isn't the whole purpose is to not infodump - instead find a way to introduce information in an interesting and engaging way?Just wondering, when introducing the environment & characters, when should I infodump?
Can you give me some reference examples?
Like when you want to introduce the city or a character, you can't help talk a little bit about the location / person's background.isn't the whole purpose is to not infodump - instead find a way to introduce information in an interesting and engaging way?
and what refrence are you asking for? descriptions?
I think this is almost entirely reliant on the author and their style. but the underlying line is that it has to be engaging and dynamic, otherwise it would just be an analytical essay. I don't really have a formula for it - it's more of a trial and error for me. though, 3-5 sentences feel too short. but again, I believe it's just preference.Like when you want to introduce the city or a character, you can't help talk a little bit about the location / person's background.
Ex. Introducing the General's daughter at the Ball or selling the city's attractive points to a tourist character?
It's hard to control the tendency to not infodump. So I was thinking, will 3-5 sentences be considered enough before moving the plot onward?
In other words, transitioning and relations?but the underlying line is that it has to be engaging and dynamic, otherwise it would just be an analytical essay.
transitioning yes, but I'm not sure what you mean by relationsIn other words, transitioning and relations?
View attachment 11769
Here's the imagery.
For Forward phase of Spaceship which was supposed to look like a 12 armed starfish/squid. I kinda failed the design there. But you get the idea.
Bigger wings flaps like fish fins.
Smaller wings turn to steer, dock, and shoot jets that push the space vessel forward.
When folded together like triangular pyramid, can use turbines in each small wing to allow for hovering and safer landing.
The lumps are ball joints which allows for 180 degree rotations, supposed to micmic hummingbird's wing flight pattern.
Like maintaining a connection to the character or information you were trying to transition from in another paragraph.transitioning yes, but I'm not sure what you mean by relations
Thanks for the design feedback and the correction with the steering part. Okay. So I will reduce the steerer parts to 3 for X, Y, Z motions.Not sure if the rudders have jets on them like the wings, in which case forget what I’m about to say.
I’m assuming the spaceship can also do atmospheric flight due to its sharp aerodynamic look, which is why it has rudders, but 6 is a bit redundant, and it gets to point where you start to receive diminishing returns. The rudders don’t turn an aircraft, it’s actually the ailerons, or for your ship it would be the wings doing a similar function. Rudders just correct for oversteering tendencies.
Over all I love the design. Especially the middle picture which reminds me of a b-2 bomber (which I’d recommend checking out as the aircraft has no rudder), and the way you describe the arms of the ship reminds me a lot of space combat in Gundam.
I know you didn’t necessarily ask for design feedback, but I can’t help it when I see a cool space ship.
There is a concept thrown around that I like - "Exposition as ammunition".Just wondering, when introducing the environment & characters, when should I infodump?
For me, it's when a character is progressing to a specific location or area.Just wondering, when introducing the environment & characters, when should I infodump?
Can you give me some reference examples?
LostLibrarian explained it pretty nicely. you're transforming the information from a raw state to a more palatable form.Like maintaining a connection to the character or information you were trying to transition from in another paragraph.