by Shwe Tu Colony » Wed Mar 07, 2018 12:05 am
by Shwe Tu Colony » Wed Mar 07, 2018 12:05 am
by Australian rePublic » Wed Mar 07, 2018 4:37 am
by Shwe Tu Colony » Wed Mar 07, 2018 4:42 pm
Australian rePublic wrote:The problem with tracking amount of sunshine with how good weather is is that "excellent" weather by its definition implies desert, and in order for the desert to see a rapid, significant increase in rainfall, there would need to be a deliberate effort to green the desert, with one of the main goals to intentionally increase the rainfall. On the side of the spectrum, if an area recieved a sudden increase in rainfall, gloominess would be the least of your problems, especially if the cities weren't designed for the excess rain, in which you would get flooding. Combine this with the locals not kno
wing what to do in minor flash floods (unless they migrated from places where minor flash floods are normal), let alone any serious floods, and your problem goes beyond gloomy skies, into residents have to deal with weather events they're not used to.
by He Qixin » Wed Mar 07, 2018 6:18 pm
jacknjellify wrote:Watch Battle For Dream Island or be eliminated.
by Shwe Tu Colony » Wed Mar 07, 2018 7:39 pm
He Qixin wrote:(No offense BTW)
I don't think this issue is worth writing if you change the validity. After all, small fluctuations in weather is something you see in all nations and is not something you can deal with directly, other than through, of course, by saving the environment. I think you can change the validity to "Nation must have bad weather" or "Nation must have seen a recent large percentage decrease in weather quality". Still, the issue draft is very well-written, though.
by Shwe Tu Colony » Fri Mar 16, 2018 11:47 pm
by Fauxia » Sat Mar 17, 2018 4:34 pm
by Shwe Tu Colony » Sat Mar 17, 2018 5:27 pm
by Drasnia » Thu May 17, 2018 1:24 pm
While I don't know how the game engine works, what I've gathered from my time in GI is this: there isn't really a way to say "after you have an increase/decrease of X amount or more, do this", but you can put triggers for multiple issues where it would be a guarantee that it would have that effect.
by Shwe Tu Colony » Thu May 17, 2018 3:36 pm
Drasnia wrote:That said, I'm not a fan of the premise. What I would read as a player is this: "You were wrong. Do you want a second chance to be right?" This is a no-no in issue writing as there is no objectively right or wrong answer. You can have a validity about bad weather and talk about the weather being bad, but you can't tell the player they should have made a different decision.
by Drasnia » Thu May 17, 2018 3:46 pm
Shwe Tu Colony wrote:Drasnia wrote:That said, I'm not a fan of the premise. What I would read as a player is this: "You were wrong. Do you want a second chance to be right?" This is a no-no in issue writing as there is no objectively right or wrong answer. You can have a validity about bad weather and talk about the weather being bad, but you can't tell the player they should have made a different decision.
I don't see how it's implying that. I've only said that there was a decrease in weather, but I never said if that that's not good. I guess I could rewrite it to make the decrease in weather occur somewhere that really didn't benefit from weather in the first place?
by Shwe Tu Colony » Thu May 17, 2018 4:12 pm
Drasnia wrote:Your description boils down to "After one of your decisions, your country's gone to shit. How do you respond?"
by Candensia » Thu May 17, 2018 4:43 pm
The Free Joy State wrote:Time spent working on writing skills -- even if the draft doesn't work -- is never wasted.
by Shwe Tu Colony » Thu May 17, 2018 4:54 pm
Candensia wrote:What to do now that the weather stat has dropped?
by Shwe Tu Colony » Fri Jun 01, 2018 8:08 pm
by Australian rePublic » Sat Jun 02, 2018 2:12 am
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