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Author SHA1 Message Date
Dynamitos 38fc15c175 Somewhat working first test
Build and Deploy Ren'Py Web / deploy (push) Successful in 37s
2026-09-13 22:03:10 +02:00
Dynamitos 077890d752 finish first spar
Build and Deploy Ren'Py Web / deploy (push) Failing after 25s
2026-09-11 19:00:59 +02:00
Dynamitos 90e564f629 Consolidate rewind, expand spar
Build and Deploy Ren'Py Web / deploy (push) Failing after 1h1m40s
2026-09-11 11:38:32 +02:00
Dynamitos 995ae4b80b Structure script
Build and Deploy Ren'Py Web / deploy (push) Successful in 36s
2026-09-08 16:43:22 +02:00
Dynamitos 94b64feb05 starting spar 2026-09-02 07:12:08 +02:00
7 changed files with 425 additions and 226 deletions
+1 -1
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@@ -5,6 +5,6 @@
"**/*.rpymc": true, "**/*.rpymc": true,
"**/cache/": true "**/cache/": true
}, },
"renpyWarp.sdkPath": "/home/dynamitos/.config/Code - OSS/User/globalStorage/paisleysoftworks.renpywarp/file-downloader-downloads/8.5.3", "renpyWarp.sdkPath": "/Users/dynamitos/Library/Application Support/Code/User/globalStorage/paisleysoftworks.renpywarp/file-downloader-downloads/8.5.3",
"renpyWarp.renpyExtensionsEnabled": "Enabled" "renpyWarp.renpyExtensionsEnabled": "Enabled"
} }
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# ── Persistent flags ──────────────────────────────────────────────────────────
# `checkpoint` (the rewind destination) is defined globally in script.rpy.
default rewind_used = False
default purpose_chosen = False
default silence_chosen = False # here Sara learns that Luno asks everyone the same question
label arrival:
scene bg training_yard
with fade
"The Iron Hollow training yard sits inside a converted warehouse district. Stone walls, packed dirt, the smell of old metal and new sweat."
thinking "So this is where the Iron Hollow has its base."
show sara neutral at left
with easeinright
thinking "Two others have arrived already. The boy over there is seems to know where to go, maybe I should ask him."
thinking "Looks like the other one noticed me."
show luno curious at right
with easeinright
luno "You're here for the recruitment?"
sara "Yes. Where do I register?"
luno "The man over at that table takes your name. Then we wait."
thinking "Seems like she told him where to go."
luno "I'm Luno. Been here a few days already — helping with the wounded from last month's job. I know how things run here if you need anything."
thinking "That's a strong question right away."
luno "So. Money, glory, or are you just bored?"
jump .choice_screen
# Per-checkpoint reset: called by the shared rewind mechanic before it lands.
label .arrival_rewind_reset:
$ rewind_used = True
return
label .rewind_choice:
if checkpoint is None:
# No checkpoint created yet — can't rewind, move on.
jump .kaeros_arrives
menu:
"[[Rewind]":
jump rewind_to
"Continue":
pass
# Resuming after "Continue": clear the checkpoint and move on.
$ checkpoint = None
$ rewind_used = False
jump .kaeros_arrives
label .choice_screen:
scene bg training_yard
with fade
show sara neutral at left
show luno curious at right
menu:
"Why are you here?"
"[[ Create Checkpoint ]" if checkpoint is None:
# Store where a rewind should land, plus the reset label to call.
$ checkpoint = "arrival.choice_screen"
$ rewind_reset_label = "arrival.arrival_rewind_reset"
scene black
with dissolve
"A flash. Sara's hand, signing something. A contract. The ink is red."
scene bg training_yard
with dissolve
show sara neutral at left
show luno curious at right
jump .choice_screen
"For the money, like anyone.":
if rewind_used:
jump .branch_money_post_rewind
else:
jump .branch_money
"To find something worth doing." if not purpose_chosen:
jump .branch_purpose
"I'd rather not say.":
jump .branch_silence
"[[ You asked the others the same thing, didn't you. ]" if silence_chosen:
jump .branch_sharp
label .branch_money:
sara "Same reason as everyone else, I'd assume."
luno "Honest. I can work with that."
show luno amused at right
luno "Though if money's the goal, you don't look like you need it."
sara "Looks can be misleading."
show luno neutral at right
luno "Sure."
"A pause. Just a half-beat too long."
luno "They can be."
"She doesn't push. But her eyes stay on Sara for another moment"
jump .rewind_choice
label .branch_money_post_rewind:
sara "Same reason as everyone else."
luno "Sure."
thinking "Unremarkable. Fine."
"But when Sara finishes speaking, Luno's eyes linger — just a half-second longer than they should."
show luno linger at right
"Not suspicion. Not quite. More like the feeling of reaching for something that moved."
show luno neutral at right
thinking "Probably nothing."
"But it wasn't nothing."
jump .rewind_choice
label .branch_purpose:
$ purpose_chosen = True
sara "I'm not looking for money exactly. More... something to point myself at."
"A beat. Something opens in Luno's expression — not warm, but something."
show luno curious at right
luno "Huh. That's not what I expected."
sara "What did you expect?"
luno "Something about honour. Or family legacy."
show luno tilted at right
luno "The clothes tell me nobility, and nobles are always on the look for honour."
show sara pained at left
sara "Honour is pointless when everyone is dead."
thinking "I said too much."
"She can feel it land — can feel Luno actually {i}looking{/i} at her now, not just watching."
show luno soft at right
luno "...Yeah. I know that feeling."
thinking "I should go back. I told her way too much"
jump .rewind_choice
label .branch_silence:
$ silence_chosen = True
sara "That's a fairly personal question for someone I've known thirty seconds."
luno "Fair. I ask everyone. You don't have to answer."
sara "...Then I won't."
luno "That's an answer too."
"She's not unfriendly. But Sara just became a question mark in Luno's mental ledger."
jump .rewind_choice
label .branch_sharp:
sara "You asked him the same thing."
"She nods towards the guy who also arrived already."
sara "Before I arrived."
"Luno goes still. Not alarmed — but recalibrating."
show luno still at right
luno "...You were watching from outside the gate?"
sara "The wall has gaps."
luno "Most people don't bother to look."
sara "I bother."
"A pause. Luno is weighing something."
luno "That's either very smart or very paranoid."
sara "Both, usually."
"Luno laughs — a real one, short and surprised."
show luno laugh at right
"But her eyes are sharper now, not warmer."
show luno sharp at right
jump .rewind_choice
label .kaeros_arrives:
"Before the silence can settle, footsteps at the gate."
show kaeros guarded at right
kaeros "Is this the Iron Hollow?"
luno "Looks like quite a few people are interested. You are at the right place."
luno "Why do you want to join the Hollow?"
mira "To protect people from evil---"
kaeros "To make some money. Have to live off something around here."
show luno laugh at right
luno "I see, you have you priorities in order."
show luno neutral at right
luno "I like that. I am Luno, I arrived a while a go. Give the man over there your names and wait."
sara "I am Sara, not sure what else to say."
kaeros "I am Kaeros, and this is Mira."
luno "She also just arrived you can register together."
scene black
with dissolve
scene bg table
show sara neutral at left
# show iron_hollow_mercenary at right
sara "The three of us are here to register."
mercenary "Tell me your names and blessing."
mira "I'm Mira, and I have a fire blessing. I can do a lot of things with it, like make bursts---"
show kaeros guarded at left
kaeros "I'm Kaeros, and I have a water blessing."
kaeros "..."
mercenary "Alright, what about you?"
show sara neutral at left
sara "My name is Sara, I have a wind blessing, but its really weak. My expertise is more with strategy."
mercenary "It's rare to have a strategist join a band of mercenaries. I hope you can at least hold your own in combat."
mercenary "I think fo-- five people are enough for now, grab Luno and that guy over there and we'll get started."
jump first_test
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label first_test:
scene black
with dissolve
scene bg training_yard
mercenary "It's time to see what you are made of. We are gonna start with a simple test, so we can get a feel for what you can do."
mercenary "One-on-one fights, but since we are an uneven number, one person will have to fight twice."
mercenary "It will be a friendly spar, so using wooden weapons, make your opponent give up, but no killing allowed. Try to avoid injuring them too much, but if they refuse to give up, it is what it is."
mercenary "And also, no blessings."
eron "Seems easy, can I go first?"
thinking "I'm not sure if this test is that simple. Since none of us know each other, aside from maybe these two, it is hard to judge how much to hold back without loosing instantly."
thinking "If you go all out and seriously injure the opponent, you probably get disqualified. But if you hold back too much, you might loose in the first strike."
mercenary "Since you seem to be so eager, you can go first, and your opponent will be Sara."
thinking "Why does it have to be me? That guy seems to be really strong."
sara "Are we allowed to use the surroundings?"
mercenary "This is a sparring match without blessings, you are supposed to show your weapon techinques, so no."
thinking "That makes things even harder. One on one without being able to use the environment doesn't give me a lot of room to work with."
thinking "I don't think I can win against him in direct combat. At first glance he might seem arrogant, but from his stance I can tell he is not an amateur."
thinking "My only advantage is that he cannot use his blessing, while I can, since noone will remember."
thinking "But rewinding after every strike will consume way too much energy, I will have to use as much of my own skill as possible."
with dissolve
# scene bg eron_ready
mercenary "Begin the match!"
scene black
with dissolve
"The feeling of a cold thread. The feeling of the air thickening."
scene bg training_yard
with dissolve
# Checkpoint: a rewind from anywhere in the spar lands back at the first
# exchange. No reset label needed — the spar's state is re-derived from
# the choices, so there are no flags to reset (rewind_reset_label stays None).
$ checkpoint = "first_test.first_attack_choice"
eron "Hyaaa!"
jump .first_attack_choice
label .first_attack_choice:
scene bg training_yard
with dissolve
"Eron dashes with his sword raised over his right shoulder."
menu:
thinking "Fast!"
"Dodge left":
jump .dodge_left
"Dodge right":
jump .dodge_right
"Parry":
jump .parry
# Initial left
label .dodge_left:
"Whizz! The sword almost grazes her right shoulder."
thinking "Hairs breadth!"
menu:
thinking "I need to regain my balance and counter."
"Counterattack":
jump .dodge_left_counterattack
"Anticipate next attack":
jump .dodge_left_anticipate
## Left -> counter
label .dodge_left_counterattack:
"Whack! The sword turns quickly and strikes her leg."
sara "Ugh!"
thinking "He hit my leg! Should i try another attack or go back?"
menu:
"[[Rewind]":
# Shared mechanic: reads `checkpoint` (".first_attack_choice") and
# rewinds there via the teal-wash effect, then returns here.
jump rewind_to
"Press the attack":
jump .dodge_left_counterattack_press
label .dodge_left_counterattack_press:
"Whack! Eron takes the momentum of the recoil from the leg strike and makes a lightning fast spinning attack for Saras temple."
scene black with dissolve
jump .after_spar
## Left -> anticipate
label .dodge_left_anticipate:
thinking "I dodged to the left, so the next attack will come from the right."
menu:
"Dodge further left":
jump .dodge_left_anticipate_left
"Jump":
jump .dodge_left_anticipate_jump
"Parry":
jump .dodge_left_anticipate_parry
## Left -> anticipate -> left
label .dodge_left_anticipate_left:
"Erons sword that narrowly missed her right side quickly turns and aims for her legs."
"The tradjectory of the sword is faster than she can dodge away, but the increased distance allows eron to adjust the trajectory."
"Eron upswings under her raised arms squarely into Saras stomach"
sara "Ugh!"
thinking "That knocked the air out of me! I need to catch my breath. Or should I rewind?"
menu:
"[[Rewind]":
jump rewind_to
"Create distance":
jump .dodge_left_anticipate_left_distance
label .dodge_left_anticipate_left_distance:
"Whack! Eron takes the momentum of the recoil from the stomach strike and makes a lightning fast spinning attack for Saras temple."
scene black with dissolve
jump .after_spar
label .dodge_left_anticipate_jump:
"Sara leaps into the air, narrowly avoiding the strike."
"Eron uses the momentum of the missed strike to do a spinning attack"
menu:
thinking "There is a brief window where he shows his back"
"Attack":
jump .dodge_left_anticipate_jump_attack
"Parry":
jump .parry
label .dodge_left_anticipate_jump_attack:
"Sara tries to go for the opening"
"But she is simply too slow, she lacks combat experience."
"Eron hits her temple with the spinning attack before she can hit is back"
scene black with dissolve
jump .after_spar
# Initial right
label .dodge_right:
"Sara dodges straight into Eron's attack, and gets hit on the shoulder."
thinking "Ugh! That was a heavy hit, should I rewind? No, I should gather more information first"
menu:
"[[Rewind]":
jump rewind_to
"Create distance":
jump .dodge_right_distance
label .dodge_right_distance:
"Sara tries too create some distance between herself and Eron, but he quickly closes the gap."
thinking "How is he so fast? Just focus on defending myself"
menu:
"Parry":
jump .parry
"Create distance":
jump .dodge_right_distance_distance
label .dodge_right_distance_distance:
"Sara manages to create some distance, but Eron is relentless and quickly closes the gap again."
"Before she can further react, he strikes her temple."
scene black with dissolve
jump .after_spar
# Initial parry
label .parry:
"Sara raises her weapon to block Eron's incoming strike."
"Sara's weapon gets knocked way to the side, leaving her wide open."
thinking "Ugh! How heavy was that strike? I am already loosing my grip. Should I rewind right way?"
menu:
"[[Rewind]":
jump rewind_to
"Recover":
jump .parry_recover
"Create distance":
jump .parry_create_distance
label .parry_recover:
"Sara tries to regain her balance, but Eron is relentless."
menu:
"Parry":
jump .parry_recover_parry
"Dodge":
jump .parry_recover_dodge
label .parry_recover_parry:
"Sara attempts to parry again, but Eron strikes through her defense, hitting her temple."
scene black with dissolve
jump .after_spar
label .parry_recover_dodge:
"Sara attempts to dodge, but Eron anticipates her movement and strikes her temple."
scene black with dissolve
jump .after_spar
label .parry_create_distance:
"Sara tries to create distance between herself and Eron, but he lunges after her."
"Before she can react, he strikes her temple"
scene black with dissolve
jump .after_spar
label .after_spar:
"Sara lies on the ground, trying to recover from the intense sparring session with Eron."
thinking "I need to analyze his movements more carefully next time."
jump quit
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define sara = Character("Sara", color="#5acbd5")
define thinking = Character("Sara", color="#1d9fa4", what_italic=True)
define luno = Character("Luno", color="#1b449d")
define eron = Character("Eron", color="#c98a3a")
define kaeros = Character("Kaeros", color="#96d08c")
define mira = Character("Mira", color="#c42626")
define narrator = Character(None)
define mercenary = Character("Iron Hollow Mercenary", color="#3a6998")
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# ── Rewind mechanic (shared across all scripts) ──────────────────────────────
# Where the next rewind lands. Set this to a label string at each checkpoint.
default checkpoint = None
# Optional: a label to `call` for per-checkpoint flag resets, or None.
# Define it like: label .my_checkpoint_reset: $ some_flag = False return
default rewind_reset_label = None
# Plays the shared rewind effect, then returns to `destination` (a label string).
# Uses `call` (not `jump`) so it is re-entrant: rewinding to a label that is
# already on the call stack (e.g. back to a choice mid-spar) returns cleanly
# to the caller instead of corrupting the stack.
# Call as: call rewind_to ".some_label"
label rewind_to:
scene black
with dissolve
show screen teal_wash
"The world pulls back."
"Colour drains to teal. Sound slows to nothing."
hide screen teal_wash
scene black
with dissolve
# Run any per-checkpoint reset statements (e.g. $ rewind_used = False)
if rewind_reset_label is not None:
call expression rewind_reset_label
call expression checkpoint
screen teal_wash():
zorder 20
add Solid("#1a4a4a") alpha 0.7
+2 -225
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@@ -1,228 +1,5 @@
# The Iron Hollow — Chapter 1 PoC
# Scene 2: Sara Arrives
define sara = Character("Sara", color="#5acbd5")
define thinking = Character("Sara", color="#1d9fa4", what_italic=True)
define luno = Character("Luno", color="#1b449d")
define narrator = Character(None)
# ── Persistent flags ──────────────────────────────────────────────────────────
default checkpoint_set = False
default rewind_used = False
default purpose_chosen = False
default silence_chosen = False # here Sara learns that Luno asks everyone the same question
# ── Entry point ─────────────────────────────────────────────────────────────── # ── Entry point ───────────────────────────────────────────────────────────────
label start: label start:
scene bg training_yard jump arrival
with fade
"The Iron Hollow training yard sits inside a converted warehouse district. Stone walls, packed dirt, the smell of old metal and new sweat."
thinking "So this is where the Iron Hollow has its base."
show sara neutral at left
with easeinright
thinking "Two others have arrived already. The boy over there is seems to know where to go, maybe I should ask him."
thinking "Looks like the other one noticed me."
show luno curious at right
with easeinright
jump luno_greeting
label luno_greeting:
luno "You're here for the recruitment?"
sara "Yes. Where do I register?"
luno "The man over at that table takes your name. Then we wait."
thinking "Seems like she told him where to go."
luno "I'm Luno. Been here a few days already — helping with the wounded from last month's job. I know how things run here if you need anything."
thinking "That's a strong question right away."
luno "So. Money, glory, or are you just bored?"
jump choice_screen
label rewind_choice:
if not checkpoint_set:
jump kaeros_arrives
show screen rewind_prompt
menu:
"[[ Rewind ]":
hide screen rewind_prompt
$ rewind_used = True
scene black
with dissolve
show screen teal_wash
"The world pulls back."
"Colour drains to teal. Sound slows to nothing."
hide screen teal_wash
scene bg training_yard
with dissolve
show sara neutral at left
show luno curious at right
thinking "Let's try this again."
jump choice_screen
"[[ Continue ]":
hide screen rewind_prompt
jump kaeros_arrives
label choice_screen:
menu:
"Why are you here?"
"[[ Create Checkpoint ]" if not checkpoint_set:
$ checkpoint_set = True
scene black
with dissolve
"A flash. Sara's hand, signing something. A contract. The ink is red."
scene bg training_yard
with dissolve
show sara neutral at left
show luno curious at right
jump choice_screen
"For the money, like anyone.":
if rewind_used:
jump branch_money_post_rewind
else:
jump branch_money
"To find something worth doing." if not purpose_chosen:
jump branch_purpose
"I'd rather not say.":
jump branch_silence
"[[ You asked the others the same thing, didn't you. ]" if silence_chosen:
jump branch_sharp
label branch_money:
sara "Same reason as everyone else, I'd assume."
luno "Honest. I can work with that."
show luno amused at right
luno "Though if money's the goal, you don't look like you need it."
sara "Looks can be misleading."
show luno neutral at right
luno "Sure."
"A pause. Just a half-beat too long."
luno "They can be."
"She doesn't push. But her eyes stay on Sara for another moment"
jump rewind_choice
label branch_money_post_rewind:
sara "Same reason as everyone else."
luno "Sure."
thinking "Unremarkable. Fine."
"But when Sara finishes speaking, Luno's eyes linger — just a half-second longer than they should."
show luno linger at right
"Not suspicion. Not quite. More like the feeling of reaching for something that moved."
show luno neutral at right
thinking "Probably nothing."
"But it wasn't nothing."
jump rewind_choice
label branch_purpose:
$ purpose_chosen = True
sara "I'm not looking for money exactly. More... something to point myself at."
"A beat. Something opens in Luno's expression — not warm, but something."
show luno curious at right
luno "Huh. That's not what I expected."
sara "What did you expect?"
luno "Something about honour. Or family legacy."
show luno tilted at right
luno "The clothes tell me nobility, and nobles are always on the look for honour."
show sara pained at left
sara "Honour is pointless when everyone is dead."
thinking "I said too much."
"She can feel it land — can feel Luno actually {i}looking{/i} at her now, not just watching."
show luno soft at right
luno "...Yeah. I know that feeling."
thinking "I should go back. I told her way too much"
jump rewind_choice
label branch_silence:
$ silence_chosen = True
sara "That's a fairly personal question for someone I've known thirty seconds."
luno "Fair. I ask everyone. You don't have to answer."
sara "...Then I won't."
luno "That's an answer too."
"She's not unfriendly. But Sara just became a question mark in Luno's mental ledger."
jump rewind_choice
label branch_sharp:
sara "You asked him the same thing."
"She nods towards the guy who also arrived already."
sara "Before I arrived."
"Luno goes still. Not alarmed — but recalibrating."
show luno still at right
luno "...You were watching from outside the gate?"
sara "The wall has gaps."
luno "Most people don't bother to look."
sara "I bother."
"A pause. Luno is weighing something."
luno "That's either very smart or very paranoid."
sara "Both, usually."
"Luno laughs — a real one, short and surprised."
show luno laugh at right
"But her eyes are sharper now, not warmer."
show luno sharp at right
jump rewind_choice
label kaeros_arrives:
"Before the silence can settle, footsteps at the gate."
show kaeros guarded at right
show mira curious at left
kaeros "Is this the Iron Hollow?"
luno "Looks like quite a few people are interested. You are at the right place."
luno "Why do you want to join the Hollow?"
mira "To protect people from evil---"
kaeros "To make some money. Have to live off something around here."
show mira timit at left
show luno laughing at right
luno "I see, you have you priorities in order."
show luno neutral at right
luno "I like that. I am Luno, I arrived a while a go. Give the man over there your names and wait."
sara "I am Sara, not sure what else to say."
kaeros "I am Kaeros, and this is Mira."
luno "She also just arrived you can register together."
scene black
with dissolve
scene bg table
show sara at left
show iron_hollow_mercenary at right
sara "The three of us are here to register."
"Iron Hollow Mercenary" "Tell me your names and blessing."
show mira excited at left
mira "I'm Mira, and I have a fire blessing. I can do a lot of things with it, like make bursts---"
show kaeros guarded at left
kaeros "I'm Kaeros, and I have a wind blessing."
kaeros "..."
"Iron Hollow Mercenary" "Alright, what about you?"
show sara at left
sara "My name is Sara, I have a wind blessing, but its really weak. My expertise is more with strategy."
"Iron Hollow Mercenary" "It's rare to have a strategist join a band of mercenaries. I hope you can at least hold your own in combat."
"Iron Hollow Mercenary" "I think fo-- five people are enough for now, grab Luno and that guy over there and we'll get started."
jump first_test
label first_test:
scene black
with dissolve
scene bg training_yard
"Iron Hollow Mercenary" "It's time to prove you worth. We are gonna start with a simple test, so everyone gets a feel for each other."
"Iron Hollow Mercenary" "One-on-one fights, but since we are an uneven number, one person will have to fight twice."
return
# ── Screens ───────────────────────────────────────────────────────────────────
screen rewind_prompt():
zorder 10
text "Rewind available":
xalign 0.05
yalign 0.95
color "#4ab8b8"
size 22
screen teal_wash():
zorder 20
add Solid("#1a4a4a") alpha 0.7
View File