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PostPosted: Mon Jul 03, 2017 10:04 pm 
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storealis wrote:
... Any reasonable author should understand that embedding hours of video is suboptimal at best.


Unless your game is Her Story or The Infectious Madness of Dr. Dekker.

http://www.herstorygame.com/
http://www.doctordekker.com/

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PostPosted: Wed Jul 05, 2017 4:52 pm 
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storealis wrote:
... The limit on card length is...

Is it a character count limit? Word count limit?


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PostPosted: Thu Jul 20, 2017 4:50 pm 
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p4p wrote:
Is it a character count limit? Word count limit?



It's a character limit similar to twitter's.


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PostPosted: Wed Aug 30, 2017 5:22 pm 
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So this Twitter as IF?


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PostPosted: Sat Oct 14, 2017 11:09 pm 
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storealis wrote:
p4p wrote:
Is it a character count limit? Word count limit?



It's a character limit similar to twitter's.


By "similar to twitter's" do you mean approximately 140 characters?

Are you still planning to launch this project? The website is still up, but it's been a while.


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PostPosted: Thu Oct 19, 2017 5:39 am 
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mcd wrote:
storealis wrote:
p4p wrote:
Is it a character count limit? Word count limit?



It's a character limit similar to twitter's.


By "similar to twitter's" do you mean approximately 140 characters?

Are you still planning to launch this project? The website is still up, but it's been a while.


The character limit will be quite flexible depending on language, but generally around 500 per card for new authors.

I'm sorry we've been radio silent for quite some time now - we're having some difficulty finding good authors for our "flagship" story. I personally don't want to launch the website without having at least some content in there (otherwise would be too boring!). This proved to be the hardest part so far! Also we're working on a graph editor to complement the usual scripting approach.


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PostPosted: Wed May 09, 2018 6:27 pm 
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Storealis is now back on at https://narrators.club. No accounts required so feel free to check it out!


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PostPosted: Thu May 10, 2018 1:57 am 
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I took a quick look. I like that you include an "every turn" mechanism which could be interesting.

Interesting that there are a number of "slots" that are like separate instances of the game. Is there a way to reset those (is that what the trash icon means?)

I'd be interested to see more about how images might be implemented, and possibly some more interesting styling customization of the entire story or page.

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PostPosted: Thu May 10, 2018 2:37 am 
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Yeah the trash icon resets either one or all slots, and there's a confirmation box so you can try clicking it.

Images are supported since both markdown and HTML support it. Basic styling should be possible via css or the style attribute too.


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PostPosted: Thu May 10, 2018 11:47 am 
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My only other observation - I like the "card" paradigm for presentation; 500 characters is twice the length of a Twitter post, but feels about right with regard to reading vs. interaction. My only suggestion might be a mode either selectable by the author or the user where the previous card passages (all of them, or a limited number) are still visible on the screen so that as the player switches back and forth between "slots" they can see the chain of events leading to a particular situation - sort of like a Twitter thread?

Since the passages are "cards" with a limited amount of text, it would also be interesting if cards relating to a particular "scene" or sequence of interactions could all be shown together as they are selected (as if being "dealt" onto the screen). It would be neat if you could format it into a grid of say up to 9 or 16 and then clear the screen for each new situation (a new "hand" so to speak.)

Once again, these are just suggestions and I know probably not necessarily in your intended spec.
blue sky rambling feel free to ignore : show
I'm still wanting an IF system that plays like a collectible card or board game that's kind of a cross between this and Texture - Where there are slots on the board for author-defined purposes such as "rooms" and "objects in the room"...and the player gets a hand of cards such as EXAMINE, TAKE, USE, GO, ATTACK - Play GO on a visited room and you're there, cards show up for objects and interactables, play EXAMINE on the mysterious statue and the card turns into the description perhaps with buttons or options. Cards could have stat-modifiers and cooldowns, perhaps with a chance to spawn other cards such as monsters or random loot. For example, holding the SCARY MASK card in your hand reduces random encounter percentage chance because monsters are afraid of you.

I think perhaps Alexis Kennedy has kind of done this sort of thing already with CULTIST SIMULATOR.

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