[HALP] A few questions on creating content for TITS.

Xideron

New Member
May 1, 2018
2
0
33
Salutations and greetings!

So, for my first post to these forums, I'd like to ask for a bit of direction. I do apologize if it's not in the right section or if my questions have been asked elsewhere - In my defense, I searched for a number of these topics beforehand just to make sure that they hadn't been asked and couldn't find much on the subjects. Additionally there didn't seem to be a forum for general questions or anything like that, and I didn't just want to pop onto the discord server and be a nuisance.

I am interested in writing a few scenes and possibly creating a few items, NPCs, and possibly even areas for the game. Now, I realize before I begin that any one of these just in part is a monumental undertaking and I don't mean to treat them with flippancy or overconfidence. However, I would still like to try and feel it would be a good exercise in both creative writing and technical writing. I have read over the writing guide, but I do still have a few questions that I was hoping you guys might could help me out with?

1. I have looked over the parser documentation and have it saved locally to reference while I write. However, is there a standalone parser preview anywhere? If not, would there be any qualms about perhaps either grabbing the last public repo of the source code and plugging it into that to test with or even creating a standalone parser application from the source code?

2. After(and most importantly IF) I manage to get a few submissions under my belt and then I start getting into things like NPCs, quests, and so on, is it okay for me to go ahead and code them and test them to make sure they work before submitting the first drafts, or do you guys know if that's something the Development/Coding team prefers to do? I don't really want to step on anyone's toes accidentally.

3. As of right now, beyond looking in the event submission or idea forums, is there a list of items, NPCs, or scenes that are kind of "Pick it if it tickles your fancy" for writers? I mean, I do have my own ideas that I'd like to toss in one day, but I figure before doing that, I'd like to add and contribute back to a game that I've rather enjoyed playing.

4. Lastly, on the subject of items though, I know there are obvious limits. You can't make an "I Win" button in the style of the old Staples button that instantly deals 9999 damage to an enemy(well, maybe in silly mode, but that's beside the point), but what about items that are more for flavor that have a somewhat beneficial element to them. For example, a small object that acts like a portable shower, a self-heating food pack that gives the well fed buff, etc.

I apologize for my verbosity and thank you for your time.
 

Klaptrap

Well-Known Member
Aug 27, 2015
436
203
Don't worry about things. You can read and write so that puts you in the top 1% by default. Producing something that's well done and coded properly means it'll be shoved right to the front of the line, most of the time. Just keep to the guide.

Extra scenes for existing mobs/NPCs are always in high demand and we usually recommend people cut their teeth writing for something that's already well established. If you don't want that, there's a thread for requests in the general forum, but it's mainly used for bitching/throwing stuff against the wall. It's filled with unrealistic proposals that nobody is ever going to write, so "borrow" as heavily as you want. Flavor items seems fine, but be aware people may not care if there isn't a horse dick attached to it.

I don't think there is a standalone parser for TiTs even though there was one for CoC. If you can make one, I say go for it.
 

Xideron

New Member
May 1, 2018
2
0
33
Don't worry about things. You can read and write so that puts you in the top 1% by default. Producing something that's well done and coded properly means it'll be shoved right to the front of the line, most of the time. Just keep to the guide.

Extra scenes for existing mobs/NPCs are always in high demand and we usually recommend people cut their teeth writing for something that's already well established. If you don't want that, there's a thread for requests in the general forum, but it's mainly used for bitching/throwing stuff against the wall. It's filled with unrealistic proposals that nobody is ever going to write, so "borrow" as heavily as you want. Flavor items seems fine, but be aware people may not care if there isn't a horse dick attached to it.

I don't think there is a standalone parser for TiTs even though there was one for CoC. If you can make one, I say go for it.

Thanks, Klaptrap. I had run across Gedan's guide(but for the life of me couldn't find it again, so thanks, it's bookmarked now) and was also using SoAndSo's Akane to gauge whether or not projects like these would be something feasible for myself.

I was reading up on writing expansions for existing content and had been considering that as well. It seems like the general feeling is start out with more generic characters like adding mob victory/defeat scenes, and then move up to the more developed, particular characters. After reflection, I concur and think that's probably going to be the best place to get my toes wet. I might check out the requests thread though, if I can't find something in there, I might at least get a bit of inspiration.

I am a software engineer by trade, and I've been looking for a good project to learn Vue.js with, so making a standalone parser from the source code sounds perfect for that. :D