KopretCZ

Newbie
Jan 24, 2022
98
81
Proud part of circlejerk :cool:
Well u can say - Why would anyone ask here when everything u get is hate, hate and another empty hate? :unsure: Crush is *far* from only one developer with results like these. And as u can see - some pple are content with this :sneaky:
 
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KopretCZ

Newbie
Jan 24, 2022
98
81
For an adult game, I think any developer has to deliver on fresh sexual scenes every update.
I don´t think that "adult" means only sex. Even here u can find lot of stuff without *any* sexual content and ppl are happy with them.

Personaly i see these games not just as empty fap material, but as "just games" without censure of RL.
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Alleykatt

Well-Known Member
May 19, 2017
1,388
2,076
I actually really like this game. It is well made, looks and plays nicely, and is well written with lots of nice touches. I appreciate that even though it is still a porn game, he really tries to stay somewhat true to the world of espionage. It is just a shame that the pace of updates is so glacial.
 

boobthief

Member
May 25, 2017
428
1,121
I don´t think that "adult" means only sex. Even here u can find lot of stuff without *any* sexual content and ppl are happy with them.

Personaly i see these games not just as empty fap material, but as "just games" without censure of RL.
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Oh sure, the attention to locations and relevant background details can make this feel like one of the better Bond films. But a key ingredient is the sex adventures.

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Quoted from their Patreon page: 'Female Agent is a text-based sexpionage RPG. It stars a Western intelligence officer, sent undercover into Bangkok's red light district. She'll have to navigate her way through a sex-fuelled urban underbelly to take down a dangerous international terrorist.'

Kinda sounds like a sex-fuelled adventure, no?

P.S. Only criticizing because when this game is good, it's really good. But the last really good update was two updates and months ago. So I want them to get back in the game with more regular exciting content.
 
Apr 23, 2017
112
196
Good day.

May I inquire why there is 53.451 lines of JavaScript code inside of a game,
that most of the playtime has still, fixed 2D graphics?
The only times that I noticed anything moving in 'FA' is - Dice rolling and character blinking.
(Did you noticed that she blinks?).
As far as I know, when you create a project in Twine/SugarCube, JS and CSS sections are empty,
therefore I assume author must've wrote that himself.

For example, here's a code snippet:
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Tons of calculations and geometry.. just to roll a dice?
While a good choice seems to be: generate random number, then display a picture of a dice with that number.

I would then like to quote Dwight D. Eisenhower:
I have two kinds of problems, the urgent and the important.
The urgent are not that important, and the important are never urgent.
That begs a question - "Did author decided that was important? If yes, then why?"
Simple and temporary system, as suggested before would've saved tons of time, which
could be spend on a more important and urgent elements of the game.

So, what's the story behind this?
Appreciate you.
 

Geffe

Newbie
Jul 14, 2019
48
131
One thing that seems like it's going to be an issue, is that the further he gets in the Bangkok story, the harder it's going to be to introduce things like the role of different stats, backgrounds, etc. Is he going to go through all of the Bangkok and Malaysia stuff and add in different text for agents who have high vs low conscientiousness, beauty and so on? Unique choices for agents depending on whether they were cheerleaders or nerds? Seems more and more unlikely.
 
Apr 3, 2019
284
889
Good day.

May I inquire why there is 53.451 lines of JavaScript code inside of a game,
that most of the playtime has still, fixed 2D graphics?
The only times that I noticed anything moving in 'FA' is - Dice rolling and character blinking.
(Did you noticed that she blinks?).
As far as I know, when you create a project in Twine/SugarCube, JS and CSS sections are empty,
therefore I assume author must've wrote that himself.

For example, here's a code snippet:
You don't have permission to view the spoiler content. Log in or register now.
Tons of calculations and geometry.. just to roll a dice?
While a good choice seems to be: generate random number, then display a picture of a dice with that number.

I would then like to quote Dwight D. Eisenhower:

That begs a question - "Did author decided that was important? If yes, then why?"
Simple and temporary system, as suggested before would've saved tons of time, which
could be spend on a more important and urgent elements of the game.

So, what's the story behind this?
Appreciate you.
Almost all of that JS code is for the dice rolling animation indeed. Keep in mind, most of that code wasn't written by Crush (the developer), but rather, it's a common JS library that was simply added to the HTML file directly (instead of added as a dependency). The library itself is more of a framework for quick 3D (ish) graphics.

The library in question is called Three.js

Now, why was the whole code added onto it instead of coded properly as a dependency that you then use the methods from? Well, either they don't know how to do that, or there's some fuckery going on with Twine/Sugarcube that makes using external libraries a pain.
 
Apr 23, 2017
112
196
Hey, weird username with letters and numbers. :cool:

Almost all of that JS code is for the dice rolling animation indeed.
That's an interesting choice of focus, the one I don't quite agree with.
It's not that I'm crazy about , but for 'FA' it does seem more appropriate approach.
Because it's an user app with UI and people want to interact with it.

Produce a basic version of functionality(simple dice rolling), switch to another one(achievements),
get basic achievement system done, switch to character profile page and get it done, etc.
By the end of development cycle you would have basic version of FA with all functionality working,
but it would not be deep and advanced(3D dice rolling). Still, project structure would be the same,
later you just have to pick a module and advance its functionality further.

or there's some fuckery going on with Twine/Sugarcube that makes using external libraries a pain.
Talking about Twine, it seems that in previous version(Twine 1) it was extremely easy to include JS libs.
Twine 2 for whatever reason got rid of that, now you have to build the story, open built HTML file, include
JS lib in header inside of a <script></script> tag. This will import js lib code. (Haven't tried, not exactly sure).

---
Overall, I just got curious with a question "Why does it takes 'n' time to push an update?".
Does it takes Crush forever to write a text of the story? Or it's coding in Twine that's time consuming?
I think it is.
Looks like Twine doesn't work with JS and CSS code adequately, all of it is resides in one huge view menu.
You also can't CTRL+F to move around inside it, or at least I wasn't able to.

Jolly interesting topic. Thanks for answering.
 
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Apr 3, 2019
284
889
As awful as the dice rolling code is implemented, that is not the main reason it takes so long to push updates. That part was done...probably a year ago already? Maybe even year and a half?

Even if it took time to rip off the library and "adapt it" to Twine, it was done a long, long time ago. Look elsewhere for the motives, we still haven't found it, but it's not about the JS.
 

Rixen

Member
Jun 3, 2017
349
533
One thing that seems like it's going to be an issue, is that the further he gets in the Bangkok story, the harder it's going to be to introduce things like the role of different stats, backgrounds, etc. Is he going to go through all of the Bangkok and Malaysia stuff and add in different text for agents who have high vs low conscientiousness, beauty and so on? Unique choices for agents depending on whether they were cheerleaders or nerds? Seems more and more unlikely.
Some people, including myself, expect yet another reboot : "yeah, Crush here, actually I realised that integrating the introduction after writing all of Bangkok wasn't that smart, so I need to restart everything from the beggining."
 
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Apr 23, 2017
112
196
As awful as the dice rolling code is implemented, that is not the main reason it takes so long to push updates. That part was done...probably a year ago already? Maybe even year and a half?

Even if it took time to rip off the library and "adapt it" to Twine, it was done a long, long time ago. Look elsewhere for the motives, we still haven't found it, but it's not about the JS.
What other problem source would you point out? Writing story, drawing assets, testing updates? All together?
 

Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
One thing that seems like it's going to be an issue, is that the further he gets in the Bangkok story, the harder it's going to be to introduce things like the role of different stats, backgrounds, etc. Is he going to go through all of the Bangkok and Malaysia stuff and add in different text for agents who have high vs low conscientiousness, beauty and so on? Unique choices for agents depending on whether they were cheerleaders or nerds? Seems more and more unlikely.
This is astute. I actually do hope to go through the existing content and add in width/backstory callbacks. Of course, this will take time, because work takes time.
 

Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
Good day.

May I inquire why there is 53.451 lines of JavaScript code inside of a game,
that most of the playtime has still, fixed 2D graphics?
The only times that I noticed anything moving in 'FA' is - Dice rolling and character blinking...
I'm not often on this forum, so hit me up on Discord if you have any follow up questions, but: the dice roll code was implemented based on open source code, we didn't write it from scratch.

In the future I plan for dice rolls to be more frequent and consequential.
 

Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
Oh sure, the attention to locations and relevant background details can make this feel like one of the better Bond films. But a key ingredient is the sex adventures.
Boobthief this is one of the nicest things anybody has ever said about Female Agent :love:
 
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Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
This update was very Groundhog Day for me (do half-baked spy shit; shop for underwear; sex with Connor again for the third of fourth time; repeat topless bar work) but as always the potential of it developing into something exciting with the side quests.
Yeah, this is why I wanted to include Girls Night Out in this release. But it wasn't ready. :(
 
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Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
The truth is that it is disappointing. The story, due to its theme, engages more because of how it is written by the environment itself. It would be much more believable and accurate if it had been written, as someone in this forum has already suggested, that the protagonist was a tourist who really runs out of money and is forced to work in the brothel being recruited by an international intelligence agency , but in the end, it is as it is. Apart from this, which is obvious, is what is disappointing about how is written. More of the same as a waitress, okay okay, from my point of view I liked it but... just a sex scene? Weren't there three sex scenes? It is written in the author's roadmap. Once again it deceives its sponsors and further strengthens the already almost firm conviction of not supporting the project due to the lack of seriousness and empathy for those who financially support the project.
A shame.
Poor and disappointing update.
Sorry you didn't like it.
 

Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
View attachment 2022379
View attachment 2022392
So Crush isn't even writing all those green dots himself and it's still been how many months...? :unsure:
Incorporating more ideas and feedback doesn't always speed things up (it just improves them). In fact, it can kind of slow things down – consider the process with Behbeh. I need to have produced a draft, spoken with Behbeh, then updated the draft to incorporate her feedback.

That takes longer than just producing the draft (because it's two extra stages).

Sometimes it does speed things up. Lost Engineer wrote the dialogue for the mamasan scene based on just a rough outline in the storyboard. This was great but it's not always how it works.
 
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Crushstation

Member
Game Developer
Sep 21, 2017
290
1,121
Okay, I just popped in here to clean up the OP. I hope I answered some of the points raised, but if anybody wants to talk to me directly I'm Crushstation#8544 on Discord.

(I don't come here regularly, so I may not see or respond to replies here.)
 
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3.50 star(s) 123 Votes