Mathesar

Active Member
Mar 20, 2018
734
1,591
If I remember correctly, Runey said the additional floors are already there, they just need to be fixed up to be made livable. I think we see an external shot of the hotel that shows it as already having multiple floors in the intro, too, but it's been quite some time since I've played the intro.

We know his little sister is going to show up eventually, so it's highly likely that she will be the maid for floor #3. At least that is my assumption! ..I just need to be careful that I don't upset Mption! Oh well, screw it, he was always an ass! ;)
I thought the sister was a strong 'maybe' rather than anything definite yet, with Runey considering making her be maid #3.
 

NeroZee

Well-Known Member
Jun 24, 2018
1,693
5,147
I will definitely not complain about having more girls in the hotel, however it is going to get increasingly harder and harder to give all of them their screen time and proper character development. I would personally add just the drow elf that's missing from the elf group and be done with the amount of new girls. Then i'd focus on just fleshing out each of the ones we already have and giving them enough screen time.
 

Runey

Harem Hotel
Game Developer
May 17, 2018
3,938
19,457
If I remember correctly, Runey said the additional floors are already there, they just need to be fixed up to be made livable. I think we see an external shot of the hotel that shows it as already having multiple floors in the intro, too, but it's been quite some time since I've played the intro.


I thought the sister was a strong 'maybe' rather than anything definite yet, with Runey considering making her be maid #3.
The hotel is shown every time you go to sleep. It already has an unspecified amount of floors, it's true that MC is just paying to fix them up / furnish them.
 

Runey

Harem Hotel
Game Developer
May 17, 2018
3,938
19,457
is there any confirmation on how many updates left before this game "finished for good" ?
I'd like to fill up 12 rooms. But there's no ending in mind yet. It'll happen for each character, but I don't know when that will be yet. If I had to take a rough guess, I would say maybe around 50 friendship is when most characters will end.
 

Squib2187

Member
Aug 1, 2017
265
269
The hotel is shown every time you go to sleep. It already has an unspecified amount of floors, it's true that MC is just paying to fix them up / furnish them.
Well just because the floor is there doesn't mean that it is necessarily rooms, could be other stuff like a gym or a movie theatre or a potential penthouse (for future MC habitation)
 

WindIsHowling

Active Member
Aug 5, 2017
579
643
If you have an example of poor code, let me know. I'll try to fix it.
Harem Hotel is my first game, and my first experience with Honey Select, Renpy, and Python. So there is a lot of stuff I made early on that was not the best way to do it.
Appreciate this. A good start would be switching to an object based model - it makes complete sense for a game like Harem Hotel with many girls and rooms being available that function much in the same way.

A good example of this is with lobby events. Imagine if you could throw one onto a queue once you finish an event rather than having a sizeable number of if statements run every time the lobby is visited.
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You could definitely reduce your main file from 30,000 by making your all rooms function in the same way. This can reduce a lot of boilerplate and make sure you don't have to check every possible condition whenever you interact with a door to "Talk" for example. The next event could merely be bound, with an optional tuple such as a condition (e.g. the friendship of another character must be >5)*, at the end of the previous one.

*see: anonymous functions / lambda expressions (they may be differently named in python but I have used them in the past)

This is targeted at reducing the amount of repeated code very similar to this:
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Lastly, I'd seperate a lot of the text from your main game logic. This is more a personal preference thing, but it's generally considered bad practice to have one 30,000 line file dictating most of your game. Moving most of the text out to event specific files makes things much easier to develop when you have files with more manageable chunks.


This all comes from a cursory glance through a few files, mainly the main script.rpy, and the only reason I thought to look was the game often seemed to needed a bit more time to travel between areas than other games do.

Great game content wise though, hope this helps!
 

Runey

Harem Hotel
Game Developer
May 17, 2018
3,938
19,457
Appreciate this. A good start would be switching to an object based model - it makes complete sense for a game like Harem Hotel with many girls and rooms being available that function much in the same way.

A good example of this is with lobby events. Imagine if you could throw one onto a queue once you finish an event rather than having a sizeable number of if statements run every time the lobby is visited.
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You could definitely reduce your main file from 30,000 by making your all rooms function in the same way. This can reduce a lot of boilerplate and make sure you don't have to check every possible condition whenever you interact with a door to "Talk" for example. The next event could merely be bound, with an optional tuple such as a condition (e.g. the friendship of another character must be >5)*, at the end of the previous one.

*see: anonymous functions / lambda expressions (they may be differently named in python but I have used them in the past)

This is targeted at reducing the amount of repeated code very similar to this:
You don't have permission to view the spoiler content. Log in or register now.

Lastly, I'd seperate a lot of the text from your main game logic. This is more a personal preference thing, but it's generally considered bad practice to have one 30,000 line file dictating most of your game. Moving most of the text out to event specific files makes things much easier to develop when you have files with more manageable chunks.


This all comes from a cursory glance through a few files, mainly the main script.rpy, and the only reason I thought to look was the game often seemed to needed a bit more time to travel between areas than other games do.

Great game content wise though, hope this helps!
Yeah, that's the main mistake I made programming that. I just didn't know how else to do it, now I do though.

I actually hit the max file size for HH's script in Atom so I had to separate it into more files, such as clone_events, ash_events, and the newly added lin_events script files. It's another thing I just didn't consider because I was new at it.

I'm not making these mistakes anymore, at least not that I know of. I just don't see a point in fixing something that isn't broken in this case.
 

WindIsHowling

Active Member
Aug 5, 2017
579
643
Yeah, that's the main mistake I made programming that. I just didn't know how else to do it, now I do though.

I actually hit the max file size for HH's script in Atom so I had to separate it into more files, such as clone_events, ash_events, and the newly added lin_events script files. It's another thing I just didn't consider because I was new at it.

I'm not making these mistakes anymore, at least not that I know of. I just don't see a point in fixing something that isn't broken in this case.
I think general optimisations would be a good enough reason, you'd reduce a bit of RAM usage (not a huge issue tbh) and make your game smoother to navigate - but you'd be saved a lot of grief both in debugging and in reducing the amount of bugs you originally have by transitioning to a standard format for your characters and rooms. Obviously it's impossible to know where all your bugs come from my perspective but I feel like this would help a lot. Implementing linear "Talk" events should be a 10 second job once the text and scripting is done for it - then it shouldn't need to any more effort on your part.

Furthermore, from what I've seen most stats are in variables such as "bot_friendship" etc. I'm assuming the stats screens are therefore made new for each character? These could be very easily automatically generated with no effort on your part. This is one example of where your time both in development and debugging could be saved.

Regardless, I'm glad to hear you're getting better, I'm sure any further games you develop will benefit greatly from your skills.
 
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