This week:
- Finished the first-pass writeup of the lesser hellhound j/o scene
- Outlined the lesser hellhound fisting/prostate milking/topping/cumflation scene expansions (there are about a dozen scenes total, some huge and parametric, some just half a page long and real simple)
- Wrote the crystal dragonoid snake-body sex scenes, and also fixed some issues with the rest of the encounter that I spotted while doing that
- Wrote large chunks of a 'flame demon blows the PC' scene, reachable from either main type of flame demon, featuring some throatfucking, oral knotting, or your horse flare dislocating his jaw, depending on your dick and how you go through the scene
- Wrote more of a game intro, which further fleshes out some setting stuff + guides people to the TF mechanic (and will also integrate the whole combat/challenge mechanic more into the game)
- Further rewrote the map generator
That last one deserves more detail, since it's one bullet point but a lot more went into it than that. So, on the top level, I'm planning on having different areas reachable in-game, so I decided to separate out the "generate a map" code entirely from the rest of the map framework -- this means storing stuff like the generation functions, plus other less-obvious things like spritesheet data and section types like "the factory", in separate regions of the code compared to the code that just needs to handle 'a map', regardless of which area's map (like, say, rendering and interface code). While doing this it was also useful to write some code to regenerate maps, so I can mess around as much as I'd like with the generation code without breaking the actual renderer/interface. An actual game use of this would be, for example, prompting players with a message like "the map generator has changed since the version your save is; do you want to regenerate the map?", rather than forcing them to start a new save game like I just did. (Also, patreons who have the up-to-date map demo link will be able to check out the still heavily in progress map setup, which is currently 100% generating debug data.)
For the actual GENERATOR, instead of the abstract generation system the generator fits into, the goal is to have distinct sections (each one about the size of the entire map currently) that are hooked together in a way that permits at least a little progression, rather than, as with the second version of the map generator, having a few dozen versions of every single area type scattered haphazardly across the entire map; or as with the current maps, crammed into tiny 5x5 rooms. Part of this involved doing things like writing graph pathfinding code to look through map regions and identify connections, though I'm considering switching over to more of a delving algorithm, since currently the new generator will sometimes tie itself into a knot and fail to generate a map, which is (with its current sector setup) very difficult to solve without doing more work than it's probably worth. So the map is in the realm of "just mess around with different generators for a while to get a better understanding" right now.
I've mentioned before that I still need more event architecture before I can get into things beyond, uh, one-off sex scenes, and so part of this has been putting together enough of a map system so that I can do things like section off chokepoints to certain areas and make sure there's not a back way in, or conversely make sure that there are several ways into a given area from several different directions. Basically the maps are currently very samey and generic, and I'd like to spice them up by giving them some sense of distance and having a lot of smaller, weirder areas tucked away in corners. But specific corners. So that's what a lot of the map code work is about; it's pretty abstract and coderly so I generally don't get into details about what I'm doing, but uh this is mostly just to assure you that I am in fact doing a bunch of stuff right now.
Next week: a lot more of the same. Writing more of the lesser hellhound topping branch, as well as probably getting to the clayman gangbang. Hopefully getting some of the event stuff actually working, and maybe trying to get the mining barracks area in and working -- that's the one that'll be a bunch of threesome/voyeur scenes with minotaur miners and acid slimes, and involves a bunch of event coding as well as actual scene writing. More map stuff, though it's always very unclear how long any of that will take to solve.