Crushstation

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Game Developer
Sep 21, 2017
290
1,105
Oh I´m up for this sugarcube tutorials. The current ones often sucks for newbs:love::cool:
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This is how I learned Sugarcube! Later we did some more complex stuff by moving out of the Twine editor. If anybody ever wants advice on this they can reach out to me on Discord! Also the Twine Discord and Reddits are very helpful and noob friendly.
 
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ffive

Forum Fanatic
Jun 19, 2022
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This is a fair criticism (although the fact you're being a bit of a dick made me nearly miss it). I have sometimes let more than a week go by without a progress report. The reason for this is usually that I feel like I'm nearly but not quite at a milestone, and achieving the milestone will make for a better report.

This is usually the wrong decision. I'll try to remember that in the future.
It's one of these "damned if you do, damned if you don't" cases. Not updating religiously every week on the dot? "Look at this lazy ass, can't provide his patron with what they pay for". Updating religiously every week on the dot? "Look at this lazy ass, he wastes time on updates instead of producing content his patrons pay him for".

There's no wrong decision here. Or rather, all are wrong if someone is determined to complain.
 

Stretta

Member
Nov 21, 2018
237
724
Just tried it out again and... I thought this was supposed to be a more branching game? For a game about being an undercover agent you ironically don't really have any agency. It's all text and stock photos so it's not like it's limited by having to make art for a bunch of paths.
 
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ffive

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Jun 19, 2022
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I thought this was supposed to be a more branching game?
Nothing shown before would ever indicate that. The old "character creation" was all linear, and IIRC the developer has stated they're aiming for a "Mass Effect" kind of game structure, with the (linear) main plot and optional side-missions the player could engage in between storyline missions.
 

vicaddict

Member
Sep 29, 2019
194
391
Nothing shown before would ever indicate that. The old "character creation" was all linear, and IIRC the developer has stated they're aiming for a "Mass Effect" kind of game structure, with the (linear) main plot and optional side-missions the player could engage in between storyline missions.
Well in the oldern days your agent's spy training could branch into two different paths, so it's not completely out of touch to assume that. Also the college path did have some minor differences depending on what backstory you chose.
 
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Nothing shown before would ever indicate that. The old "character creation" was all linear, and IIRC the developer has stated they're aiming for a "Mass Effect" kind of game structure, with the (linear) main plot and optional side-missions the player could engage in between storyline missions.
The old character creation (lifepath) was only linear in the sense that you were born and ended up being 20something at some point.

Just to be clear, I'm not saying the lifepath was the greatest thing ever, but you did have a lot of agency in how your character spent those years
 
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ffive

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Jun 19, 2022
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Well in the oldern days your agent's spy training could branch into two different paths, so it's not completely out of touch to assume that.
But they've still converged afterwards, haven't they? I mean, you'd get the undercover slut mission eventually either way. I'd view it similar to how you'd make "important choices" in ME games and they'd effectively have no effect on how the main story proceeded along, no matter if you went left or right on the mission map intersection and whether entire species got to thrive or die.

The old character creation (lifepath) was only linear in the sense that you were born and ended up being 20something at some point.
I quite disagree. The character creation had you go through static beats with occasional choice where you'd pick this activity or the other, but it ultimately only had some (minor) impact on character stats. Whether you've worked at the bar or delivered pizza didn't make a lick of difference in the grand scheme of things. Did your would-be agent give her friend a BJ or told them to fuck off? Played in a band, did some modeling or maybe not? None of this really mattered.
 
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rbx4

Member
Jan 21, 2018
244
311
It's a move in the right direction to implement a choice (the BJ) and a consequence for a trait (exhibitionism). More of that would be very nice. I am only proportionately nearer to trying the new version of the game, which means not anytime soon, but this is a secondary reason that I keep an eye on the game. I would be very much surprised to see many more choices and variant consequences soon, but thought I would say it rather than not. Also I wholeheartedly agree on bailing out of the Twine editor itself--there are far better IDEs out there that are also free.
 

rbx4

Member
Jan 21, 2018
244
311
Well additionally it's a bad idea to live one's life based on what one, five, or even 10 people say in this particular situation. Whether good or bad, the creative process is only hampered by dwelling unduly on what someone else said about the game or about you. Sure it would be great to dispense with the attention-catching dynamics of Internet commentary, but you might as well use the same magic wand that could get rid of that to wish away all the rest of the world's problems instead--meaning: it's life. Accept it or not, but refusing to accept it is detrimental.
 
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Diconica

Well-Known Member
Apr 25, 2020
1,100
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Actually, I have the opposite problem, way more ideas than I'm able to implement. :(
I can understand how that feels I have a number of projects going on at one time.
One is a tool for writing and game development. I won't get into the details on that one.
Second is a game engine related. This one is more related to probably your issue.
I wanted to give players a massive amount of flexibility in what they choose to do.
If I did that the conventional way it would be righting effectively hundreds of routs joining them together and then trying to make the dialog for them all mesh and make sense together. It would result in producing a lot of code that would need to be gone through each time the story is added to or a bug is found.
Doing that type of work is not my thing at all.

The first part was to automate a number of processes. Rather than me using a general script to determine when a character was at one location or another. I built a scheduling system. The character also has a goal system. Goals change depending on the characters needs so on. If the character is hunger they will want to eat. If they are tired they will want to sleep. Can even pass out if to tired. They have a task system that works with the schedule system and object in the world along with the people.

The part that allows the story writing is an event system. There are world / environmental events. These are things scheduled to happen in the world if the character happens to be in the area at the time they might become involved it. Some events are forced on character such as crimes and other stuff. It usually isn't a choice to be robbed.

Other event are personal events and relation based. These are triggered by various stat levels being in the right location with the right person or persons.

Events are effectively just scripts that are run when the trigger is set.
Instead of writing large if then else nest areas events are attached to a location or to individuals. They are written in another file and when the game starts the event is registered with what it is supposed to be attached to.

An event manager assigned to the object location or person will test the event on update.
That means if I have an issue with an event I only need to check the script of that event and not search through a lot of unrelated code.

It also gives a large performance boost. Because you have a event manager that events are registered with you don't have to go through testing each event or go through a large if then else list.
Events can be loaded on the fly such as after you complete a previous event.
They can also be removed when they are one time events.
Repeatable events can be left in the list. You designate the difference between one that is repeatable and not using a flag.
You can even have time based events such as Holidays and birthdays and so on.

Not sure if something like that make it easier for you.
 
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JustForPorn12

Newbie
Mar 24, 2018
64
182
Damn, easily some of the best smut I'v ever read, shame it's so slow to progress though.
I really hope your not just dragging this out Crabstation cause I want to enjoy the whole thing before I die, seems like you might be going down the path YummyTiger (with the constant engine changes/revamps etc) and that'd be shame.

Wish there was a bit more of a slow burn to the "corruption" aspect personally, like being able to wiggle out of actually putting out to Connor/Big Boss atleast till that new girl shows up. Could replace those sex scenes with scenes of humiliating public BJ's or a rough facefuck or something. As it's not really till the new girl shows up that your "position" is threatened.
 
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naurd

Member
Dec 30, 2020
233
364
The changelog for 1.15 says "Bambi meets the boss – changed the header during the date with Kriangsak to reflect if the heroine uses her stage name"

Is Bambi a potential nickname? I really like the demeaning aspect of being called Bambi (or some other stripper esc nickname) but all I get are regular names when it is time to pick mine.
 

ffive

Forum Fanatic
Jun 19, 2022
5,203
11,278
Is Bambi a potential nickname? I really like the demeaning aspect of being called Bambi (or some other stripper esc nickname) but all I get are regular names when it is time to pick mine.
Doesn't seem to be. Italian characters can receive Bambi as first name and/or Bambino as surname, but that's about it. Stripper names are limited to this list:
Python:
    <<set $stripperNames to [
        "Ellie",
        "Daisy",
        "Jess",
        "Samantha",
        "Emily",
        "Katie",
        "Nina",
        "Sophie",
        "Scarlett",
        "Penny",
        "Hannah",
        "Lucy",
        "Leah",
        "Bella",
        "Dani",
        "Liv"
    ]>>
You could probably set it to whatever you like using the dev console, though.
 
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naurd

Member
Dec 30, 2020
233
364
Doesn't seem to be. Italian characters can receive Bambi as first name and/or Bambino as surname, but that's about it. Stripper names are limited to this list:
Python:
    <<set $stripperNames to [
        "Ellie",
        "Daisy",
        "Jess",
        "Samantha",
        "Emily",
        "Katie",
        "Nina",
        "Sophie",
        "Scarlett",
        "Penny",
        "Hannah",
        "Lucy",
        "Leah",
        "Bella",
        "Dani",
        "Liv"
    ]>>
You could probably set it to whatever you like using the dev console, though.
Thanks, think I'll just stick with Daisy, kind of scratches the same demeaning/innocent itch.
 

Deniz31

Well-Known Member
Jul 25, 2017
1,320
3,393
Thanks, think I'll just stick with Daisy, kind of scratches the same demeaning/innocent itch.
Must be just a reference to her being like a deer in front of boss. But you can ask for it on discord suggestion box.
 
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ffive

Forum Fanatic
Jun 19, 2022
5,203
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Did the new update have new story progress or just some adjustment to existing story?
Going by the changelog it's bug fixes and couple enhancements to the existing story (more specifically, the recently added outing):
Three's Company – Added a new path, written by The Lost Engineer, allowing an exhibitionist heroine to join in when Zoe and Amanda are sending topless selfies to Zoe's boyfriend.

Just Say No – Added a new path to Kob's sex scene, allowing the heroine to avoid giving him a BJ.
 

boobthief

Member
May 25, 2017
347
1,006
Thanks, think I'll just stick with Daisy, kind of scratches the same demeaning/innocent itch.
If you want to change your agent's stripper name to Bambi, load your Female Agent save, and paste this in:

JavaScript:
SugarCube.State.variables.kate.stripperName = 'Bambi'
 
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Deniz31

Well-Known Member
Jul 25, 2017
1,320
3,393

Hey guys! This week I started converting the storyboard slides into working game "passages". Basically, turning this:

into this:

The storyboard has 212 slides. This week I converted 76 of them into game passages, so the next episode is now about 33% playable.
I'll continue this next week, and report on progress.

AOB
– Our illustrator lovely Victoria is hard at work on avatar art, and it's up to her usual high standard. She's also experimenting with something new and cool that we'll announce soon if it works.
– I've had really great feedback on the storyboard from various contributors. Special thanks to BumpInTheNight, Lost Engineer, Aybee, Behbeh and Captain Chicken Strip who suggested dialogue & logic improvements.

– There was a great conversation here on Patreon, sparked by Sammy J. It sparked a very interesting discussion on how to balance the sex/non-sex scenes, which I'm still reflecting on. Thanks everyone who took part.
– There has also been a lot of interesting story/plot talk on the Discord! Thanks everybody who chimed in. I try to stay out of these talks, because I want them to go on without me weighing in and influencing the discussion. But I watched it carefully and found it thought provoking.

Okay, guys, that's it for this report – ⅓ of the storyboard is playable, I'll crack on with more tomorrow. I hope you guys have a great Sunday night and I'll report on progress Soon™.
 
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