Well, my goal since starting the redesigns was to facilitate a bit more immersion or somewhat intuitive random events. I want these random events to have at least a binary choice, and I need them to have effects that matter. The events are useless if it's "press this option to see this webm, press this option to see this other webm." I need them to alter gameplay at least a wee bit or else it's a convoluted webm viewer. The rebuild to reconception was a goal to give me more variables to play around with for random events. Instead I made far too many complications which made it hard to see which direction your choices took you. My current plan is to simplify gameplay a wee bit with a return sort of to the original idea, but with enough variables that I can mess around with in events.When I design events, I categorize them based on their length. An event can be as short as a sentence with a picture and 1 altered stat, to a full paragraph event with a choice and a result to a multi chained event.
Maybe you also need to expand the game scope over the "they're playing it to jerk off to the fantasy of having a harem of breeding stock" to encompass more things, like rivaling communities to take over, or more detailed tech that allows specific events to fire up etc.
As a fan of the game I'd only like to comment on the previous items you mentioned.Things currently in the plans:
- Getting rid of the time limit. I hate time limits in games and I don't know why I had them in my own game. Time limits suck, its gone. Nobody is playing this game expecting it to be a grand stategy game, they're playing it to jerk off to the fantasy of having a harem of breeding stock. I need to embrace that philosophy with the game.
- Instead of a time limit, every X amount of turns you're taxed a set amount of tech points or money or something (still working on that one). If you fail to pay up the required money/tech points then you have to give up a resident (or a few, maybe based on how badly you failed). You can reclaim residents you gave up for failing but with bigger cost.
- When you go to recruit a resident, the game will spit out a few at random to select from. If you don't like the recruits presented, you have to pay to re-roll. Purchasing upgrades will add certain residents to the pool. Currently pondering how to make this system work as I'm a coding amateur and it'll be a breeding ground (ahue) for bugs.
- You now have XP for each tech point category (sci/eco/cul/rec). Sex with residents of each category generates experience, with casual sex generating more points than breeding. You use this experience to purchase perks such as tiers of upgrades, conception rewards, or other shit I'm still thinking about.
- You get paid at the time of birth, not conception. Will add in possibilities of twins/triplets at some point probably. Might add a possibility of miscarriages maybe because that sounds super hot, right?.
- Toying with the idea of a stamina system, where you have a certain number of actions per turn. One of the XP perks could be increasing your stamina.
- Adding in 6 more residents, for a total roster of 80. Because my dick demands it.
- At some point (not in the initial release) adding in random events. Thinking they might be related to upgrades purchased or be chain events, I dunno. Usually when I start to have to write actual story my motivation takes a nose dive, so we'll see how it goes. These random events might occur at the end of turns, actions you can take during your turn, or both. We'll see what happens.
Alright, there we are. Lemme know how it sounds. As always, I'll post in this thread as soon as I release an update.
Howdy folks. I realize this game has been untouched for the better part of 4 months and I've written about how I've put the project on the back burner. But I've started to take a gander at it again. Going to preface everything with that I have no timeline and as always, this is a free passion project so don't expect much. My goal is to get a working build out before Koikatsu (that new illusion game) released, because I assume that will just demand my attention.
I've started doing another rebuild. I don't like the system I made for this release so I'm scrapping it and sorta going back to the old system. Things currently in the plans:
- Going back to the Science/Economy/Culture/Recreation Tech Points. However there are 3 subcategories per category, which are used to research new upgrades to each sector. You use the points to research new upgrades, and then use funds to purchase them. Residents generate these subcatagory points each turn, like in the original version.
- Getting rid of the time limit. I hate time limits in games and I don't know why I had them in my own game. Time limits suck, its gone. Nobody is playing this game expecting it to be a grand stategy game, they're playing it to jerk off to the fantasy of having a harem of breeding stock. I need to embrace that philosophy with the game.
- Instead of a time limit, every X amount of turns you're taxed a set amount of tech points or money or something (still working on that one). If you fail to pay up the required money/tech points then you have to give up a resident (or a few, maybe based on how badly you failed). You can reclaim residents you gave up for failing but with bigger cost.
- When you go to recruit a resident, the game will spit out a few at random to select from. If you don't like the recruits presented, you have to pay to re-roll. Purchasing upgrades will add certain residents to the pool. Currently pondering how to make this system work as I'm a coding amateur and it'll be a breeding ground (ahue) for bugs.
- You now have XP for each tech point category (sci/eco/cul/rec). Sex with residents of each category generates experience, with casual sex generating more points than breeding. You use this experience to purchase perks such as tiers of upgrades, conception rewards, or other shit I'm still thinking about.
- You get paid at the time of birth, not conception. Will add in possibilities of twins/triplets at some point probably. Might add a possibility of miscarriages maybe because that sounds super hot, right?.
- Toying with the idea of a stamina system, where you have a certain number of actions per turn. One of the XP perks could be increasing your stamina.
- Adding in 6 more residents, for a total roster of 80. Because my dick demands it.
- At some point (not in the initial release) adding in random events. Thinking they might be related to upgrades purchased or be chain events, I dunno. Usually when I start to have to write actual story my motivation takes a nose dive, so we'll see how it goes. These random events might occur at the end of turns, actions you can take during your turn, or both. We'll see what happens.
Alright, there we are. Lemme know how it sounds. As always, I'll post in this thread as soon as I release an update.
Uploaded a bugfix. Just replace the HTML file.Asa Akira cannot be recruited. Other than that, I didn't stumble upon any bugs. Feels kinda empty without the events.
well, ill fix the skin bug some....time...I take it the fix doesn't work on saved games?
Skin Diamond in the recreation sector gives culture points not recreation points when breed or casual sex
Note: recruiting is also misspelledChoose wisely when recuriting applicants for your haven, as there are only a certain number of slots for Haven Residents.
Sure, but not promises if they'll be added. Preferably they need to have done a cream-pie scene at some point in their career.Can we recommend potential residents and if so, what do you need for them to qualify?
Ahhhhhh fuck me. So the perk to increase multiple births due to a slight mental mistake actually decreases the chance.i also got every upgrade for multiple births but not one such has occured. bug or not put in yet?
Considering the redo on the game, does this piece in the intro still hold true?
Note: recruiting is also misspelled