I had a sort of strange day today. Fridays tend to be a "date day" for me and my boyfriend because he's always off Fridays, so if I'm also off, we hang out. Ended up not spending much time with him because he spent most of the day filling out forms and making a bunch of fruitless calls to try and cancel this extended service warranty that a car dealer pressured him to sign up for.

Extended warranties are crap. There's always some sort of fine print that keeps you from actually using it. The only extended warranty I've ever actually benefited from is the AppleCare plan for my iPhone. All others have been exploitative at worst, useless at best. It's especially sad since most things nowadays are not built to last in the first place. They want the item to break down at some point so you'll buy a new one and keep the company going. Capitalism, man.

I did manage to get a lot of writing done today, though, so it wasn't all bad. I'm just about done writing the main story for Without a Voice. I'm going to do some edits after I'm done with this blog post, then the only scripts left to write drafts for will be the endings.


I also spent some time coding, mostly trying to hammer out a solution to our text overflow problem. WaV allows you to change the way text is presented in the game. You can change the font[1], the color, and the size. This is great for accessibility, but creates some issues with the UI:


Luckily, the textboxes Adirosa designed are made to stretch, so I've been working on getting that properly functioning. The narration textbox is okay now, so moving on to the individualized dialogue boxes! The nice part is that Ren'Py frames allow you to define the borders, so it'll know what parts to stretch and what parts to leave alone. I'm going to mess with that to make it so we don't lose the nice rounded corners and such.

It's kind of amazing how much work in the backend is completely unnoticeable in the final product. If done right, nobody will realize that anything special has been done. The UI working is just part of what players expect. Since getting into game development, I've definitely come to appreciate this part of design a lot more—noticed it a lot more[2].

One day I will achieve a level of skill where I won't have to do so much trial and error, but for now it's what works. At least I can eventually get it to work the way I want!

  1. The alternative font is dyslexic-friendly. ↩︎

  2. Kind of like how I notice the drums in a song more ever since watching the movie Whiplash. ↩︎