’s Deathtrap
Complete a few new library books possibly re: oil painting, Tonalism and French painting at the end of the 19th century, and/or Fin De Siecle, Belle Epoque, Victorian periods in England and France.
Finish playtesting all existing content in Chapter A, for a Free-to-play download package. Then I can develop premium content so I can receive donations, and then I can think about promoting.

Side Quests for Development:

Develop more for situations needing specific skills and clothing/gear.

Need a dungeon theme songs and sound effects for d1 and d2.

Dump jQuery.
Playtest on Firefox, etc.

Constantine’s Coat is missing an outfit graphic (44f and 44m)

Consider challenge rolls to be a three-die bell curve instead of two-die. This makes gear and CR weighted more and luck of the roll weighted less.

Leonie needs upset mood portrait. (In A6 dialog 97 and elsewhere.)

Leonie’s hearts (only Leonie) don’t seem to be updating visually on the speaker panel??

Fretzel needs upset mood portrait in A6.

(Spoiler Plot/Character Issues:)

Where is Gregory’s Grimoire? Who has it? Aspen made a deal with Glumskayah to speak with the dead, got the information, and got the grimoire. Only Ora knows the grimoire is missing, but she isn’t saying. Now Glumskayah has it after she got Aspen.

What’s with Glumskayah’s fairy dragon wings?

Jeanie playing milkmaid? Serpent reversal?


Jan 31 2020

January Update/Blog Post

The main project this month was writing the game’s first dungeon. Currently there are 79 locations, 37 dialogs, and 3 fights. Possibly one fight is a giant rat of sorts. This actually isn’t big enough.

I’m working on the maps now, and the maps are too sparse. They are not nearly impressive enough. So I thought I was being clever writing the dungeon without constraints of map or art, and now I’m adding locations to the map. And more locations. That means more coding. I’d like this to be the largest module so far, and right now it’s not.

I revisited the Tunnels and Trolls app this week. They’ve revamped it since launch, and it’s much better now without throwing you into Naked Doom to get going, iirc. (Or maybe that’s just the one I originally chose. I don’t remember.)

Reflections on the gameplay so far:

The combat is still a boring experience of dice rolling. I continue to be very motivated to do it differently – an experience of puzzle solving and decision-making with educated guesses combined with some luck and the familiar HP attrition.

I was disappointed by the result of only 2 attribute points as a reward for gaining level 2. At that rate, I’m going nowhere in terms of surviving higher level dungeons and encounters.

I was reminded, however, of how a level represents a major goal of achievement in a small-scale RPG like this. I’ve played so many MMORPG’s in recent years that another level is like another raindrop falling.

Recently I added a “bonus XP” feature to Elven Academy adventures. I am currently planning to try giving these to the player to allocate at the end of an adventure, instead of the way they are now randomly awarded during the adventure. This is consistent with my use-skill-to-improve design as opposed to the level design used by T&T and D&D, etc.

Another issue in T&T is that the app is warrior-only, and a few races are much better warriors. This is the same problem in WoW classic. Forced to play a specific race (to wit, not an elf) or be significantly gimped.

Unfortunately, since I’ve purchased a fair number of T&T adventures and products in softcover and PDF formats, I’m just not going to invest any money into the T&T app, thereby buying the product twice.

So here are this month’s patch notes for Elven Academy.

January 2020: Updates/Fixes

A3: More bug fixes, added Seelie Court rep. Archmistress Glumskayah now has wings? Not sure about the wing thing. I wanted to make her more devilish and less human, basically. I have a big problem with all of my non-human NPC’s managing to look lamely human. More dialog and options. Fixed removal of Learaiche’s wand.

A4: A few minor bug fixes, dialog cuts and improvements, added a skip option for theatre talking.

A5: Several bug fixes, broken conversation lines. Preloads.

A6: more bugs fixed, extended ending, new longest, most complicated module by far. Preloads.

D1: First dungeon is in development.

Tarot Training– added preloads for tarot cards

French Club – fixed more bugs, broken dialogue, Spanish language

Connor library – edited, translated.

Help – another edit through the dialogs to update for diplomacy changes

Library – fixed map, reduced high rate of special encounters prior in place for testing

General

Playtested server version of the game to find bugs related to delivering content by server, and files not uploaded properly with lower case file names. Fixed many loading issues with preloads.

Fixed broken save code regex-checking after recent diplomacy/affection changes

Improved text field backgrounds.

Improved timeskip splash panel with new graphics and function.


Jan 1 2020

December Update 2019

December, 2019

The main thing this month was adding Diplomacy skills, and updating existing story modules to use those skills.

Content Updates:

New book – The Fey: Culture, Magick, And Politics library book for lore, not illustrated.

New book – Fungus Facts, library book fully illustrated.

Completed a few new illustrations for Pirates and Devils books.

Debugged and improved scoring endings for Botany and Fungus books.

Wrote a new, updated, single-document rules guide.

A1: Added another short side path to the intro module with 2 x new art. Impemented a re-roll skip feature to character creation, for a relatively quick random character.

A2: edits, bug fixes, added clues to mystery of Dandelion’s heritage

A3: Another pass to fix a stupid amount of bugs still in the most complex module, and update dialogs for diplomacy skills. Added dialogue.

A4: A pass to add dialog, add diplomacy skills, update plot for endings.

A5: A pass to refine dialog, working on ending.

A6: Added 2 more scenes, many lines of dialog to the ending, hinting at secrets about Ora.

Help: wrote a new, combined FAQ/game rules. This was intended to replace the current in-game help module, but javascript will not allow me to open a new tab due to potential for abuse (I assume.) So for now the in-game roleplay help module remains, but it may be out-of-date.

Gift shop: included a fashion chat with Ana, and a small introduction to the new Appearance stat. Planning to add more, like where to shop for things, etc.

General:

Fixed another lowercase filename handling (image file not found) bug on server, saving roll icons were not displayed.

Fixed some cases of slow image loading on server by adding pre-loads, needs a lot more.

Implemented English and Spanish-only language modes.

Implemented convenient highlighting of the next story module in the selection list.

Simplified language button controls.

Made progress bar opt-in for development instead of default.

Added a background to the time skip splash screen.

Added a custom font for time skip.

Changed the name of the hosting site from Rio Buho (Owl River) to Elven Academy.

In-depth research of Diplomacy systems in games, wrote blog post.

In-depth research of T&T-style adventure writing, wrote blog post.

Changed the Fighter skill to Romantic skill.

Added six Diplomacy skills, which replace most Charm and Cunning rolls.

Charm and Cunning will contribute to the new derived Diplomacy skills, as well as Spell power.

Charm and Cunning will also still improve as currently, via light side and dark side conversation options, but not as quickly as when they were the only diplomatic roll options.


Nov 10 2019

French Club

French Club is now live! Visit Professor Souray on the sunset balcony to learn a bit about French. Features include:

  • Study the basics of French language.
  • Study numbers, shopping, and essential verbs.
  • More verbs, adverbs, and prepositions.
  • Tricks, traps, and colloquialisms.
  • Quiz battle against Chary to improve your Scholar skill a bit.

I’d like to improve this learning module mainly by adding voice to the basic word sets. I’m also not 100% sure the affection gains are working for Chary and Oshka. If you have any other suggestions or things that would help you and other students, please leave feedback.