Eee, good! Here's some q's, then - please feel free to disregard whatever ones you don't feel like answering.1) You said the setting was "modern-day yorkshire town" - are we *secret* space alchemists? Is the setting Wynne Jones style pastiche fantasy, or more/less on the nose? 2) What's your favorite bit (or part, or process!) that you've written so far? 3) What character has been the most fun or interesting for you to create so far?
Oh god. Thank you. Chymicalia brainspill incoming. Please don't judge my writing on any of this, I multiple edit pass in real life.
1) You said the setting was "modern-day yorkshire town" - are we secret space alchemists? Is the setting Wynne Jones style pastiche fantasy, or more/less on the nose?
We are secret space alchemists! Albeit ones in an alternate universe where there are also more legitimate, less secret alchemists, we're just not that kind. We're ~renegades~, it would be very cool and sexy, except that it is absolutely neither, and at least for this protagonist, actually just hideously abusive indentured servitude to a mysterious disembodied entity known only as "the Shop".
The Wynne Jones reference is on point actually, in that there are Howl-like secret magical contracts, plus dimensional-shifting-via-a-magical-building, done by someone who is originally from Earth, but trying to play themselves off as a powerful Alchemist to bewildered otherplanetary denizens.
Generally speaking, though, it's not pastiche, and mostly doesn't come over as fantasy at all, tone-wise. Urban fantasy, I guess? Tone-wise, we're very much in Yorkshire, and Yorkshire is nothing if not no-nonsense. (check out that quadruple-negative!)
Anyway, I can tell I'm not writing fantasy, because I have to constantly check real world historical dates and legalities, instead of just making up some cool-sounding bullshit. I have to constantly google shit like "football team formations" and "is it illegal to steal cuttings in the UK". This "real world" setting is exhausting and infinite, how do people do this all the time, what the fuck.
2) What's your favorite bit (or part, or process!) that you've written so far?
I'm really enjoying writing the text messages you can send and receive from various characters, and how different people express themselves via that medium.
3) What character has been the most fun or interesting for you to create so far?
See: who's the most disastrous, because it's the same thing, innit? Although I also like Chrissie, who is a peak weird-girl six year old, constantly hunting for bones for her imaginary friend, Jinny Vinegar. (Jinny has no bones, and it makes her sad.) Chrissie isn't disastrous, she knows exactly what she's about.
Oh, and Yaz, the worst librarian ever, who is just a receptacle for all my dayjob librarianship frustrations.
[I'm adding the rest of your questions from your second ask here!]
4) Do you have a core cast of characters, or is this ala a lot of various simulation / visual novel-esque games, where who the PC is exposed to will depend on what choices they make?
There's a core cast. Besides the central protagonist and antagonist, there are four major characters (Ana, Bern, Nimone and Voss) whom you can form relationships with and become catastrophically intertwined with the problems they have, some of which are caused by the solutions you gave them to the problems they had before that. Then there are around ten minor characters who have problems, or cause problems, or ARE problems, often relating to the main cast, etc etc.
It's also one of those "ooooh, the LOCATION is a character, ooooh" type of things. But virtually everyone's issues relate in some way to the town's history, and how to try and fucking live in this place.
5) What inspired you to make it?
I played a couple of customer-service simulator type games, especially the lovely Coffee Talk (the author of which really sadly died recently, I'm gutted) …and basically, I thought it was a really enjoyable mechanic, but a lot of games I found were quite linear and in a certain stylistic mould. Neither of which are bad things! But I started thinking about how to take that mechanic and do something a bit tonally different with it, with different kinds of choices and implications, and more opportunity to make drastic/arguably terrible choices about what you think the customer "ought to" receive, and how that might change things.
Anyway, I'm not trying to pretend I'm revolutionising the medium - it's a crafting sim/visual novel! - but I haven't seen anything quite like this, and I want to play it, so I've got to make it.
6) of your cast so far, who's your most disastrous and least?
I mean… making characters is just making flavours of disaster, yeah? It is in a game like this, anyway, where your customers need to constantly have problems for you to "FIX!!!".
The obvious answer here is Voss, with his catalogue of failed jobs, relationships, exams, rental agreements, you name it. But really, Voss is just the most VISIBLE disaster, because he's a critical mass of untreated ADHD.
You can argue that Bern's actually more of a disaster, because he's quietly pretending he's not a disaster and is ignoring the huge flaming mass of disasterstuff about to engulf him, while at least Voss is aware of the fact, and is trying (disastrously) to dodge.
Ana is a disaster because she's trying so hard to NOT be a disaster, and getting everything wrong.
Nimone is the least disaster, to the point that's she's just another kind of disaster, and embracing being more of a disaster would actually be good for her, because being at least a little bit disastrous is essential to human relationships both with others and with yourself, there is a crack in everything, that's how the light gets in, etc.
Unfortunately for everyone, the REAL biggest disaster in town is the person behind the counter who's totally going to fix all their problems!
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