I've hit kind of a slump with RiG here. Probably due to my own poor planning and execution, of course, then scrambling to try and fix it all on the fly.
I've talked to some friends about it, and I'm really mixed on what to do. So I thought, why not talk to anon? After all, you're my readers and voters, thus the ones who have to deal with it all anyway.
So, as you noticed in RiG2.5, I started tracking things like the season, day, and time of day, in addition to actually putting solid numbers to Reina's finances beyond just ambiguously saying "she has money".
Now as I did more of this, and then introduced how to handle all the "work" without filler votes of "[] Do work [] Don't do work", I began to think about the system some more.
Using three times of day (morning, afternoon, and evening), and assuming maybe 2 updates per phase, means 6 updates per day. This translates into 180 updates per season, or 720 per year.
To put it into perspective, the entire run of the first Restorer of Gensokyo was only 195 updates to cover essentially an entire year. Probably because I never said WHAT month it was and just kind of skipped entire months/weeks as I felt I had too.
Moving along. I've been struggling to try and decide what to do with the mess I've gotten myself into. I'm fond of the game mechanics myself, and I never really liked kind of jumping around the calender at random, or giving you lame votes such as "Should we work on this job today, or tomorrow?", not to mention it was all moot as Reina is always capable of finishing the job on time.
But at the same time, 720 updates for a year? That's just a silly amount of writing. Even if I cut the seasons down, to say... 15 days, we're still looking at (using the above example) 90 updates per month, so about 360 in a year. If we do 10 day months, well... that's down to 60 per month, 240 per year.
Now, why did I even think of this system in the first place? When I wrote RiG as my slice-of-life entry into CYOA proper, it was always inspired from my love of games like Harvest Moon. There was a bit of Princess Maker thought into it, but I don't think that'd translate well to a CYOA (Given, until the newest, you did your planning for entire weeks).
Still, I want to try and keep the game mechanics, but make it flow better, but I'm just not sure how to do it. What do you think anon? Do you have a suggestion? Or should I scrap the mechanics and start RiG2 over again, until like... RiG2.75 or something.
Enjoy some random, non-RiG related artwork of the protagonist of Exile of Heaven that I'm still struggling to work on. I have ideas for it though. I just can't nail them down still.
2012/06/26 (Tue) 20:59
No. 9747
You're not happy with how the story is slowing down. |
2012/06/26 (Tue) 21:06
No. 9748
If the mechanics you've applied to your own story are tripping you up... Well. There's little point in an arbitrary system that does nothing helpful. |
2012/06/27 (Wed) 10:02
No. 9751
How about dropping Restorer entirely and thinking up something else? Isn't it a little creatively bankrupt to be stuck on a single story for 3 years? |
2012/06/27 (Wed) 15:59
No. 9758
>>9751 |
2012/06/28 (Thu) 01:53
No. 9761
>>9758 |
2012/06/28 (Thu) 03:33
No. 9762
>>9761 |
2012/06/28 (Thu) 08:28
No. 9763
>>9758 |
2012/06/28 (Thu) 22:46
No. 9773
>>9763 |
2012/06/29 (Fri) 15:08
No. 9780
Hmmm, so popular opinion is the mechanics don't matter that much. |
2012/06/29 (Fri) 15:27
No. 9781
>>9780 |
2012/06/29 (Fri) 19:40
No. 9782
I think the mechanics are gumming things up as people mainly enjoy RiG for the Slice of Life elements and yuri subtext, focusing on that would serve you better than trying to cram in "game" elements that distract people from it. |
2012/06/29 (Fri) 20:33
No. 9783
>>9781 |
2012/06/29 (Fri) 20:37
No. 9784
>>9783 |
2012/07/03 (Tue) 21:13
No. 9884
>>9784 |
2012/07/04 (Wed) 15:55
No. 9903
>>9884 |
2012/07/05 (Thu) 13:09
No. 9914
>>9903 |
2012/07/06 (Fri) 11:31
No. 9919
>>9903 |
2012/07/09 (Mon) 15:37
No. 9938
>>9903 |