So this week was also a big grab bag of work. I coded up a bunch of stub encounters for a bunch of new monster types, which I guess means I'm committing to getting the new map code in the game in the next update, since there's really no room left on the current maps. Likewise, I did some code restructuring for the new map code, to take it from a demo to something that can actually be used in the game. I finallyyyyy wrote up handlers for all body types for all events, so the days of getting error events will be over soon. I uh, wrote the hellhound hj/sheathplay scene expansion, since I misread the poll results and thought that was the one that got 10 votes rather than the hellhound fisting scene expansion, but, you know, whatever they'll both get done pretty quick. After this is probably the clay man gangbang scene, or maybe some misc. writing for other events that has yet to be unveiled.
Honestly a lot of the work this week was in fairly abstract outlining -- I'm still struggling to develop a coherent vision of how the game should play in a way that keeps people occupied for longer than it takes to read all the sex scenes, and how that should involve specific characters and plot arcs and story progression; I have a lot of ideas but nothing that's really cohered into a solid approach so far. But since I'd like for this game to be more than a series of one-off sex scenes, uh, that's a thing I've been dwelling on a lot recently.
Also I've been picking at the body code a little, and thinking about reworking the way cock sizes are stored internally. I had a whole essay about cock size data, but I guess the short version is a question: given that there are a fixed number of [LARGE] nodes (x2, x3, etc), would you rather have every cock size reachable by every body type, with the understanding that that would lead to fewer distinct sizes overall and some nodes that don't do anything if your cock is already at the biggest size; or would you rather have more variation in cock size, but only have the extremes reachable with certain bodies?
Hello there. Speaking of body types... Is this fixed in code already for dragonoid?
ERROR: "no handle in "fuckIntro" for body w/ Basic Slithering".
Also, thank you for your work and patience!
Not yet! As is beginning to be usual, I haven't written the snake-form scenes, so they'll lag an update behind, due to their lack of shared text with the other body forms. They'll definitely be in by the next update, though. (And the next update might be... a fairly small, fairly soon update that just dumps all these updated scenes in, without the rest of the in-progress stuff I'm working on right now, since all the rest of it could take a while to finish.)
Also hey thanks, sorry you keep getting caught by my laziness wrt finishing the snake-body versions! :p
No worries, you do quite a bit of writing as it is.
Can I ask you about your plans for the game? Specifically, when do you want to start adding plot and quests?
ideally: right now! the issue that i keep running into, though, is that there's still a _lot_ of... basically engine-level event/map architecture that needs to be written; there's absolutely a reason why nearly all the events are... in a fixed location, not referencing to other events, one-shots, without any linear sequencing or revisiting, and that's because doing otherwise is (currently) either very longwinded to code or actually impossible.
so i've been sketching out some chains of events, whether that's intros or quests or plotlines or characters interacting, and those have notes like "okay to do this i need the map generator to create a location with one exit and then put event A at in the location and event B at the chokepoint into the location" or "okay to do this i need event X to set a global value when completed and then have event Y that is created dormant have a stored visibility check that's run, so that it appears only after event X is completed", like, identifying code functionality that needs to be there before i can do these things. i've made steps towards this before, with some of the prior event code updates, but there's still some event code left to write, and a _lot_ of map generation code to change, and all of that needs to happen before i can do much in the way of plotlines.
once all the infrastructure is written i should be able to add in quest/plot/character stuff fairly painlessly, but it's getting that infrastructure coded that's the challenge right now, and it's a large chunk of what i'm working on this update besides the smaller scene updates. but it's pretty boring work ("today i changed the encounter code to store encounter data in 'subdata' fragments, and added event hooks to write and read them, so now encounters can rewrite their own data or store them in values, including globals, to be restored later") so i haven't been talking about it much.
(also, some of the overarching plot stuff is fairly hazy, so i want to get a lot more of it outlined before i start coding it in, to keep myself from writing myself into a corner, so i'm working on some outlines & i'd ideally have those mostly-finished before i start any major content writing.)
Oh, I see. Infrastructure is a bitch. You know, I wouldn't object to you talking about boring work. I may not really understand how you've done it or how it looks like, but it sounds like progress, and the sound of progress is one of the sweetest.
Suggestion, To Get To The Sex Scenes, Make Players Get Some Items First. Example, For Sex With A Demon You Need To Give Them Some Soul Skin Or Kill Some Worms.