well first of all, the patreon hit $80/m (which is great!! ty everybody this is really appreciated!) so now i'm CONTRACTUALLY OBLIGATED to make weekly status posts. probably i should devote some time towards an administration facade so i can make these posts easier. these posts will be FRIDAYS and maybe sometimes SATURDAYS, and are generally gonna cover the specifics of what i did last week as well as a vague projection of what i'll work on the upcoming week.
this time, it's covering all of last month. which was basically entirely writing, and i did... pretty okay i think. i wrote about 23k words total, which is definitely not nanowrimo quantity but still a decent chunk.
this breaks down into:
- ~4.5k words of a hellhound knight encounter
- ~6k words of a minotaur miner encounter
- ~3.5k words of a slime guy encounter
- ~3.5k words of a big void snake quest / potential gangbang
- ~4k words of misc. voyeur/threesome mining barracks scenes, w/ minotaurs and/or slime guys
all of which still need some work; some of which need substantial work and revising of the event code to actually be able to be coded up. (specifically the barracks scenes, which would involve sending various encounters to the barracks and then watching them fuck, w/ different scenes depending on their internal variables -- but that requires some shuffling-around of encounter data that i can't do generally yet. this is the same reason the dryads you send to a farm don't end up at the farm with their random traits intact.)
i also took a few days to rework the map code. the expansion there isn't anywhere close to being finished but SHOULD let me make more complex maps: ones with a bunch of encounters close together, or encounters with related map tiles around them (dryads spawning in glades; clay men spawning on shores; bigger, more isolated chunks of 'factory'; blocks of 'hellhound territory', etc). this might include an entire separate "map" (mining tunnels beneath the swamp) for most of the new encounters to live in, but that would require me to slap together a whole mess of new tiles and some map storage/transition code.
oh yeah plus somebody mentioned there was an issue with the description code, and it was silently failing to generate any snake-type body descriptions. so i hotfixed that, a few days ago. hopefully it should be working now.
next week, probably: getting all this writing into actual code files, making lists of which scenes still need to be written ("does this event have a branch for this kind of body", etc), and then doing the remaining writing in a more structured environment. also continuing to work on the map code, since i'd really like to see more coherent maps arise.