Ren'Py [Development Thread] Brothelmania: Brothel Management Sim

Quintillian

Member
Apr 15, 2019
137
253
Happy New Year!


Here for the monthly update.

December progress.
UI Changes:
  • Reworked the Roster Screen, now allows for quick access to a character's location as well as showing their Attribute values, and Age.
  • UI change: Removed the scroll viewport from the Roster Menu, and instead implemented a Paginator to improve this screen loading time.
  • Also increase the image cache size to 1GB.

Systems Changes:
  • Added the final (for now) working implementation of the Courtesan, Masseuse, Waitress, and Dancer Jobs.
  • Added a Details button in the Job Report screen to show all the Roll results and other numeric outcomes and values.
  • Removed the Loyalty Stat from the game as it was thematically conflicting with the Defiance Check.
  • Reworked the starting Perks introducing the classification of Glamour Attributes (Cuteness, Looks, Refinement, Allure)
  • Patrons now have a list of Preferences.
    • One of those Preferences is the service their willing to pay for.
    • Another is the Glamour Attribute they are looking for.
  • As usual, bug fixes and balancing issues. For balancing, I still haven't figure out how to properly come out with math functions that scale well, but I'm taking inspiration from Balatro: shit's is a lot easier to reason and balance when it is basically (Base Value) * (Mult Value), and then use modifiers to mult the Mult.

January TODO.
This month, I'll be polishing the Relationship System. This will keep track of every relationship in the game, both player-character and character-character. It will consist of three things, opinion, dread, and status. This is the first System of 4 that will make up the social simulation aspects of the game. Next on the docket, is refining and adding content to the Interactions Systems. Once this is done, what follows is the Facets/Personality System and lastly, _finally_, the Desire/Fears System.
 
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Quintillian

Member
Apr 15, 2019
137
253
I am back. Couldn´t make an update till now. A lot of personal stuff is happening this 2025, mostly good stuff, but nonetheless means I didn't have lots of free time to spend on the game. However, there was some progress.

Jan-Feb Changes:
- (House Cleaning) Upgraded the project to use Ren'Py 8.3.4 ( latest, for now ). Fortunately, nothing broke this time. Keeping Ren'Py up to date while the game is still unreleased is important to me, first because once I release the game, I´ll have to start worrying about not breaking people´s files with major changes. 8.3.5 is supposed to come out in April, I think and I´m really looking forward to it. Any performance gains are very welcome indeed.
- (Systems) Finished the rework of the Relationship System. Each Relationship stores values for opinion, love, dread, friendship, and trust.
- (Systems) Streamlined the Interactions System so it is now more easy for me to add logic and variations to the interactions between characters.
- (Content) Added and tested 16 (half) of the planned Perks.
- (UI) All imagepacks are now clickable in-game to display them at their real size.
- (QoL) Added the posibility to Hard-Ban and Soft-Ban pack images. Hard-banned images will never show again across different savefiles while Soft-Banned images will not appear for that specific save.
- (QoL) Added the posibility of referencing multiple directories as sources for imagepacks, meaning players that have BK packs already installed don´t need to have duplicates, as I know some you degenerates have hundred of gigas worth of packs.

March TODO:
- Add the pending 16 perks. This is the more difficult half to add, as not all related systems support what I´ve planned yet. Also, I´ve to keep remind myself this is not the moment to worry about balancing issues.

Until then,
 
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Quintillian

Member
Apr 15, 2019
137
253
It has been a while, time for an update.

I pushed against the plans I had for this iteration. Originally, the plan was to add the missing perks, but once I was doing that, I got the feeling that the perks I was planning to add where too boring or didn’t provide enough value.

To start fixing this, I want back to the existing game mechanics, and tried fleshing them out a little bit more. The consequence were a lot of changes listed below:

- Added basic logic for character appraisal.
- Added player character creation.
- Added a disclaimer screen.
- Added the inventory system for the player.
- Added the slave market into the game.
- Added the item shop into the game.
- Added QoL framework for an in-game wiki.
- Added temp effects that can make subsequent Checks less successful after a failed Check.
- Added framework for events-system using same Pattern Matching technique.
- Reworked the UI layout of the rooms screens.
- Modified the rest of the UI to use the same theme.
- Modified how base advertising works.
- Modified some Jobs to be able to serve more than 1 patron in the same Period if the employee has enough patron_slots and the Job allows it.
- Fix a bug where the game generated unreachable perks.
- Fix a bug with the traveling system were menus screen would overlap with one another.
- Fix a bug where the when the auto assignment of default jobs after the requirements for current job where no longer valid crashed the game.
- Fix a bug with traveling system where the would crash if the player was in a room.
- Fix a bug where characters bought after the work report was generated would crash the game due to their report being missing.

Another side-effect I discovered was the realization (or confirmation bias maybe?) that I don’t really know what content to implement into the game, or rather what of the already planned content to prioritize first.

For this reason, I am trying to get the alpha demo release as soon as possible. Right now aiming at mid-May. And instead on focusing on adding in more playable content, I’ll focus on the three systems I’ve still pending:
- Body Modification System ( Similar to how body modification works in Free Cities, just substantially more limited for now. Not started. )
- Inventory System ( Is already in the game internal logic, just not fully functional in the UI side )
- Trait System ( Some more to give each character some uniqueness, will work based on the Effect System, which is already fully implemented )
- Rules System ( Similar to how rules work in JoNT. Not started. )
The two systems I’ll leave out for now due to time constraint, are the Reward/Punishment system, and the Postings/Requests system, but will tackled them again for the release of 1.0.
 
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