Joe Steel

Engaged Member
Jan 10, 2018
2,338
3,106
That is exactly why i question the choise of engine. I can't count how many times i saw game devs of all sorts and genres change their engine mid-production because the old one was in some way insufficient for their needs that arose during the dev time. It is not me saying "you can't fix it so change it". But i do believe (and it's just an educated guess) that an easy solution exists. A very primitive solution that many games used during NES times. Just give us codes. An easy to manipulate block of text that the game will read once we paste it into the game. The game already have something like that. The only problem being, the game is unable to read it.
The problem with saves is that the native save system of Quest just takes a complete snapshot of the game at the moment you save it, not just the variables and triggers that apply to the game state at that point. Because it saves the entire game (note that save sizes are about the same as the entire core game size) it cannot be updated with new content. Now, it is clear that Anonymous thought that he had a workaround in the works: a completely new save system. That would justify using Quest because of its other features.

I am not sure that your idea of giving the players the blocks of code that represent the changes to the game, and having the players insert them in their current save, is really practical. I can see how players could easily screw this up, and then Anon would be flooded with "how do I fix this" requests.

I'd accept a cheat mode where I could just "cheat" myself to the state I was in at the end of the previous version, but that would likely be as hard to code as a proper save function.

I've played the first part of the game numerous times with the early updates, because it was that good. My time is more limited now, so I'll just have to wait for the problem to be resolved, and restart for "one last time." I'm looking forward to that time because I really do want to play the later Ch 1 and early Ch 2 stuff. Anon is a great storyteller with an eye for what players want to see, and builds interesting puzzles to boot.

I feel about this game like I feel about Female Agent and a few other games: good stuff is coming, and I just have to be patient. I'm not real good about being patient, but I'm going to have to learn.
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
honestly, there is one engine i could think of that have even more words and works just fine (but i know almost nothing about it, since it's, i believe, custom)
That is, the engine they use for CoC2 and TiTS. Also, Lilith's throne have an engine that seems to accept much more than millions of words. There's also a quadriliard unity games here, so yet another would make me suffer - i would not want that.I'm not a programmer (or rather, i haven't touched programming since my school days), so i wouldn't be able to help, but this one is the only game that i've seen that uses this engine - it might mean this engine is just bad enough that nobody wants to use it, or nobody knows jack shit about it. I could also help with feedback, but that much is given. Out of all text-based games here (which i've seen 95% of, with 5% for statistic error), this one is the one i'm rooting for the most
The engine that TITS and COC2 uses is Flash, I believe (I'm not sure)? But unfortunately in a couple of years Flash will become unusable because it was discontinued and is being phased out. Lilith's Throne is probably the same engine or a custom one? And more than likely isn't even 500,000 words yet. I could be wrong though.

I did have a similar conversation with someone on Discord too but TITS and COC2 are not even a million words yet if what I've been told is correct. I think COC2 is about 150,000 and TITS might be close to 800,000? But honestly, I have no idea. I also have no idea what length their lines of code are either.

Quest tends to scare a lot of people and definitely isn't for beginners. When I first started out, I was getting all kinds of help on how to do things within it and I still have barely touched the base engine which is completely customizable (if you know what you're doing). But you have to be a master of C#, C++, VB, JS, JQuery and know how XML works backward and forward. It could also be that not a lot of people know about Quest or use the text adventure sort-of option anymore x_X Honestly, I have no clue.

I'm very happy you're rooting for my game though! I really hope it immerses people into a grand adventure with lots of scenarios. I think there are 6-7 scenarios and 3 major outcomes in Chapter 1 alone which influence events in Chapter 2 and onward. ^_^ It takes a lot of work to make choices truly matter.


Yes. This is exactly that - make the game spit it out, and tell ppl to just copy it somewhere. While not beautiful and optimised, if it works and the game reads it, it can work as a makeshift soultion for now
That's actually where the main problem lies x) Those symbols and numbers are getting screwed up very badly because so many more variables have been added that can't be taken into account of the save system as it currently is. It's just very outdated. So while that particular way DOES work---it's outdated and can't hold all the variables it needs to.

Anonynn.
 

LoliFlan

Member
Jan 13, 2018
154
280
I am not sure that your idea of giving the players the blocks of code that represent the changes to the game, and having the players insert them in their current save, is really practical. I can see how players could easily screw this up, and then Anon would be flooded with "how do I fix this" requests.
It's much easier to have a FAQ for the workaround saving than have players actively refuse playing this gem because it doesn't have a working save system.
 

LoliFlan

Member
Jan 13, 2018
154
280
The engine that TITS and COC2 uses is Flash, I believe (I'm not sure)? But unfortunately in a couple of years Flash will become unusable because it was discontinued and is being phased out. Lilith's Throne is probably the same engine or a custom one? And more than likely isn't even 500,000 words yet. I could be wrong though.

I did have a similar conversation with someone on Discord too but TITS and COC2 are not even a million words yet if what I've been told is correct. I think COC2 is about 150,000 and TITS might be close to 800,000? But honestly, I have no idea. I also have no idea what length their lines of code are either.

Quest tends to scare a lot of people and definitely isn't for beginners. When I first started out, I was getting all kinds of help on how to do things within it and I still have barely touched the base engine which is completely customizable (if you know what you're doing). But you have to be a master of C#, C++, VB, JS, JQuery and know how XML works backward and forward. It could also be that not a lot of people know about Quest or use the text adventure sort-of option anymore x_X Honestly, I have no clue.

I'm very happy you're rooting for my game though! I really hope it immerses people into a grand adventure with lots of scenarios. I think there are 6-7 scenarios and 3 major outcomes in Chapter 1 alone which influence events in Chapter 2 and onward. ^_^ It takes a lot of work to make choices truly matter.



That's actually where the main problem lies x) Those symbols and numbers are getting screwed up very badly because so many more variables have been added that can't be taken into account of the save system as it currently is. It's just very outdated. So while that particular way DOES work---it's outdated and can't hold all the variables it needs to.

Anonynn.
I must ask then, how did you manage to cram 2mil words into this relatively fresh production, while CoC and TiTS been going for years? xD (tho i'd say, those devs aren't really passionate about their projects anymore, from what i saw on their discords, and Innoxia - LT dev - is also very...unreliable, i'd say)and how come i haven't seen those words, while throughly playing it?
 

Joe Steel

Engaged Member
Jan 10, 2018
2,338
3,106
It's much easier to have a FAQ for the workaround saving than have players actively refuse playing this gem because it doesn't have a working save system.
I am not sure it is so much "players actively refuse playing this gem" as players not wanting to play this gem for the umpteenth time, spending hours doing the same puzzles they have done umpteen times, to get to the added content. Anyone refusing to play the game for the first (or even fifth, because you'll still be finding new stuff) time because of a lack of a working save system is robbing themself of a lot of fun.
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
The problem with saves is that the native save system of Quest just takes a complete snapshot of the game at the moment you save it, not just the variables and triggers that apply to the game state at that point. Because it saves the entire game (note that save sizes are about the same as the entire core game size) it cannot be updated with new content. Now, it is clear that Anonymous thought that he had a workaround in the works: a completely new save system. That would justify using Quest because of its other features.

I am not sure that your idea of giving the players the blocks of code that represent the changes to the game, and having the players insert them in their current save, is really practical. I can see how players could easily screw this up, and then Anon would be flooded with "how do I fix this" requests.

I'd accept a cheat mode where I could just "cheat" myself to the state I was in at the end of the previous version, but that would likely be as hard to code as a proper save function.
^ Exactly. Wow, you explained that a lot better than I did/could. Thank you for your input xD

Anonynn
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
And thank you both so much. It really means the world to me that you both feel that way about the game ^_^ I don't even know what to say about how proud that makes me feel. It's always nice when hard work is recognized and appreciated.

Anonynn.

 

LoliFlan

Member
Jan 13, 2018
154
280
I am not sure it is so much "players actively refuse playing this gem" as players not wanting to play this gem for the umpteenth time, spending hours doing the same puzzles they have done umpteen times, to get to the added content. Anyone refusing to play the game for the first (or even fifth, because you'll still be finding new stuff) time because of a lack of a working save system is robbing themself of a lot of fun.
You are correct. I've done research and seen many ppl refusing to play until the save system is fixed, because they couldn't take the repetition. In my case, i played it three times at first. First time for impression, and it gave me the boolean bug which severly furked up the whole game, to the point where scenes in tutorial weren't happening. Second and third time was me trying my luck in not getting the bug, and finishing the tutorial after which was nothing. I could suggest replacing "there is no more content there" with an option to teleport the player to more content (which i'm guessing ison some branching path before the tutorial?)
But, all that doesn't change the fact that this game would get much more appreciated love and attention if the saving would work. It should also be written in upper case bold letters in the changelog and everywhere relevant (once it's done or a workaround is in place)
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
I must ask then, how did you manage to cram 2mil words into this relatively fresh production, while CoC and TiTS been going for years? xD (tho i'd say, those devs aren't really passionate about their projects anymore, from what i saw on their discords, and Innoxia - LT dev - is also very...unreliable, i'd say)and how come i haven't seen those words, while throughly playing it?
I don't personally know Innoxia, or Fenoxo, or how passionate they are about their projects but I hope for the sake of the fans they are still putting as much time and effort into it now as they did in the beginning. People deserve the distractions they offer, in my opinion and people are spending their hard earned money on them.

I'm pretty sure my game has been around for much longer than LT but TITS might be a couple of months older? I'd have to check the release dates to know for sure. As for me, I just like writing and I've always wanted to be an author and game-designer. Ironically enough, I absolutely hate reading but I could write all day ^_^ There are some updates that I add like 40,000 words or more. My max was 80,000 in a month.

The word count is split between the four moods (so take 2 million and divide by 4 (500,000)) or might be hidden in some scenes you probably haven't triggered yet. Pregnancy has 300,000 words on it's own, for example. When you write to make actual choices matter, there are vast deviations of story that take place. Like, if you are Sarcasm Mood Dominant and you are mean to Hannah, she'll straight up kick you out of the house. Also, the Experimentation Cell NPCS appear at random and there are four altogether. I think Glob/Globina/Globa have roughly 100,000 words/variations and Rold is close to 150,000 depending on how you treat and react to him.

Anonynn.
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
You are correct. I've done research and seen many ppl refusing to play until the save system is fixed, because they couldn't take the repetition. In my case, i played it three times at first. First time for impression, and it gave me the boolean bug which severly furked up the whole game, to the point where scenes in tutorial weren't happening. Second and third time was me trying my luck in not getting the bug, and finishing the tutorial after which was nothing. I could suggest replacing "there is no more content there" with an option to teleport the player to more content (which i'm guessing ison some branching path before the tutorial?)
You'll be happy to know (I think) that the boolean bug should be completely squashed. I isolated the problem in Jensen's script which was causing the boolean to be changed into an integer and then the turn script containing lust was going haywire because of it. 0.34C I tested interactions with him numerous times and I didn't get the error once on multiple playthroughs. Let's hope it's a done deal >.< !

But, all that doesn't change the fact that this game would get much more appreciated love and attention if the saving would work. It should also be written in upper case bold letters in the changelog and everywhere relevant (once it's done or a workaround is in place)
Yup! That's why I've been offering $300-400 for someone to look at and repair it. No one bit for a good month though until I ran into the current programmer and she doesn't even seem interested in the money. But it's difficult finding people to trust with your baby and whom are reliable as well. Hopefully, this Save/Load programmer will work some magic because I'm pretty desperate to have it fixed. I've even tried looking at it myself about 10-15 times out of sheer frustration.

Anonynn.
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
I am not sure it is so much "players actively refuse playing this gem" as players not wanting to play this gem for the umpteenth time, spending hours doing the same puzzles they have done umpteen times, to get to the added content. Anyone refusing to play the game for the first (or even fifth, because you'll still be finding new stuff) time because of a lack of a working save system is robbing themself of a lot of fun.
I have been trying to write it with multiple playthroughs in mind. Like, for example, getting pregnant the first time vs the second or third times. Ideally, I would love to create multiple ways of figuring out puzzles but so far only a couple of them have multiple methods of solving.

It's also like "how much time should I spend on this" vs "creating brand new content". Personally, if feel like something could be better or more fun with multiple variations, I spend extra time on it because it matters, or is important enough to do so for player. That was a tough instinct to build in the beginning.

Anonynn.
 

LoliFlan

Member
Jan 13, 2018
154
280
I don't personally know Innoxia, or Fenoxo, or how passionate they are about their projects but I hope for the sake of the fans they are still putting as much time and effort into it now as they did in the beginning. People deserve the distractions they offer, in my opinion and people are spending their hard earned money on them.

I'm pretty sure my game has been around for much longer than LT but TITS might be a couple of months older? I'd have to check the release dates to know for sure. As for me, I just like writing and I've always wanted to be an author and game-designer. Ironically enough, I absolutely hate reading but I could write all day ^_^ There are some updates that I add like 40,000 words or more. My max was 80,000 in a month.

The word count is split between the four moods (so take 2 million and divide by 4 (500,000)) or might be hidden in some scenes you probably haven't triggered yet. Pregnancy has 300,000 words on it's own, for example. When you write to make actual choices matter, there are vast deviations of story that take place. Like, if you are Sarcasm Mood Dominant and you are mean to Hannah, she'll straight up kick you out of the house. Also, the Experimentation Cell NPCS appear at random and there are four altogether. I think Glob/Globina/Globa have roughly 100,000 words/variations and Rold is close to 150,000 depending on how you treat and react to him.

Anonynn.
Then i believe our personalities are similar. Being something of a GM on my roleplay server, i often make posts that have 10 or 15k words. I also prefer to write rather than read.
The moods, i wasn't able to get to work. Only the moods at the training area, and i'm mostly interested in one (because this is a porn game, so i seek to experience the porn). Same with pregnancy - despite repeated sex scenes, i was never able to give my FemC a belly. Not even once. Must be my fate, or i'm not doing it right (which would be rather weird, considering the porn)
As for other devs, well, I'm absolutely positive you will experience it as well at one point. Everybody loses their drive after they've done it long enough. A natural human reaction. That's why i can't understand passion projects that ask for money - sure, the beginning is sweet for the dev, but later on, it becomes a suffering, and ppl still expect the same quality for their money. That's how passions die. That's why EA and other cash-hungry companies are able to predate on players and their wallets with clear conscience - because it's not a passion, it's a job
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
The moods, i wasn't able to get to work. Only the moods at the training area, and i'm mostly interested in one (because this is a porn game, so i seek to experience the porn). Same with pregnancy - despite repeated sex scenes, i was never able to give my FemC a belly. Not even once. Must be my fate, or i'm not doing it right (which would be rather weird, considering the porn)
As for other devs, well, I'm absolutely positive you will experience it as well at one point. Everybody loses their drive after they've done it long enough. A natural human reaction. That's why i can't understand passion projects that ask for money - sure, the beginning is sweet for the dev, but later on, it becomes a suffering. That's how passions die. That's whyEA and other cash-hungry companies are able to predate on players and their wallets with clear conscience - because it's not a passion, it's a job
Moods basically change depending on the clothing you wear or reactions you make to choices you're given. I did this because if a game is just "sex sex sex" all the time, then it tends to grow stale, or you just search out the same scenes in those games over and over again to get your fix (for example, if you ever found yourself clicking through scenes to get to the sexy parts, that's what I'm referring to).

I created a malleable mood system because I want the game to change as you play it, constantly changing and forcing the player to keep up, or to fight to keep it the way they want it. I also hoped it would help with immersion. If the game is always changing, it'll never grow stale --- you know, unless a certain save system doesn't work >.< ! So that was my idea behind it.

And honestly, my game is an adventure game first and a porn game second. Most games on here are straight up porn first and adventure second. I try not to create sexual scenes in places where it wouldn't make sense --- if that makes sense xD And not every character is just completely sex-driven with no preferences. I want the world to feel alive. Like, Hannah is loyal to her husband but she'll kiss a girl for fun, Rold although loyal to his wife is a little more open with his sexuality, more of a swinger. Glob just likes to feel good so he/she/shi will take it however he can get it, and the alaraune is just out to recharge herself so she'll take males and females---anything to survive (and she won't survive the ending of Chapter 1 if you don't help her). Aaleahya is more wholesome and not really sex driven at all, but she can be romanced over-time with the right choices as will any companion. Some won't care if you have multiple partners and others will request monogamy. ^_^

In v0.34C, you should be able to sex both Rold repeatedly and Glob as a Herm/Male to get pregnant. It takes about 25 turns to see if you've been inseminated and then another....50-100 depending on your fertility to start seeing signs of pregnancy :)

And yes, I suppose that is a difference I have. Money is great and it helps to support me doing this and helps to justify the time I spend working on it, but I love writing and developing the game and creating a vast world so even after 3 years I'm just as passionate as I was in the beginning, if not more so because of how much more open everything has become. Working on Chapter 2 and creating the world of the game is really fun.

Anonynn.
 

LoliFlan

Member
Jan 13, 2018
154
280
Moods basically change depending on the clothing you wear or reactions you make to choices you're given. I did this because if a game is just "sex sex sex" all the time, then it tends to grow stale, or you just search out the same scenes in those games over and over again to get your fix (for example, if you ever found yourself clicking through scenes to get to the sexy parts, that's what I'm referring to).
Oh, yes. That's why i like writing in this game so much. Despite having easy access to a library of easy porn games, i enjoy working up to the scene, and not forcing it before it's earned. I do not mind the wait at all - if anything, i enjoy the wait. That being said, i feel very irritated when a porn game, such as yet another generic RPGM game (or god forbid, western ren'py "visual novel" with static 3D-rendered pictures of bad CG), makes me waste my precious fapping time on pointless, boner-killing turn-based fighting. (i'm playing a porn game, not a jrpg, god damnit. Stat management is not compelling)

Making moods depend on clothing and reactions might confuse some, i assume. Stating it very clearly in-game, and maybe giving players more choices of attire at the beginning/more info about which mood that clothing influence might be a good idea. I have a very easy self-imposed rule on my RP server. "Make it understandable for idiots". This also applies to writing, and games. It hasn't led me astray yet in my whole 13 years of writing
 

Reiber

New Member
Jul 2, 2017
8
1
nice . im stuck in the first screen. it tells me too relax at the waterhole. walkthroug told me too just leave. but i cant. i must be very dump right now
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
Oh, yes. That's why i like writing in this game so much. Despite having easy access to a library of easy porn games, i enjoy working up to the scene, and not forcing it before it's earned. I do not mind the wait at all - if anything, i enjoy the wait. That being said, i feel very irritated when a porn game, such as yet another generic RPGM game (or god forbid, western ren'py "visual novel" with static 3D-rendered pictures of bad CG), makes me waste my precious fapping time on pointless, boner-killing turn-based fighting. (i'm playing a porn game, not a jrpg, god damnit. Stat management is not compelling)

Making moods depend on clothing and reactions might confuse some, i assume. Stating it very clearly in-game, and maybe giving players more choices of attire at the beginning/more info about which mood that clothing influence might be a good idea. I have a very easy self-imposed rule on my RP server. "Make it understandable for idiots". This also applies to writing, and games. It hasn't led me astray yet in my whole 13 years of writing
Haha, thank you so much ^_^ I'm glad that you're enjoying the writing that much, it's greatly appreciated and I'm very happy that it immerses you in the experience. And I agree. I've done my absolute best to completely eradicate busy-work or repeated scenes that are just meant to expand a game's play-time. For example, leveling isn't done by fighting enemies, it's done by completing quests, which simultaneously immerse the player in the world and are completely up to the player to accept or reject or to abandon. There are other ways to raise stats but none of them involve busywork. xD


nice . im stuck in the first screen. it tells me too relax at the waterhole. walkthroug told me too just leave. but i cant. i must be very dump right now
Hello!

On the right side of the screen under the "Surroundings Tab" you should see "Dirty Pond". Left click on it and the verb/option to "wade and bathe" for Summer/Spring/Fall will be there, and in Winter it'll be "settle in the snow". After you use that option, you can leave the Waterhole. Hope that helps!

I've also, updated the Walkthrough in 0.34C so that it's up-to-date with the game's current presentation. Right now I'm updating the in-game Help Guide for 0.34D.

Anonynn.
 

IvoryOwl

Active Member
Mar 29, 2017
754
1,390
Lilith's Throne has been made from scratch using Java, not Flash. And the developer does have a history of being a bit unreliable; not meeting her own schedules on a constant basis, sometimes disappearing for several weeks or months without barely saying a word, etc. Last time I checked she was making around 5k a month, which is more than enough to hire a second person, but she wasn't inclined to manage a team so she's working solo.

The game keeps having its core mechanics and features revamped, which creates a ton of bugs that have to be fixed, some of them major. Worse yet, she has been stuck on this loop for a while now; there has been absolutely no new content in 4-5 months. That game is 2-3 years old now and the amount of content it has can be played in a couple of hours (not min-maxing or managing slaves) so yours is definitely ahead in that department.

It may sound like I'm bad-mouthing another developer (which I guess I kinda am) but the point is don't be like her. As much as I think LT has promise (which it does) if the developer behind it has poor managing skills then it's not going to look good on your project.
 

Anonynn

Member
Game Developer
Feb 25, 2018
313
431
Lilith's Throne has been made from scratch using Java, not Flash. And the developer does have a history of being a bit unreliable; not meeting her own schedules on a constant basis, sometimes disappearing for several weeks or months without barely saying a word, etc. Last time I checked she was making around 5k a month, which is more than enough to hire a second person, but she wasn't inclined to manage a team so she's working solo.

The game keeps having its core mechanics and features revamped, which creates a ton of bugs that have to be fixed, some of them major. Worse yet, she has been stuck on this loop for a while now; there has been absolutely no new content in 4-5 months. That game is 2-3 years old now and the amount of content it has can be played in a couple of hours (not min-maxing or managing slaves) so yours is definitely ahead in that department.

It may sound like I'm bad-mouthing another developer (which I guess I kinda am) but the point is don't be like her. As much as I think LT has promise (which it does) if the developer behind it has poor managing skills then it's not going to look good on your project.
Oh, I wonder if TITS and COC2 are made from the same type of engine then (probably)? The question would be how much information is too much information? I wonder if the React Engine would work. I mean, it's all fun and games until you create too much content and the engine just can't handle it anymore, then you're back to square one, haha. The good thing about Quest is I can remove huge chunks of main file into smaller libraries which lessens the stress put on the engine at any given time, so it can literally be as long as I need it to be without crashing. The downside, is the way it saves information.

It's weird hearing about other developers too. The only two I've ever been in contact with is the Defenstration dev (he mentioned wanting to help me make a character creator in the future) but we've been chit-chatting here and there about various things, and I was in contact with the developer of Elysium a little bit (barely). I did talk to Fen once, I was trying to write a porn scene for him and he essentially said it wasn't good enough to use in his game lol. Oh well.

With what you said about Innoxia, maybe she got burned out creating all the variables she has in her game. I've discussed it before with other people but games that have TONS AND TONS of variables and customizations tend to fail right out of the gate or they stop and linger for extremely long periods of time. This is because writing one scene requires so much work.

I've had a theory since starting AMS that the more variables you put into a game, the slower the development becomes because you have to take all those important variables into account for every single script/scene. So games with huge amounts of customization will ultimately slow to a crawl or stop entirely. It's just too work and people get burned out or they start going back and changing core mechanics because they need distractions from the mountain of work ahead of them.

I suppose motivation for creating games is also a big factor. Sometimes authors get lucky and create something that takes off overnight and all of a sudden they are getting paid for a small hobby they have little interest or experience in. A couple of months later, the hobby is no longer fun so they just ride the success for years not doing anything. On the other side of that coin, you have game developers who just want money from the start and once it starts rolling in, the motivation to create ceases because they got their reward.

For me, I've always wanted to be a game developer and an author so my motivation isn't determined by money (although it does lessen my stress about supporting my family tremendously). This game is actually 1/2 of a world I created as a novel. So while the game goes Southwest in the story-line, the novel, which is the main story, goes Northwest (and a bit east). But yeah, you don't have to worry about that with me I've been going three years at the current pace and I don't intend to slow down for any particular reason (of course, real life does get in the way sometimes). But I find working on the game incredibly enjoyable.

It's also okay to criticize and critique authors and our work, especially if we are donating our hard-earned cash to their endeavors and supporting their lifestyles.

Anonynn.
 
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LoliFlan

Member
Jan 13, 2018
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Oh, I wonder if TITS and COC2 are made from the same type of engine then (probably)? The question would be how much information is too much information? I wonder if the React Engine would work. I mean, it's all fun and games until you create too much content and the engine just can't handle it anymore, then you're back to square one, haha. The good thing about Quest is I can remove huge chunks of main file into smaller libraries which lessens the stress put on the engine at any given time, so it can literally be as long as I need it to be without crashing. The downside, is the way it saves information.

It's weird hearing about other developers too. The only two I've ever been in contact with is the Defenstration dev (he mentioned wanting to help me make a character creator in the future) but we've been chit-chatting here and there about various things, and I was in contact with the developer of Elysium a little bit (barely). I did talk to Fen once, I was trying to write a porn scene for him and he essentially said it wasn't good enough to use in his game lol. Oh well.

With what you said about Innoxia, maybe she got burned out creating all the variables she has in her game. I've discussed it before with other people but games that have TONS AND TONS of variables and customizations tend to fail right out of the gate or they stop and linger for extremely long periods of time. This is because writing one scene requires so much work.

I've had a theory since starting AMS that the more variables you put into a game, the slower the development becomes because you have to take all those important variables into account for every single script/scene. So games with huge amounts of customization will ultimately slow to a crawl or stop entirely. It's just too work and people get burned out or they start going back and changing core mechanics because they need distractions from the mountain of work ahead of them.

I suppose motivation for creating games is also a big factor. Sometimes authors get lucky and create something that takes off overnight and all of a sudden they are getting paid for a small hobby they have little interest or experience in. A couple of months later, the hobby is no longer fun so they just ride the success for years not doing anything. On the other side of that coin, you have game developers who just want money from the start and once it starts rolling in, the motivation to create ceases because they got their reward.

For me, I've always wanted to be a game developer and an author so my motivation isn't determined by money (although it does lessen my stress about supporting my family tremendously). This game is actually 1/2 of a world I created as a novel. So while the game goes Southwest in the story-line, the novel, which is the main story, goes Northwest (and a bit east). But yeah, you don't have to worry about that with me I've been going three years at the current pace and I don't intend to slow down for any particular reason (of course, real life does get in the way sometimes). But I find working on the game incredibly enjoyable.

It's also okay to criticize and critique authors and our work, especially if we are donating our hard-earned cash to their endeavors and supporting their lifestyles.

Anonynn.
Damn, that reminded me of Redamz and his..."game". It's nice to know that at least one of the devs out there isn't a self-centered money-hungry asshole, giving us, pure and untainted creatures, false hopes.
But what you're saying about Innoxia doesn't exactly match my side of the story. I've been to her discord, and i've seen many members show their displeasure at her slow and inefficient work. But i also spoke to her directly, asking why is she focusing on making the game more complex by adding lots of new features while the game lacks the content so severly, and even that very content itself is untrue (basically, it says in game "this location will be added in 3.4", and Innoxia not only delayed 3.4 update for several months, giving only mandatory minor fixes, mostly created by the latest "feature" she added instead of new content, she also didn't add anything new in 3.4 and, as of 2 days ago, 3.4.5) However, she answered me with "integrating text blocks is difficult". She made it sound as if she had them done by other authors and ready to be added, but couldn't (or should i say wouldn't) for some reason. Of course, it is not a direct paraphrase, but i care enough about porn games that i remember this quite clearly. (Yes, i have the weirdest interests in the most unexpected places, but i promise there's a logical explanation for that xD)

Also, yeah. Fenoxo doesn't seem to like sophisticated sex scenes like you do :v
 
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1raunpj

New Member
Dec 2, 2017
6
2
Sorry to hassle, is there a step-by-step tutorial on how this is supposed to be played? The game engine wasn't included in the download (though I found a .adventure player through google), and I'm unable to move beyond the wagon encampment at the start of the game.
Also, after getting a discount to view Jensen's shop, I also get this error after the game text for every single command for the rest of the playthrough:
Error running script: Error compiling expression 'player.lust=7': CompareElement: Operation 'Equal' is not defined for types 'Boolean' and 'Int32'
 
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