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Adventures in Library Studies - feat. Twilight

A topic by C. Snacks created 8 days ago Views: 74 Replies: 10
Viewing posts 1 to 3
(Edited 2 times)

Linking the S-Link scripts for Twilight's Normal/Standard Branch here. Still treating them all as a working draft, but it's important to at least get a map, I think. Not sure if I'll have the option to edit this post later, so if this whole thing gets stretched out, I apologize.

S-Link 1 https://pastebin.com/5Pyr1eRf
S-Link 2 https://pastebin.com/su0CwC69
S-Link 3 https://pastebin.com/LQmFNJsJ
S-Link 4  https://pastebin.com/9LcezCin
S-Link 5 https://pastebin.com/SCJYU8WG

Thoughts/Input/Suggestions always appreciated

Change Log:

Added S-Link 5

No changes to 2 since the original posting.
One adjustment to S-Link 1, on line 55, to keep it congruent with the conversation in S-Link 4.
Added Cheerilee interaction to the beginning of 3, removed references to Twilight contacting the Player.

(Edited 3 times)

Oh didn't see these until now, great addition! Spending time together with pinkie will have a whole different meaning later on.

Seems these S-Links are getting longer, but seems appropriate at this point since it really fleshes out her dilemma.

As for how this will continue, one thought did occur to mind. At this point twilight seems so stressed that in order to talk to her again, one needs to use bimbo magic on her. Doesn't have to change her appearance or speech pattern, but she just feels somehow more relaxed easy going. So as an idea


S-Link 5: Twilight is not in the library, but hiding somewhere different in the school to even get away from player, tantrum ensues.

S-Link 6: A very short conversation, where she's back in the library, but doesn't want to talk (ashamed of her actions?)

At that point when meeting her again in the library, one will only get ''She won't meet your gaze, her face buried in the books'' repeated until more bimbo magic is casted.

S-Link 7: When she sees you again she apologizes, somehow feeling better and reflected upon her actions.

- From that point on the player could make the choice that changing her was wrong and proceed the game without any further changes as the mental positiveness subsides with time.


But again just suggestions, not sure if you already have a definite story route in mind.


LOVE it so far, really helps build character.

I really like the idea of requiring bimbo magic, but I still would prefer if it remained optional... and yes, I'm aware of how counter-intuitive that is considering the subject matter, but it helps the player feel like it's their choice.

So maybe you CAN use bimbo magic at least once to relax her a bit to go along with the party idea, or your Charm needs to be high enough to convince her. Since it's much easier to just cast a spell and call it done, most players would go along with that anyway. This way, players are still compelled to use bimbo magic, but are in no way required to. 

Alternatively, we could give the player another way in by starting Pinkie's S-link, but I feel that could overcomplicate this little proof of concept game a little too much.

Understand the wish to play it without the use of it, and sounds like raising the charm thing is a fine optional choice as well.

Thinking in just this single case it might be fine to pass it, just to keep it simple.

Like no matter how much bimbo energy she already has had before doesn't influence anything. what matters is the action of using it after the 6th S-link. so no matter if her bimbo stats were 1 or 10, it's just a required thing to do at this point so the story would could just progress as normal.

I haven't really worked out the extent of the route yet, so I certainly don't mind the assist. I'm also interested in the idea of encouraging the player to use magic, while also leaving the door open to choose not to if they don't feel like it and build up their own stats. While the extra stats wouldn't help them in the demo, it would certainly be handy for those who just want to run a 'pure' story.
I do like the one for the fifth, though I'm torn between a tantrum and a small breakdown a la Lesson Zero.  Unhinged Twilight would be fun, and give a pretty good reason as to why she throws herself into her studies and shuts the player out.



Added S-Link 5. Really liked the idea of using magic to either beef up the Player's brains, or teach Twilight to relax a little, so I tried to convey that by portraying her as high strung, while the player as not being smart enough to assist, since I've been writing options that allow the Player to skate by Charm up to this point. I figured it could be be an either-or situation, where the player could expedite the next S-Link by using the magic on her, at the cost of reducing her smarts a bit, and raising the risk of her not getting into the program as a result, or just spend a few nights/week supercharging their brain to become Twi's study buddy. Or Flash Card handler, whichever.

Either way, I thought I would lay it out there and see what people are thinking.

Liking how this is going from a story's standpoint, really getting to connect with the interactions here. Also liked there was mosre description on the player's actions. 

But think the set-up is pretty good for either using magic to calm her down, or not and somehow power through without. 

So depending on if magic was used to interact with her again, the sprite could look like her fine self saying (sorry about last time, I feel better now)

And if no magic was used, but spend alot of nights to buff up (Int) it could be her sprite still looking terribly untamed but say (I don't think I can handle this much longer, can you help me somehow?)

I wrote the interaction with a slight visual branch like that in mind, with the option to just go full Haggard Twilight (like in the spa chapter) if that ends up being too much. I also thought both of them could stem from the same conversation, with the Player offering their assistance, and Twilight taking them up on it; so S-Link 6 would be comparatively short. Maybe one or two study-dates, another little round of pre-submission panic, and then a good/bad end, possibly with a Congratulations or Welcome Back party for Twilight depending on the ending.

Aha the good or bad ending is determined she keeps her INT high enough? These seem hard to work with when the changes can go either way.

Got any ideas on how to handle what changes the violet room can do?

It was my understanding that the endings will be influenced by the character's own stats, INT being the central one I'm focusing on for Twilight's (pure?) route. That's mostly because I can't remember what the other three (four? five?) stats are at the moment, and can't find a post with them either, but also because she's a Brain and it fits.
I'm still a little in the dark about the mechanics for the Violet Room, but for the time being I'm working with the knowledge that it's mostly used for stat tweaks, rather than transformation-based. Not that the latter isn't a major component, but for this route I'm not considering that. Maybe having a sliding rule would be good, that Twi can be changed up to a point before one route trips and switches over to the other.

Yeah alright, it's easier to just keep in mind it's stat changed. Guess we can always see what to do with the violet room once the non-bimbo paths are layed out and see how to work with that.