Still working on the side project. Stuff I did this week:
- Coded the leader talk scenes, made his talk siege point available
- Coded up a stub for a fifth human squad member
- Coded up the scene skeleton (+ pregnancy) for the wandering human/beast encounter (+ did some bugfixing so that the encounter should be reachable)
- Wrote stubs for misc. pitstop sex scenes in the city
- Added variable tracking for the Zhalk sex scenes, including some better branching for the Zhalk/Jinn pregnancy sex scene
- Coded up stubs with tracking variables for all the Khru camp sex scenes + Brulvundojn and Astau threesomes
- Added some workshop repair actions, with no real goal as of yet
- Coded up stubs with tracking variables for all the Pthuul camp sex scenes
The plan at this point is: one more week of working on this, and then back to hell game. I want to (finally) finish up the current update (with all the stuff mentioned here). This break has had me thinking a bunch about how to make hell game more, you know, compelling, and ultimately come to the conclusion that I need to contract the scope some and try to get a small slice of content fully fleshed-out, work on that for a while, and then slowly expand out once I have a better base. Previously I had been working on a more lateral spread, with plans to sequence or gate content later on, which is part of why there are like a dozen encounters that have one sex scene only and nothing else. A lot of the hell game development was pretty ad-hoc, since I was writing the game engine code first and only after it was done trying to find a use for it -- not really the best decision in hindsight. Turns out game design is important and you can't just have a code-centered development cycle.
I'd still like hell game to be very multilinear and open, but now I don't think there's a way to really get to that point without writing it one linear sequence at a time and then slowly building up branches.
So basically the immediate future of development is gonna look like this: working on the twine game for another week, followed by another patreon draft of the twine game in a week; then (several weeks, probably) of working on the hell game update, with less intense work on the twine game; then the hell game update; then a bit of a lull as I go back to the drawing board with hell game and work on properly turning my scattered scribbled notes into a single early-game plotline.
Ok, so in short what you wanna say is that your former method was total bullshit? Dang, and I thought the updates were coming slowly because it was a lot to do (well, it is, but I think you get what I'm saying) Can't wait for the update! You're the best let's go!!! ... Maybe I should calm my enthusiasm ^_^'
#XAX can't wait to make giant hairy dragon :D with parasites . You're god of my fetishes >.>