I'm working on putting these mechanics into practice and also put some of the mechanics we've built recently into the intro (for testing) so when that's there we'll see if it's cool or not. It might be totally NOT tubalicious, or whatever those kids from the 90s say.
EsoDev
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Usually people can get over prefix notation fairly quickly once they realise that it's just more or less treating everything as a function. Main thing about it is that it's a lot faster for the computer compared to infix notation. It's why I use it myself. Postfix notation is even faster, but it does get a bit less easy for humans to follow and also it lacks certain formal qualities I like about prefix notation.
I'm not sure I'd say Narrat is a Ren'py alternative, I think it's aiming more for the Twine space but with its own twist on things.
That's fine.
A lot of my same thoughts and opinions.
At base, for the kinds of needs most users will have, the language works great. It works great as an addition to other systems too. The more advanced syntax though is not only a mess but functionally broken and there's a lot of things that inexplicably cause either the IDE (Inky), the compiler or the runtime to hard crash. Told the devs about both a load of those and how to fix them, got ignored, decided it's not my problem. The shame is that I feel this could be basically narrative gold if they actually resolved a lot of the bugs and reworked the syntax. Heck, just... implement an array datatype.
For the best "up and coming" narrative engine I've seen in a while, I have to say, I'm impressed with the progress Narrat v2 made compared to the state in which Narrat started in. It's essentially Ren'py but stripped down of the VN bullshit and with a few neat pre-defined modules for narrative games. Also really good for beginners, but I think it's more possible to strike out into something more advanced using it.
ChatGPT I have no faith in, however.
I got it to work but it wasn't easy. That said, main interest for Ink was providing other people with a semi-visual interface for writing story fragments (mostly as a replacement for TreeNote, which we used before). In terms of procedural text generation it cannot particularly compare with my own systems but that's fine, the implementation of it I have right now has full interop with my own code, including a very easy way of handling procedural narration calls. Including the features you mention Ink to lack.
Incidentally, I part of what I was doing with Ink included an idea I had for assembling sub-stories into bigger stories but it's something I'd prefer to discuss on Discord if you are interested.
Overall, I think I got what I wanted out of Ink but it didn't surrender it freely and it wasn't at all any kind of extension to what I could do, just a different way of visualizing it.
Ah, I hope you weren't too disappointed with what you found there.
That is a rough story and unfortunately one I've heard from quite a few people. But then, if there is a way to describe the world, unkind and uncaring would be up there in terms of accuracy. I'm glad to hear things have improved for you in the end.
I'm doing better myself, to some degree. There is still no happiness to be had, but I endure. And while that's as much as I can do right now, at least I'm not failing at it.
Ok, now that it's not the dead of night, let's go over what the installation does and why it's needed.
Firstly, the exact details of what the installer does are described in the game's read me. You do not need to run the executable with admin rights if you don't have to. You have it stated plainly what it does and what it needs to run, and you can do it yourself if you prefer. This is also the exact same thing every other application that uses these features of MS C# libraries requires to achieve the same effect.
Secondly, if this were possible to achieve without using those registry-based flags, I'd have done it already. But it isn't. At the very least, not without completely uprooting the game's HTML engine and swapping it for something else, out of which there are only two real choices, Gecko and Chromium. The latter of these I categorically refuse to use, and the former already being on the TODO list as a possible future development.
This has the issue that it would require me to spend a lot of time to get it running, both in terms of the effort needed to add and configure Gecko, which requires to be linked as external code to work with C#. On top of that, it would also require me to go over all HTML and CSS elements due to minuscule differences between browser engines. Especially since I know for a fact that Gecko is incompatible with some of the techniques I use for procedural content generation.
In that sense, making an installation-less version of the engine would technically be possible. However, it's just not feasible to do under the time restrictions I'm currently working on, nor do I feel any particular need to do this, considering that I am also pleased with the behaviour of the current engine. The only reason I want Gecko is to have access to the newest version of CSS and SVG, which I don't really need, it would just be nice to have.
Thirdly, the whole aspect of it "raising an eyebrow" does not concern me. The code is open for anyone who wants to investigate what the installer does, and it's very much a minor thing. What you are asking me is to effectively make a version of the game that still, from a security perspective, does the same thing, except it does it entirely without the user's permission. I get where it might seem that if the engine didn't need administrative rights to set up properly, it would look "safer", but the reality of it is a little bit different. And this comes down to both openly asking for consent to enable the specific browser feature set emulation and explaining the situation with GPU acceleration and why someone might not want to use it.
And before you say that, you didn't know what I wrote above. It's in the instructions. The process is, in fact, transparent.
I need the "some other things" to understand the first one. I fixed a bug a few days ago concerning that, you can get around it by just talking to Cornelius, backing out of the conversation and going back to it and it should be fine.
Concerning the ankle boots I'll see what's up, that should be easier to fix.
To be a bit blunt, I'm not exactly getting funded either. The money I get from Patreon goes towards covering expenses only to the point where I'm not longer paying for developing this game (there was a point when I did actively lose money on this project). I am not reimbursed for the time I invest into this project. But that's fine since I think it's something worth making and the few people that help don't seem to be complaining either. If you have a project you think is worth making, the reality of the situation might be, that you need to choose if you pursue it without earning money from it, at least at first, but possibly at all.
I'm working on a new update right now, updated character generator and whole intro redone using my v2 mechanics (to hopefully get some input on how people find those), but I also have a clashing medical situation happening that's sapping my time and making it hard for me to say when I'll be able to release it. Sometimes soon though, definitely.
The v2 mechanics are important as they make it a lot easier to build far more complex interactions than anything I've tried before.
As for burnout, I've been going at this for a long time, I'm too stubborn to give up.