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[HTML] Legacy of Sarcos (Twine)


Elerneron

Jungle Girl
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“The gods are dead, and you are no exception. Will your desperate ploy to breed the perfect avatar by possessing ten generations of a family line enable you to reclaim your divinity; or will your hopes die out along with the family line?”

Legacy of Sarcos will be a generational, role-playing, empire builder built in Twine with the SugarCube header.

Planned Features:
  • A fully graphical interface (which is rarely seen in Twine games).
  • JRPG style combat . . . without the animated graphics.
  • Genetics system for offspring.
  • Graphical character display system with lots of customization.
  • Crafting system for weapons, armor, potions, etc.
  • Three distinct cultural progression paths: Magical, Technological, and Magitech.
  • City building and upgrading.
  • Player home construction and customization.
  • Law making and rulership . . . including changing the very way people live.
  • Mass Combat simulations.
  • . . . and of course lots of smut.

I am attempting to create my game, Legacy of Sarcos again (a project I attempted back in 2011), now that I have all the skills I need to do so (though not in equal measure). I’m adding a link for the game that is nothing more than a partial character generation demo. It was probably too early to put something out there, but I did it anyway . . . so there! I will not be working on the game full time as I already have a previous obligation with the game Aftermath at TFGamesSite. Most of the updates for progress will be on my Blog Site, but I'll let everyone know when there's a new version on all the forums I frequent, as well as answer questions and concerns.

At some point I am going to need a character artist to help me build the character display system. For now it's going to be text descriptions only.

Because of the site rules, when the sexual content starts getting added, ULMF will be getting the Lite version (same game minus any underage content) because I'll have to make a separate build for this particular forum, updates will not be as frequent as the main files.

Download:
From now on there are two different downloads. The only difference is the size of the images. Normal has a smaller filesize and should be fine for most people, High will only benefit you if you are using a very high resolution.

Normal (Resolution Height 1200 or less)
Dropbox:

High (Resolution Height greater than 1200)
Dropbox:

Soft Update (Requires one of the above downloads)
Dropbox:
 
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 Legacy of Sarcos (Twine)

Okay, I’m working on character creation, and I’d like to workshop something with the potential consumers of the game:  Attributes and Talents.  This game, like pretty much all of my game concepts, will be using a comparative attribute system.  This game, unlike many of my other concepts, will be using a connected talent system.  I should give a brief explanation of the systems before the workshopping begins.

The Attributes are divided into three categories:  Physical, Mental, and Social.  This should be familiar to you if you played through what I have so far.  The connection of these in pairs creates the talents: Technology, Magic, and Sex.  For each attribute and talent there are three primary and three secondary values:

[b]Primary values[/b]:
[i]Reaction[/i]: This is how in tune you are with the base category, and how well you can react when countering an action in that base category.
[i]Effect[/i]:  This is how effective you are with the base category.
[i]Resistance[/i]:  This is how tolerant you are to actions in the base category.

[b]Secondary values[/b]:
[i]Action[/i]:  This is how accurate you are in the base category.
[i]Quickness[/i]:  This is how quick and efficient you are in the base category.
[i]Capacity[/i]:  This is how much energy you have to perform tasks related to the base category.

If you want to know more about the system, there is a google doc here: hxxps://docs.google.com/document/d/1QMJ3pz7bJbimg5D0ztEzprCjO91LEKnfb--081y8HLY (change the xx into tt)

Now, I’m workshopping the names of these values.  The attribute names are pretty secure, as I’ve been developing them for years, but I’m not opposed to changing them if need be.  The talent names are relatively new, and may be in need of refinement.  They are the main reason I’m looking for input.  Here are the value names with my confidence in the names to the right (the lower the value the more open I am to changing it):

[b]Physical[/b]:
[i]Reaction[/i]: Reflexes 99%
[i]Effect[/i]: Strength 99%
[i]Resistance[/i]: Resilience 80%
[i]Action[/i]: Dexterity 99%
[i]Quickness[/i]: Speed 80%
[i]Capacity[/i]: Stamina 99%

[b]Mental[/b]:
[i]Reaction[/i]: Perception 80%
[i]Effect[/i]: Knowledge 99%
[i]Resistance[/i]: Willpower 99%
[i]Action[/i]: Logic 99%
[i]Quickness[/i]: Wit 99%
[i]Capacity[/i]: Focus 99%

[b]Social[/b]:
[i]Reaction[/i]: Empathy 99%
[i]Effect[/i]: Presence 90%
[i]Resistance[/i]: Confidence 99%
[i]Action[/i]: Charisma 99%
[i]Quickness[/i]: Rapport 90%
[i]Capacity[/i]: Influence 99%

[b]Technology[/b]:
[i]Reaction[/i]: Diagnostics 80%
[i]Effect[/i]: Degree 50%
[i]Resistance[/i]: Tech Resistance 50%
[i]Action[/i]: Mechanics 50%
[i]Quickness[/i]: Efficiency 80%
[i]Capacity[/i]: Reliability 10%

[b]Magic[/b]:
[i]Reaction[/i]: Awareness 75%
[i]Effect[/i]: Power 50%
[i]Resistance[/i]: Magic Resistance 50%
[i]Action[/i]: Spellcasting 50%
[i]Quickness[/i]: Prestidigitation 80%
[i]Capacity[/i]: Mana 99%

[b]Sex[/b]:
[i]Reaction[/i]: Connection 50%
[i]Effect[/i]: Passion 75%
[i]Resistance[/i]: Restraint 90%
[i]Action[/i]: Sexcraft 50%
[i]Quickness[/i]: Nymphomania 50%
[i]Capacity[/i]: Libido 99%

So any suggestions on changes?
 
Re:
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 Legacy of Sarcos (Twine)

I've decided on a number of name changes with suggestions that I have received on various forums.  The attribute names are staying as-is.  I'm relatively satisfied with most of the changes that I have made to the talents as well.  This is what things look like now:
 
[b]Technology[/b]:
[i]Reaction[/i]: Diagnostics
[i]Effect[/i]: Productivity
[i]Resistance[/i]: Tech Resistance
[i]Action[/i]: Precision
[i]Quickness[/i]: Efficiency
[i]Capacity[/i]: Expertise[color=red]*[/color]

[b]Magic[/b]:
[i]Reaction[/i]: Awareness
[i]Effect[/i]: Power[color=red]*[/color]
[i]Resistance[/i]: Magic Resistance
[i]Action[/i]: Magery
[i]Quickness[/i]: Prestidigitation
[i]Capacity[/i]: Mana

[b]Sex[/b]:
[i]Reaction[/i]: Intimacy
[i]Effect[/i]: Intensity
[i]Resistance[/i]: Restraint
[i]Action[/i]: Technique
[i]Quickness[/i]: Sexuality[color=red]*[/color]
[i]Capacity[/i]: Libido
 
The red asterisks denote the three value names that still might need some work.  To make things easier:
 
[b]Technology[/b]:
[i]Capacity[/i]: Expertise
 
[b]Magic[/b]:
[i]Effect[/i]: Power
 
[b]Sex[/b]:
[i]Quickness[/i]: Sexuality
 
Re:
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 Legacy of Sarcos (Twine)

[QUOTE="Elerneron, post: 699086"]Legacy of Sarcos will be a generational, role-playing, empire builder built in Twine with the SugarCube header.[/quote]That's kinda like saying [i]"I will build a mighty skyscraper ... on top of quicksand!"[/i]

Twine isn't ideal for a game with extensive statistics and large datasets.  It isn't suitable for a game with extensive 2d graphics.  It's not amenable to modding, nor to localization.  I'd encourage you to consider other platforms -- [i]before[/i] you've sunk so much time/effort into Twine that you become stuck with it.

The character creation module works well.  You have a clear vision of what you want to do with your game.  I'm [b]not[/b] trying to belittle your efforts; I want to help you avoid a potential pitfall later on.  I put some time into debugging and modding [url=http://www.ulmf.org/bbs/showthread.php?t=25690]Jack-o-Nine-Tails[/url]; a game with a very dedicated developer, but which was built on a very shitty platform.  As a consequence, the game's development required much more time than it should have; the game is much buggier than it should be; translation and modding efforts were often stymied; the game is less popular than it ought to be.

Please don't repeat those mistakes.  Consider other technology options.

[quote][LIST]
[*]A fully graphical interface (which is rarely seen in Twine games).[/list][/quote]There's a reason [i]why[/i] it's rarely seen.  Twine is intended for lightweight text games.  If you intend to deliver a full GUI then you're supposed to use something more graphical - such as ren'py, Godot, Qt, Unity, or even Flash [SIZE="1"](don't use Flash)[/SIZE].

[quote][list][*]JRPG style combat . . . without the animated graphics.[/list][/quote]Why?  You're going to need to put in a lot of work to get even [u]non-animated[/u] sprite graphics to show up properly in Twine.  Why not build your game on a platform which will readily accommodate your graphics (with easy-to-use scaling, palette shifting, etc)? Most platforms will also allow you to [i]add[/i] animations with very little work (especially simple stuff like making sprites "shake" or "flinch" when struck).

[quote][list][*]Genetics system for offspring.[/list][/quote]This feature would be much easier to implement in a language with strict typing and inheritance.  I've seen it done in [url=fm-dev.blogspot.com]Java[/url], for example.

[quote][list][*]Graphical character display system with lots of customization.[/list][/quote]This sort of thing would be much easier to accomplish on a platform which allows RGB shifting, stretch/squash operations on sprites, skeletal rigging, freeform deformation, etc.

In Twine, you're going to be limited to drawing a paperdoll and then stacking partially-transparent PNGs on top of it (various sizes of breasts, different pairs of pants, hairstyles, eyes, tattoos, clothes, etc).  It will [i]work[/i], but the results won't be especially impressive.

[quote][list][*]City building and upgrading.
[*]Player home construction and customization.[/list][/quote]It's going to be somewhat tricky to build a fully "clickable" GUI (e.g. a city-planning grid, or a drag-and-drop gesture for placing buildings) in Twine.  Twine can barely even handle dropdown menus.

[quote][list][*]Mass Combat simulations.[/list][/quote]JavaScript isn't especially [i]good[/i] at handing large set operations.  [url=freecitiesblog.blogspot.com]Free Cities[/url] shows noticeable delays at each end-of-turn, and these delays worsen as the number of characters increases.

[quote]There are two different downloads.  The only difference is the size of the images.  Normal has a smaller filesize and should be fine for most people, High will only benefit you if you are using a very high resolution.[/quote]Yet another reason to switch platforms.  Many of them will allow you to use [i]vector[/i] graphics - which provide crisp visuals at [i]any[/i] resolution, and which maintain a very small filesize (so that nobody will hesitate to download your game).
 
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I appreciate your advice, I really do.  Most of my reasons for choosing Twine boils down to limitations of my own abilities.  I can code in SugarCube TwineScript, and I can do it very well.  It is just light enough that my 1980s era programming knowledge is sufficient to make it do everything that I need it to do.  I'm even learning some JavaScript to help things along . . . though I find learning OOP very . . . challenging.

I have had a lot of amazing game ideas in the past that went absolutely nowhere because I was relying on finding others with the skills to help me bring it to fruition.  That was always a mistake.  I could never find a dedicated programmer or an artist with the skill and drive to help me.  The saying rings true, if you want something done right, do it yourself.  The only one truly dedicated to my game ideas was me . . . so I determined that I would find a platform that I could actually master.  Twine was that platform.

I tried several platforms before Twine.  Ren'Py was a nightmare for me.  Python was way out of my league for learning to code.  The same with pretty much every OOP Language I tried.  Most of the platforms that I tried were too basic for my game concepts, or too complicated to wrap my head around.  TwineScript eased me into coding to the point that I am now comfortable learning a little JavaScript.

I also found HTML 5 and CSS to be rather easy to learn.  With Just HTML and CSS you can do some incredible things with Twine.  Most twine games that I have seen seem flat and boring because the author can't or won't learn/use HTML and CSS to improve their game's appearance; instead relying on tweaking a UI designed predominantly for light weight text games to fit their needs.  Like trying to hammer a hexagonal peg into a square hole it ends up ugly.

[QUOTE="stuntcock42, post: 459339"]That's kinda like saying [i]"I will build a mighty skyscraper ... on top of quicksand!"[/i]

Twine isn't ideal for a game with extensive statistics and large datasets.  It isn't suitable for a game with extensive 2d graphics.  It's not amenable to modding, nor to localization.  I'd encourage you to consider other platforms -- [i]before[/i] you've sunk so much time/effort into Twine that you become stuck with it.

The character creation module works well.  You have a clear vision of what you want to do with your game.  I'm [b]not[/b] trying to belittle your efforts; I want to help you avoid a potential pitfall later on.  I put some time into debugging and modding Jack-o-Nine-Tails; a game with a very dedicated developer, but which was built on a very shitty platform.  As a consequence, the game's development required much more time than it should have; the game is much buggier than it should be; translation and modding efforts were often stymied; the game is less popular than it ought to be.

Please don't repeat those mistakes.  Consider other technology options.[/QUOTE]

I would love to build this in a different engine; but short of me finding the time and money to take an actual class in an OOP Language I don't feel this is going to happen.

When I first came to Twine, this was all quicksand. Everyone said I was daft to build a skyscraper on quicksand, but I built it all the same, just to show 'em. It sank into the quicksand. So I built a second one. That sank into the quicksand. So I built a third. That burned down, fell over, then sank into the quicksand. But the fourth one stayed up. And that's what you're going to get, Lad, the strongest skyscrapper in all of the land.  (Sorry couldn't resist the opportunity to bring a bit of Monty Python into things . . . not a bad analogy for my determination though.)  Coincidentally this is my fourth major Twine Project LOL (I almost said ironically, but that isn't irony.)

[QUOTE="stuntcock42, post: 459339"]There's a reason [i]why[/i] it's rarely seen.  Twine is intended for lightweight text games.  If you intend to deliver a full GUI then you're supposed to use something more graphical - such as ren'py, Godot, Qt, Unity, or even Flash [SIZE="1"](don't use Flash)[/SIZE].[/QUOTE]

I always thought it was because they weren't knowledgeable enough in CSS and HTML to actually make a decent GUI, and didn't take the time to learn what they didn't know.  HTML and CSS have a LOT of graphical ability.  It's a shame more Twine authors don't take advantage of it.

[QUOTE="stuntcock42, post: 459339"]Why?  You're going to need to put in a lot of work to get even [u]non-animated[/u] sprite graphics to show up properly in Twine.  Why not build your game on a platform which will readily accommodate your graphics (with easy-to-use scaling, palette shifting, etc)? Most platforms will also allow you to [i]add[/i] animations with very little work (especially simple stuff like making sprites "shake" or "flinch" when struck).[/QUOTE]

It's actually rather simple to get sprites to show up where you want them to in Twine.  It's just a matter of CSS.  Shaking and flinching are child's play as well with a simple CSS Animation.

[QUOTE="stuntcock42, post: 459339"]This feature would be much easier to implement in a language with strict typing and inheritance.  I've seen it done in Java, for example.[/QUOTE]

On this you are probably right.  Hell, you are most likely correct in all of your advice . . . but I have to work within my own limitations.

[QUOTE="stuntcock42, post: 459339"]This sort of thing would be much easier to accomplish on a platform which allows RGB shifting, stretch/squash operations on sprites, skeletal rigging, freeform deformation, etc.

In Twine, you're going to be limited to drawing a paperdoll and then stacking partially-transparent PNGs on top of it (various sizes of breasts, different pairs of pants, hairstyles, eyes, tattoos, clothes, etc).  It will [i]work[/i], but the results won't be especially impressive.[/QUOTE]

With the use of the HTML <canvas> tag and JavaScript I should have the versatility I need to make the character builder with all the versatility I need.  That said, it will most likely be with PNGs as you intimated, unless I find an artist that is skilled in vectors to make SVGs

[QUOTE="stuntcock42, post: 459339"]It's going to be somewhat tricky to build a fully "clickable" GUI (e.g. a city-planning grid, or a drag-and-drop gesture for placing buildings) in Twine.  Twine can barely even handle dropdown menus.[/QUOTE]

I find it easy to do dropdowns menus and clickable map grids (hexagonal the case of this game).  But you are correct in that I am not comfortable enough to do drag and drop code right now.  It will be more about selecting a hex, then clicking on a building to build, an improvement to make, etc.

[QUOTE="stuntcock42, post: 459339"]JavaScript isn't especially [i]good[/i] at handing large set operations.  Free Cities shows noticeable delays at each end-of-turn, and these delays worsen as the number of characters increases.[/QUOTE]

Yes . . . I'll probably suffer from end of turn lag.  But my skills aren't up to changing platforms.

[QUOTE="stuntcock42, post: 459339"]Yet another reason to switch platforms.  Many of them will allow you to use [i]vector[/i] graphics - which provide crisp visuals at [i]any[/i] resolution, and which maintain a very small filesize (so that nobody will hesitate to download your game).[/QUOTE]

I would love to use vectored graphics for the game, and I could easily do so with .SVG images . . . if I could draw in vector.  I, personally, am limited to raster images.  I have tried to work with vector images . . . it is beyond me.  That said if someone skilled in vector images joined the team I could easily plug .SVGs in place of my .PNGs and be good to go.
 
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[b]And here's an update[/b]:

Character creation is coming along swimmingly.  The detail and versatility that I put into the character database is making the job complicated, but it will be well worth it in the finished product in my opinion.  I have names and genders complete.  For names you can choose the character’s first name, nickname, as many middle names as you want, and last name.  There is an option to start with parents and siblings, and if you do the family shares the same last name.  I intend to eventually have random name generators for each race, and have the buttons in the game for it . . . but they currently do nothing.

As far as genders go; it all comes down to your sex determining chromosomes.  There are four sex determining chromosomes in the game: X, Y, Q, and N.  The chromosomes pair you receive determines your “equipment” and therefore your gender.  It’s all based on the chromosomes.  They have values that determine how they influence the presence or absence of each sexual characteristic (penis, vagina, breasts, testes, ovaries, and ovotestes).   The system even allows for same-sex reproduction and even having more than two parents! (The later hasn’t been tested, and could get pretty weird. LOL)

Here are the gender combinations as they stand:
[list]
[*]X/X – Female
[*]X/Y – Male
[*]X/Q – Futanari
[*]X/N – Cunt Boy
[*]Y/Y – Male (would require an extraordinary action such as magic)
[*]Y/Q – Shemale
[*]Y/N – Male
[*]Q/Q – Hermaphrodite
[*]Q/N – Futanari (sterile) - I may have a way to fix the sterility by tweaking the chromosome values but I'm not sure I should.
[*]N/N – Neuter[/list]
Back to the grindstone.
 
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 Legacy of Sarcos (Twine)

I have the first page of the Chosen Character Creation done, so I thought I'd give you guys an updated version.  Since I've haven't added any graphics, you just need the HTML file, so I have a "Soft" Update for you.  Just replace the HTML file in the game with the one in the .zip (you can find on my blog page) and you're good to go.  This version even has the start of the genetics system installed.  When you make a family and add children, it runs the genetics system to build the child.

Slowly making progress toward 15 posts.  LOL.
 
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 Legacy of Sarcos (Twine)

Well, racial modifiers and descriptions have finally been added to the details page.  Sorry for the false start earlier.  Due to some erroneous renaming of files, the earlier soft update should have been a hard update, so get the whole file again.  That should be the last hard update until I build the game UI . . . hopefully.  Lot’s of new stuff in the file.  I’ll just let you guys explore instead of telling you everything.  Download from my blog or OP non-links.
 
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Everythign stuntcock42 said in his post was pretty solid advice. Also, free cities looked like it was going to be a decent time killer, but when I tried it, it was utter garbage. If you value your project and wish to take it to the next level, please explore all your options before you lock things down.
 
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 Legacy of Sarcos (Twine)

[QUOTE="Nytemare, post: 714087"]Everythign stuntcock42 said in his post was pretty solid advice. Also, free cities looked like it was going to be a decent time killer, but when I tried it, it was utter garbage. If you value your project and wish to take it to the next level, please explore all your options before you lock things down.[/QUOTE]

No offense, but I played Free Cities as well.  It [B]was[/B] garbage.  The UI was cumbersome, the game mechanics were ill-conceived and poorly executed, and though I never looked at the code, I'd wager it's a mess from how easily the system gets bogged down.  If you are judging Twine through Free Cities, I suggest that it is a mistake to do so.

[B]<rant>[/B]
[spoiler]
Just because no one has shown you what Twine can do doesn't mean that Twine can't do anything.  The vast majority of the developers using Twine are under-using it, and many are misusing it . . . sometimes horribly.  As a matter of fact, I can't think of a single Twine game that displays all of its flexibility.  Most Twine games are crap.  That's because it's so easy to learn.  But it's as expansive as JavaScript, HTML and CSS . . . just easier.

I'm learning JavaScript through Twine.  Eventually, I'll be able to make an HTML 5 game entirely without Twine.  I [B]have[/B] explored all of my options.  I don't have the skill to do this on another platform, and have very bad experiences trying to get a team to work on a game together . . . so it's either Twine, or the game doesn't get made.  Let me think . . . Twine.

I really do appreciate the advice and all . . . but I don't think you guys are being fair to Twine's actual capabilities when utilized properly.  Did either of you even look at the WIP I have up?  It looks nothing like a "Twine Game".  When I get to the UI (after character creation) you will not believe that it was made in Twine.  No one does when I make a Twine GUI.

This is the first time I've tried to share a game in development here (due to the no loli policy) maybe it was a mistake.  Apparently the only comments I'm going to get will be about how I'm doing everything wrong and all that will come from my work is a pile of steaming crap unless I change to another platform that I know nothing about and spend years getting to the point that I can do with it half of what I can do with Twine [I]right now[/I].

Maybe if there had been a single other comment that wasn't absolutely negative, I might feel differently . . . but I'm feeling very unwanted right now.

[B]<rant id="completelyDifferent">[/B]
Did you see me post a Pay me now . . . I mean Patreon link?  (Man are those Patreon scams pissing me off. Look, I can use RPG Maker, Gimme money!  . . . but Patreon itself isn't pissing me off; just the scam games.  There are a few [B]very[/B] worthy projects benefiting from Patreon.)
[B]</rant>[/B]
[/spoiler][B]</rant>[/B]

Sorry . . . calming down.  Added rant tags to hopefully lighten the mode (lol); but posting it anyway, because . . . that's how I feel.  (And spoiler-ed.)

Ahem, Thank you for your advice.  I am aware of Twine's limitation, what I want out of the game, and my own abilities.  I am certain you will be pleasantly surprised by the results of my work if you give me some time to prove it to you.
 
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 Legacy of Sarcos (Twine)

No, wait, don't falter! :(

I can't say for everyone's here, but i really want to see how good games can be if it done right with Twine, so if writing this somehow or other help you, i gonna write it: 
I pray for your luck and good health, and wish for the game to be completed. :)
 
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 Legacy of Sarcos (Twine)

[QUOTE="AGamerPassingBy, post: 659478"]No, wait, don't falter! :(

I can't say for everyone's here, but i really want to see how good games can be if it done right with Twine, so if writing this somehow or other help you, i gonna write it: 
I pray for your luck and good health, and wish for the game to be completed. :)[/QUOTE]

Thanks for the positive feedback. :)
 
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 Legacy of Sarcos (Twine)

If you're confident that you can do what you want with Twine, more power to you, I just don't want you to limit yourself because of the platform you use to build the game.
 
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 Legacy of Sarcos (Twine)

[QUOTE="Nytemare, post: 628308"]If you're confident that you can do what you want with Twine, more power to you, I just don't want you to limit yourself because of the platform you use to build the game.[/QUOTE]

Yes, sorry about the rant.  Thanks for the consideration.
 
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 Legacy of Sarcos (Twine)

The attribute page is up in a new soft update (see my Blog), and with it a slew of improvements to the details page. Racial attribute modifiers are in and available for viewing by clicking the i-icon next the the race on the right-hand detail page. They are subject to radical change in the future. I meant to get an explanation for the attributes and talents into the game, but this took so long, I figured I should get it out there. For now, if you’re curious check out the CARPS page on my blog. I’ll get the explanations into the game for the next build.

What is the next build you ask? Why I’ll be moving on to character traits, and getting those racial traits coded in.

Well, happy viewing.
 
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 Legacy of Sarcos (Twine)

[b]New Soft Update[/b].  A major points exploit was addressed dealing with dead people, locking and unlocking people, changing from families to individual . . . it was a mess.  Thanks to Yamemai at LOK Forums for finding that.  I have also added attributes into the system that builds the children and now properly display the racial attribute modifiers for mixed race children . . . so now you can see what attributes and modifiers your kid gets from your favorite parent builds.  I still have to add an explanation of attributes and talents for the uninitiated, then I will be done with attributes.
 
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 Legacy of Sarcos (Twine)

Another [B]Soft Update[/B].  (Now featuring links!)  I’m releasing it now because the traits update might be a while, and it will be a hard update (icons for the traits).  All of the information is there for attributes including descriptions and tooltips.  For those that are annoyed by tooltips, once I get past character creation there will be a setting to turn them off; then you won’t see them again unless you change browsers or move the game or whatever.  Lots of work to do on traits.  I’m off.
 
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My bad.  I uploaded a file with a comma out of place.  It shouldn't affect gameplay at all, but if you downloaded before this message, you might want to download again so you don't have to see the error message.
 
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 Legacy of Sarcos (Twine)

Quite a nice buildup for the updates, i like the character creation, i am definitely now looking for your progress.
 
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Since I'm working on traits (advantages, disadvantages, and neutral traits) now would be the time for any suggestions for them.  If you guys want any particular traits in the game, tell me what they are, and I'll see about getting them into the game.
 
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