Isolating the episodes really is part of the bigger problem. The fact that he introduced working titles/episode titles for the updates kind of tells you where is mindset is. He is writing chapters for a book, not scenes for a game that is supposed to be multiple choice, choice based or whatever you want to call it.Unless he stops making each update isolated from the others (right know this is barely a game but rather a series of independent scenes), it is only a matter of time until something like that happens again. He needs to introduce some variables (like slutiness) and make them actually change something over the course of the game and not just the next few sentences or outright say that this isn't a game and admit that your "choices" don't mean anything so people know what to expect.
It's not an actual mechanic. If you look at the code, it's just him putting in the red/green color and saying someone (dis)liked a response. It doesn't change a variable or get saved for future use; it's just flavor text.There is one mechanic, apart from the kinks, that has been there from the beginning and that is the "XYZ liked/disliked your answer" thing. Except it never does anything. Never did and with how linear the story is, I can't see it ever having an impact, because what would it change? Would it lock you out of content? Shitstorm incoming. Everything else has been introduced, because he liked the idea, but never did anything with outside the introduction of said mechanic.
No, I don't see it happening either. I have zero expectations for this game.Isolating the episodes really is part of the bigger problem. The fact that he introduced working titles/episode titles for the updates kind of tells you where is mindset is. He is writing chapters for a book, not scenes for a game that is supposed to be multiple choice, choice based or whatever you want to call it.
As far as the variables go, I don't think he needs to introduce anything at this point. There are plenty of stats and skills in the game. He never uses them. That is the issue. There is one mechanic, apart from the kinks, that has been there from the beginning and that is the "XYZ liked/disliked your answer" thing. Except it never does anything. Never did and with how linear the story is, I can't see it ever having an impact, because what would it change? Would it lock you out of content? Shitstorm incoming. Everything else has been introduced, because he liked the idea, but never did anything with outside the introduction of said mechanic.
Would it make sense to introduce variables like sluttiness, corruption, etc? Yes. Much more than having skills like motorbike experience, or piano lessons. But that would require him to write different scenes multiple times, because the outcome should be different based on certain combinations. Can you imagine how long it would take him? Also it would require planning ahead. Need I say more?
To be exact, there's couple instances early on where the game also tries to alter a field for given character which is supposed to accumulate these instances. Except it's bugged (the field is never initialized so it's NAN and trying to add/subtract from it fails), most of the character objects don't even have this field, and very shortly any such attempts stop altogether. Impossible to say if it was put off "to be implemented later, i.e. never" or dropped for good.It's not an actual mechanic. If you look at the code, it's just him putting in the red/green color and saying someone (dis)liked a response. It doesn't change a variable or get saved for future use; it's just flavor text.
Seriously? I was always under the impression that there is hidden counter for whatever like/dislike system he was using. Now you're telling me that it doesn't even have that? Seriously? Jesus effing Christ.It's not an actual mechanic. If you look at the code, it's just him putting in the red/green color and saying someone (dis)liked a response. It doesn't change a variable or get saved for future use; it's just flavor text.
It's weird how you said we're being too negative, then listed a bunch of flaws with the "game" that are similar to the ones many of us list. The only difference is that you seem to be under the impression that these flaws will get fixed someday.Why are y'all so negative? Not like it's the only porn game out there...
I've been playing the earlier version, with the old engine, and learned that there's a whole bunch of content out there if you make your agent older, and there's a difference whether you choose to be an analyst or a field operative. I wonder how different the experience would be if you choose non US background. What the CIA fieldwork would be replaced with.
In general there are many unused skills and despite the dice rolls it all kinda leads to the sample place, but the way I see it, it can turn out into something like a D&D book? Where each choice leads to page whatever. Only just now (in the newest version at least), it's either comply or quit. I think that once workflow and the framework is all fleshed out, the various game chapters(?) will be relatively easy to stitch together.
The site says they're working on the optional quest with the Russian guy. Might be interesting... I'm more curious to know at what stage the agent will encounter the Italian guys (she can meet at the hostel) again. Would be an interesting read if they visit her at work and recognize her.
I wish the game had more options for day to day clothing, instead of it only being available for dates... I also wonder whether the game can be less linear with its schedule. Something like you choosing where and when to go at your discretion.
I guess I'm just an optimist. I just discovered the game recently, and haven't been following its development cycle for long enough to become disappointed.It's weird how you said we're being too negative, then listed a bunch of flaws with the "game" that are similar to the ones many of us list. The only difference is that you seem to be under the impression that these flaws will get fixed someday.
The latest update was controversial with fans (time taken for development versus amount of content, lack of roleplaying options in a sex scene). I think the recent previous updates were better so a lot of fans are salty in addition to the people who love the idea of the game but have a negative outlook on it, generally.I guess I'm just an optimist. I just discovered the game recently, and haven't been following its development cycle for long enough to become disappointed.
If you're familiar with your browser'sDo you happen to know how can one edit or modify stuff in the game? Any special tools necessary?
SugarCube.State.variables
SugarCube.State.variables.kate
SugarCube.State.variables.avatar
Thank you very much!The latest update was controversial with fans (time taken for development versus amount of content, lack of roleplaying options in a sex scene). I think the recent previous updates were better so a lot of fans are salty in addition to the people who love the idea of the game but have a negative outlook on it, generally.
If you're familiar with your browser'sYou must be registered to see the links, with the game open at runtime you can poke around in:
Recommend you use the Saves -> Save to Disk option before changing anything because it is probably easy to break your save / playthrough.JavaScript:SugarCube.State.variables SugarCube.State.variables.kate SugarCube.State.variables.avatar
You probably do not want to do this unless you understand this type of game dev: The game engine isYou must be registered to see the links+You must be registered to see the linksso you can open it in with their IDE. The game is essentially HTML, CSS, and JS so you can open it in any text editor that can handle large text files e.g.You must be registered to see the linksor whichever IDE you useYou must be registered to see the links
Have fun!
Well, it kind of make sense.It's weird how you said we're being too negative, then listed a bunch of flaws with the "game" that are similar to the ones many of us list. The only difference is that you seem to be under the impression that these flaws will get fixed someday.
That very much sounds like "F95 is killing your mojo". But it's not F95's fault. It's the fault of developers like Crushstation. Don't get me wrong, I sincerely admire all developers for their dedication and their skills. But most of them just don't finish what they started. Maybe because they loose interest or the work gets too much or the own ambition/perfectionism stands in the way, who knows? Usually porn games are just being started to be abandoned later on. At least we get a few nice pictures along the way. And ofc there are a few exceptions which justify all the disappointments. Female Agent is most probably not one of those...The thing is, the more F95 games you play, the less optimist you become.
They don't finish what they started cause it's hard to code with only one hand.That very much sounds like "F95 is killing your mojo". But it's not F95's fault. It's the fault of developers like Crushstation. Don't get me wrong, I sincerely admire all developers for their dedication and their skills. But most of them just don't finish what they started. Maybe because they loose interest or the work gets too much or the own ambition/perfectionism stands in the way, who knows? Usually porn games are just being started to be abandoned later on. At least we get a few nice pictures along the way. And ofc there are a few exceptions which justify all the disappointments. Female Agent is most probably not one of those...
I think you get a feel for the development process and you pretty quickly get a sense of which projects are going to go anywhere. That can be heart-breaking as there are loads of games that have cool ideas but you know that they're never going to last. You also notice when things go off the rails as things tend to go off the rails in similar ways.The guy is an optimist. Glass is always half full. The thing is, the more F95 games you play, the less optimist you become. Welcome, bruv.
Blame it on the Patreon payment system. See, there are two main ways folks pay for games. The first one, which most of the world follows, goes like this: a developer makes a complete game, and then people pay for it. This setup gives devs a reason to make a game that actually works.That very much sounds like "F95 is killing your mojo". But it's not F95's fault. It's the fault of developers like Crushstation.
True. However ... Patreon's original idea was to allow the financing of independent small developments by collecting small but regular contributions. This seriously backfired just because of developers like Crushstation and others like him misusing this system. It's not really Patreon's fault IMHO, it's the fault of those fraudulent developers. And - of course - the fault of the stupid supporters financing those lame fµ¢x$...However, in the Patreon system, developers are encouraged to prolong the development process rather than completing the game.
What if I told you that people can spend their money on whatever they want?True. However ... Patreon's original idea was to allow the financing of independent small developments by collecting small but regular contributions. This seriously backfired just because of developers like Crushstation and others like him misusing this system. It's not really Patreon's fault IMHO, it's the fault of those fraudulent developers. And - of course - the fault of the stupid supporters financing those lame fµ¢x$...![]()
Ofc they can, it's their money after all. And I really don't want to defund those games - actually I like them. But the same ppl supporting guys like Crushstation definitely shouldn't complain about long development cycles at the same time since they are causing them in the first place.What if I told you that people can spend their money on whatever they want?
It's a fairly simplistic system, and if people would rather spend money on this, it's up to them. The only way to change it is to supply so much this that they notice their lack of money in relation to a lack of product. If they have enough product versus money, there is no problem. But yes, all the blame rests entirely on consumers here. I don't have trouble subscribing to just the people that I like. If they can't do that, then it suggests that they have worse problems that demand so much of their attention that they can't consider the costs of a Crush sub. If they can't be bothered, then there's no real problem.Ofc they can, it's their money after all. And I really don't want to defund those games - actually I like them. But the same ppl supporting guys like Crushstation definitely shouldn't complain about long development cycles at the same time since they are causing them in the first place.
Angry? No, just a little disillusioned...