Hello Everyone! My name is Elizabeth, or just Liz for short.
In When Silence Speaks, you'll be taking on the role of an MC that isn't part of the human world but wishes to explore it. Sound familiar? This IF is a mixture of themes from The Little Mermaid with the twist of having the classic soulmate trope etched within-- the first words your soulmate says to you is tattooed onto your body.
The only catch? You've traded in your voice to be able to walk on land, but four distinct individuals have their greetings tattooed onto your skin... Will you have theirs?
You can play as a mermaid, merman, or merperson. Choose your sexuality, appearance, facets of your personality, an oceanic friend, and your own special reason for wishing to go to the surface world. This story will be filled with a mixture of sweet moments, angsty dramatic ones, potentially steamy ones, as well as many more! Spend time with your potential soulmate while discovering that your deal wasn't as you once believed it to be.
The game, as one may expect, is heavily focused on relationships and romance. However, you'll be able to decide if your soulmate is a romantic one or more of a platonic one-- of course, you'll also be able to befriend anyone else you choose to! All four of the ROs are gender-selectable (male or female)!
Miran/Mira -- "The Heir"
The heir to the seaside nation of Semprya. An individual with a gentle smile and compassionate nature, with a deep fascination and love for the sea-- respecting it as it should be respected. They're slightly feared within the Court, despite their overall soft-spoken demeanor, because of the sharpness of their tongue and the keen nature behind their gaze.
With fair skin, despite the overall sunny climate of Semprya, and ice blue eyes, reminiscent of the frozen oceans of the North, they command respect with their presence alone. They stand at 6'2" with an athletic physique due to their combat training, but they still maintain an air of slender elegance as well.
Hair as golden as the sun's warm rays bring their look together, being softly curly. Miran keeps his hair semi-short, brushing his ears, and Mira keeps hers to the small of her back.
Caspian/Cassia -- "The Captain"
The infamous Captain of the dreaded ship The Leviathan is known across the seven seas. Stories follow in their wake, a living legend to all, and many believe they search the seas to find the soulmate that always seems just out of their grasp. Of course, others think they just enjoy the bloodshed that always seems to follow in their wake.
Years of life on the open ocean have given them a golden-tan complexion, that offsets the piercing green of their eyes. They stand at 5'11" with a muscular physique that still retains a sense of agility-- always being able to move from one place to the other with the greatest of ease.
Their hair is a rich golden brown that's as wavy as the place they call their home. Caspian keeps his hair to his shoulders, while Cassia keeps hers to just beneath her shoulder blades. The only thing keeping the locks in place is the classic hat denoting their position on their ship.
Evan/Eva -- "The Scholar"
The most trusted advisor, despite their young age, to the Crown Heir of the seaside country of Semprya. With a thirst for knowledge, that has pushed all thoughts of soulmates from their head, they see you as another puzzle in a world of infinite ones-- wanting nothing more than to figure you out.
They have a rich dark-skinned complexion, with a warm undertone, that brings out the brilliance of their light hazel eyes-- that look almost gold. Standing at around 5'4", what they lack in height they make up for in presence alone. With a lean body, from years of lugging around heavy tombs and scripture, they can be quite formidable when out of their usual robes.
Their hair is a rich ebony black that falls in gorgeous ringlets. Evan has his to his jawline and Eva's just barely brushes the top of her shoulders.
Alexius/Alessia -- "The Guard"
With a surly attitude, that only softens for specific people, they don't make it a secret that they don't believe in soulmates, that they don't wish to find their own-- not after what they've seen. A deeply protective nature is paramount to who they are, who they have always been, and it's only grown while in their service to the royal family.
Tanned skin brings out the silver quality of their hardened gray gaze. Standing at around 6'7", they're quite the imposing figure and don't try to be anything else. With a muscular physique, that's built for strength, they're normally seen within their armor-- you never know what could be coming after all.
Auburn hair brings out the cool undertone of their skin. Alexius keeps his hair short and Alessia keeps her to just past her shoulders, but she always has it in either a simple plait or a low ponytail.
DEMO (TBA)
wyll ravengard the man that you are
You're an exchange student at Seoul University.
In a world overrun by a mysterious virus that turns people into flesh-eating zombies you're separated from your brother, Elijah, who is stationed in the army. He is one of the first to hear of the outbreak and attempts to warn you, but all communication is cut off before he can provide any details.
You and a group of friends and strangers are left to fend for yourselves in the midst of the chaos. You all quickly realize that they must band together and navigate through the treacherous landscape filled with the undead if you guys are to survive.
1. Elijah (Brother): In the harsh world of the zombie apocalypse, Elijah stands out as a beacon of strength and resilience. As a soldier, his tall and muscular frame reflects his years of military training. Elijah's chiseled jawline is adorned with a prominent scar, earned during his first tour of duty, serving as a constant reminder of the sacrifices made in this unforgiving world. Beneath his rugged exterior, he possesses a deeply compassionate nature and a strong sense of loyalty, especially towards his fellow survivors. Elijah's discipline and duty-driven approach to life are always apparent, but he's a man of few words, preferring to let his actions speak for him. His journey is one of redemption and hope, as he and his group fight to survive while seeking to reunite with you in the chaos of the undead.
2. Han Ji-Hye (Seoul University Student): Han Ji-Hye, a student at Seoul University, epitomizes the essence of a diligent and compassionate scholar. She's a petite and intelligent young woman who's always ready to help and engage with others, despite the intense workload of her studies. With her striking dark hair, expressive eyes, and engaging personality, she quickly becomes an approachable and cherished friend among her peers. Ji-Hye's commitment to her academic pursuits and her love of learning are evident in her remarkable performance in a wide range of subjects, from mathematics to the humanities. Her active engagement in volunteer work and her involvement in student-led social justice initiatives reflect her deep empathy and her resolve to make a difference in the world. Ji-Hye stands as a beacon of hope, resilience, and unwavering kindness, embodying the spirit of a dedicated Seoul University student.
3. Valeria Monila (Seoul University Student with Mixed Heritage): Valeria Monila, hailing from Peru and bearing a mixed heritage of Haitian and Peruvian roots, is a captivating presence at Seoul University. Her unique blend of cultural backgrounds is evident in her striking and diverse appearance. Valeria possesses a warm and outgoing personality, exemplifying a natural charisma that resonates with those around her. She's driven and highly motivated, excelling in her studies while immersing herself in the rich cultural scene of Seoul. Despite the challenges of studying abroad, she remains resilient and compassionate, actively contributing to social justice initiatives both in Seoul and on a global scale. Valeria's vibrant character reflects the beauty of cultural diversity, and her passionate commitment to making the world a better place is an inspiration to those who know her.
4. Micheal Reid (Seoul University Student with Mixed Heritage, Reserved Demeanor): Micheal Reid's mixed heritage of Australian, Japanese, and Costa Rican ancestry has shaped his unique presence at Seoul University. While he appears friendly and outgoing, Micheal's reserved demeanor often keeps others at arm's length. His aloof and introspective nature can make it challenging for people to connect with him on a personal level. Nevertheless, his intelligence and perceptive mind set him apart academically, excelling in his studies and problem-solving. His introspective and self-aware character drives him to constantly seek self-improvement. Micheal's complex and enigmatic personality, combined with his diverse cultural background, makes him a thought-provoking figure in the academic and social circles of Seoul University.
(These are not the only characters)
Footage of a black fallow deer recently seen in Baryczy Valley, Poland.
(source)
This is the write up I've been most excited to do--this is one of my favorite things in interactive game design--doing cool stuff with stats. I really, *really* wish someone had told me this stuff when I was starting out.
The most ordinary way to handle a relationship stat is to track it with a number that goes up and down according to choices and tests in some predictable fashion. So, for example, if I do something that Gilberto likes, according to some reasonable option, like “support Gilberto in the argument,” I get:
*set rep_gilberto %+10
And this makes sense to everyone. I gave Gilberto a gift, I get reputation points with him. I showed that I’m good at swordfighting, this impresses him, and I get a higher number.
Similarly, if I insult him, if I’m nice to his enemy, if I do something stupid in front of him, I get
*set rep_gilberto %-10
For my first game, this is the only kind of relationship stat I used. It was the only one I knew!
So the relationships were very simple to track and very simple to test. If, by the end of the game, Prenzie likes me 72 much, and that’s over the romance tester of >= 65, congratulations, Prenzie and you can have a happy ending together.
You can write a totally fun game never using anything weirder than that. But I thought it would be fun to share with you some other interesting ways to conceive of relationship stats.
A character who only goes to 0 or 100. That's it. Her relationship stat with you is essentially a boolean true/false. You can do everything for her, but the second you do something she doesn't like, it's down to 0. She loves you or she hates you. This is very character defining. The number tells you everything you need to know about the character.
That same character, who only goes to 0 or 100--except that you can do something over the course of the game to change them, to allow them to have a broader range of relationship numbers. Suddenly there can be shades of relationship. You did something to help them mature, to understand people better.
A hidden relationship number. If you look at the stat screen, whatever you do, nothing will change their number. They neither like you nor dislike you. They are professional, perhaps, and nothing more. However, you can do something to break down their shield or facade, and then, you can see the number moving; or perhaps the number doesn't move at all until that shield is broken.
The above, but in reverse. Something happens to chill someone's heart, and then nothing you do can affect the number. Or perhaps it can only go down, and then you are in a constant battle of attrition where you can only lose affection from someone.
When you reach a certain level of love and trust from someone, the bottom of the scale raises permanently. No matter how much I annoy my true love, the number just bottoms out at 40.
A relationship number that can be tapped as a resource. The bartender at the Noble Gases Club likes me reasonably well. Let's say she likes me 60 out of 100 much. When I need something in an emergency, she can do astonishing things. If I have over 35 relationship with her, she'll help me. Each time I use her, it depletes her by some amount depending on how big a favor it is. So this one is interesting, because now I have to balance whether I want to keep her liking me because I want to pursue this relationship, or whether I just really need her help right now.
A relationship number that can be a catch-all variable for a test. If you have a high relationship with Toppers, the club millionaire, I can throw that in as a variable in a test to see if you can impress someone by talking about high finance on the grounds that you may have had a conversation with Toppers about her money in the past. (*if intellect + toppers >= 50) Then, if you pass the test *because* the Toppers variable made you cross the threshold, you can add flavor text talking about that conversation with her. This is very, very good, because it tells the player that the game has taken into account your having done things to get close to Toppers (and there's a reward for it--you passed the test, sure, but...here's more content, too!)
A degrading relationship stat is incredibly powerful and characterful. This stat declines, scene by scene unless you do something to raise it. This is a "what have you done for me lately" person, and even though it take a little setting up, code-wise, it's really powerful, and your player will feel smart for figuring out that's what's going on. Also, it's stressful. If you want to create that stress, this a great way.
You can, of course, do the opposite--this is how you code your biggest fan. I like you, and I just keep liking you more and more and more and more!...until you do something to halt that, at which point, the growth shuts down, which is a gut punch. The numbers tell such a story here.
Finally, numbers that seem to tell a different story than the narrative. Players are going to look at numbers; they are going to look at the stats. Not everyone, but a lot. And so they are part of the story, they just are. So you can make them part of the push-pull of romance, for example, or rivalry. What does it mean that as my relationship number with Haze goes up, they are more and more standoffish? Does their scale mean something different from other people's, and if I figure out out, will I understand them in some sense? Perhaps there's a tremendous amount of pushback in the 60-75 range, but once you get through that minefield, something changes?
More musings on game design and other Jolly Good stuff here (I just wrote up a thing on "hidden relationship stats and their use")--I'm on a relationship stats kick today, I suppose:
So I'm really getting into the swing of things on the writing front. The prologue will be a touch longer than planned, not insanely so but I'm padding stuff out.
Also revamping the lire of the setting, which doesn't matter too much but I thought I'd mention it.
Final thing: I have decided on the types of magic the mc can have. You have both a primary and secondary affinity, primary will be shadow magic no matter what and you can choose the secondary.
Secondary affinity choices will be ice, fire, and poison. Keeping it simple, but I'm definitely open to any suggestions you may have!
So, I've decided to part the chapter into two parts.
What's new:
The beginning of Chapter One.
Customize your appearance.
Choose your clothes.
Get to talk with a new face.
Have a pleasant chat with Derek :)
Get to know your maker (just barely, will be more content in the next update)
Changes:
The tulip in the main background.
Choices' icons.
Enjoy, and let me know if any errors got past me :)
Rational is to Irrational as Irrational is to Rational. Then again, in this land, Rational is to Rational as Irrational is to Irrational, and Positives are to Negative as Negative is to Compromise; This ways are that ways, one ways are other ways. This way, that, here, over there, which way is true and what way leads fair?
Your home land is odd– a rarity, that much is a given, but even in a land of all that is odd and irregular, that doesn’t stop unhidden exclusivity in the form of a certain acceptance letter for which you had been ridden.
Welcome to Sol Kha-ne Lubris, even the richest royal families couldn’t pay their way into these academy walls.
There are two sides to every coin, parallel lines that are never meant to meet. But since when have the dreamscapes every been one to abide by those rules?
You play as… You, or– well, more accurately, you play as the ever-fantastic you, a regular in a realm of oddity and circumstance, a wonderful, enigmatic you who has just been offered acceptance into the most prestigious magical academy in the dreamscape.
And as you… You guide yourself, both physically and mentally, though the halls of this new school, making allies and (possibly) starring in a very casual(?) school romance with the next generation’s elite.
۞ Play as a being of your choice, whether male, female, neither and all, no one would dare step on your shoes without being respectful of how you are called.
۞ Have your ancestry come from a land of riches, or a land of the cymbal waeves? the Victorian ages or the age of industrialism? Whether you live in a forest, a mountain, the skies or the oceans, the academy’s exclusivity is not limited to where your birth is.
۞ Care you for dolls? For stars? For royal romances? a group of 6 students are susceptible no matter how you play your advances.
۞ Do you excel in history and language, or the art of alchemy, or physical prowess. The academy accommodates all sorts of knowledge, so no need to fret. Should you excel in none of them, then how strange that your acceptance had been granted without need for background process…
۞ Dreamers are those who walk through your lands and think of it all as fantastical. However, one familiar dreamer in particular seems quite lost. Do you truly care for them as an equal despite your otherworldly hailing, or will you show that keeping them alive comes at a hefty cost?
ღ Dottie Hendrix, The Almighty: Entitled, egotistical, and ethereal, Dottie is the top dog at this school with the intelligence to back it up. For your sake, you best hope she finds you fun to keep her company.
ღ Ambrose Hendrix, The Lapdog: Loyal to one and only one. He isn’t afraid to use whatever means possible to ensure the safety of his allegiance, even if it means using his siblings and cousins.
ღ Loriette Kei, The Cheshire Cat: A mercenary in their own right, they work from the shadows that share the same color as their primary source power, eyes always watching, smile never waning.
ღ Lorelei Kei, The Plague Doctor: Keeping her eyes downcast but ears sharp and senses keen, they seem to have the answer for any ail that may befall you, but do you dare keep your eyes open during her procedure?
ღ Nadia, Half a whole kingdom: Birds of a feather flock together, one half of a whole. The supposed “naughty” to the “nice”, be as kind to him as you want, she has their own standards on who keeps her graces.
ღ Noré, Half a whole government: Birds of a feather flock together, one half of a whole. The supposed “nice” to the “naughty”, but is he good enough to keep in your circle of trustees?
⚜⚜ ☾ ⚜⚜ ☾ ⚜⚜ ♔ ⚜⚜ ☽ ⚜⚜ ☽ ⚜⚜
DEMO (TBA)
Hik | They/Them | Aspiring IF writer, we're workshopping stuff rn | Expect project related art now and again
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