Ren'Py [Game] Come Inn - Brothel, Breeding, Management, and Story Events [Development Thread] v0.12 (May/23)

Sed

Newbie
Nov 26, 2016
38
114
The game so far (Win/Linux)

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Tagline: "It started as one mans dream to run an Inn. He had no idea that it would lead to a multi-generational dynasty that was destined to rule the planet."

Core elements: Tavern management, brothel, breeding, and living world
Genre: Vanilla sex and prostitution unavoidable.
Optional: Exhibitionism, Voyeurism, Incest, Sharing/swinging, Lesbian, Gangbang, more.

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What do I want?:
-Feedback
-Is this something you would be interested in playing? Tell me why, or why not.
-constructive criticism
-art contributions
 
Last edited:

Sexlaber

Newbie
May 20, 2017
60
146
Played a bit 0.3 (about 5 min), encountered few errors then I stopped. Here are my few cents:

I believe there is no much point in criticizing art / UI / sex content for now as they are likely to be changed and improved if this game continues (I hope).

The premise of the game is certainly interesting and quite ambitious I would say. The aging system is the one that caught my eyes the most, however the two options offerred are quite limited in different ways.
1. If player char's age freezes, then it would be weird to see his daughters/granddaughters grow old and die in front of his eyes.

2. If player char ages and dies, then not only player has to get used to a new char (assuming son/grandson) that the player had little control over most of the time, but also this new char would just suddenly inherits a huge harem of (likely) his aunts and sisters which destroys the incentive of finding new women.

My humble idea for aging system is that once player grows old and die (or retire early), there will be a scene to summarize all the business achievements and sexual conquests of the player and convert them into points that can be spent on perks and stuff for the next new playerthrough.

And maybe in the next playerthrough (NG+), new girls will be unlocked who have high requirements that can only be met with perks or stat boosts from NG+.

Also I see that this game is using day as basic time unit. I would suggesting using maybe week as basic time unit, like at the start of each week player will decides what (limited) actions would be performed in this week and the game checks player/inn/women stats to decide what events will be played for this week.

Again, just my few cents, I would say this game certainly has potential and as a management/incest/pregnancy fan I like to see it becomes success.
 
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Sed

Newbie
Nov 26, 2016
38
114
Thanks for the feedback.

1. With player aging, I want to make it so when the player gets old and dies, he passes on 'player control' to one of his chosen descendants to continue on in his place. But past experience tells me that many players become attached to characters and don't want them to die, or age. So I am putting an item in the game that halts aging when worn. It's a bit weird in a story/setting perspective, but allows for more versatile or varied play.

2. When a character dies, not all of the staff/family will stay, so there will be new opportunities and needs to deal with.

Having a summery of accomplishments play out at the funeral is something I had thought of, but giving some perks or rewards at that time is an idea I will add.

As far as time goes. I may do something like that. I am still playing with it. At the moment a year = 10 weeks = 70 days, and there are no months. But changing to something like weekly intervals could allow me to use a more realistic year without it being too long.

The sex content are just stubbs right now. I have not yet decided what to do with them. I may animate short 3d scenes, but that can be time consuming, and this is ambitious enough already.

I've updated the link with a newer version.
 

xbeo

Newbie
May 10, 2017
65
63
"Version numbering = roughly the percentage toward the finish. At v0.1 it was one percent finished, by v1.0 it will be done."

That's actually bad practice in software development (though Patreon users somehow like this approach), look up "Semantic Versioning".

Reminds me of the file suffix "_final(2).psd"
 

Sed

Newbie
Nov 26, 2016
38
114
Semantic versioning is good when there is an api, or when there will be future versions or a 2.0. Also when deployed installations and backward compatibility is a concern. It can also pass on valuable information to collaborators or maintainers.

None of those things apply here though. This is a one-off game. There is no value to using semantic numbering here.

It is "good practice" to use meaningful or useful numbers. For many programs that would be semantic, but not a stand alone game like this.
In this case I am using a rough percentage because that gives a real meaning to the number that allows anyone at a glance to have an idea of the state. As the sole developer this information is for users/players, not dev or maintainers. This will make sense to them. Something like "1.3.4a" would be meaningless to them, despite how much it could mean to me.

I do not intend for this to be in a continuous state of development. Open ended numbering is not required. Having a built in end-state reflects my intentions.
I am not a "patron user", I just want to get it done and move on.
 

MissFortune

I Was Once, Possibly, Maybe, Perhaps… A Harem King
Respected User
Game Developer
Aug 17, 2019
5,375
8,643
"Version numbering = roughly the percentage toward the finish. At v0.1 it was one percent finished, by v1.0 it will be done."

That's actually bad practice in software development (though Patreon users somehow like this approach), look up "Semantic Versioning".

Reminds me of the file suffix "_final(2).psd"
Semantic Versioning is a lie, though. The numbers are meaningless. Especially over the lst decade or so.

 
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Sed

Newbie
Nov 26, 2016
38
114
Updated to v0.5
Cleaned up the UI, worked on breeding and events. There's an incomplete changelog above.
 
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Sed

Newbie
Nov 26, 2016
38
114
Yeah, that link went dead pretty quick. I don't have an old copy so I can't restore it.
A new version will go up soon. Probably in the morning.
I'll try to find a more reliable host this time.
 
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Sed

Newbie
Nov 26, 2016
38
114
I just updated the first post with a link to v0.6 I added a bunch of new body types for the paperdolls, and built out the job-system.
I will probably focus on the story-events for a bit now.
I made an account on the host, so I think the link will last this time. I'll check later.
 
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Kriau

New Member
Oct 1, 2021
1
0
Really fond of this idea, especially with the generational breeding mechanic! Hope you keep improving it!
 

Sed

Newbie
Nov 26, 2016
38
114
Another update today. v0.7 linked above.
The changelog is greatly neglected, there's been a lot done that is not listed.

One of the big changes this time is the social interaction menu. It has been expanded from the basic interactions that were present. There is now a semi-randomly chosen, or unique, introduction event first, and once it is completed a more generic menu replaces it. This final menu will also change depending on character type, feelings, and past encounters.
 
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Hellspawn56

New Member
Aug 19, 2018
11
1
So far I like the game, but unfortunetly its crashes when kid is born and you click on its name, and it also crashes when bartender flirts with wife. The generational breeding mechanic is sweet, I wish more developers would try it.
 

Sed

Newbie
Nov 26, 2016
38
114
It is still very early in development, and I have not been doing much bug-testing before these releases. Once I have a fully functioning game I will do a wider release with better bug testing. I have fixed both of those bugs, and expanded many areas of the game since the last version. There will likely be a new version updated here in the next couple days sometime.
It too will have bugs though :)

The breeding mechanic is mostly functional at this point (except for traits), though not all aspects can be fully taken advantage of in the game, yet. I want to make it a focus of the game. Characters will be "trainable" to increase skills and stats, but there will be physical limitations to growth. A characters "potential" to increase stats is also an inheritable trait. Their "potential" will also give a slight boost to offspring stats, so each generation should tend to be a little better(on average) than the last. Especially if they are trained before breeding.

This will encourage breeding of new generations to gain better characters. And cross-breeding them with other Characters or Npcs to try and attain specific traits or stats, can generate specialised characters for different tasks.
Also "traits" will be added later. Some traits will be genetic and inheritable. "Traits" will be rare or unique abilities or enhancements to characters. Eg. "Easy-Drunk" trait means a character becomes intoxicated twice as fast as normal.

The focus right now is to get all parts of the game functioning at a basic level.
Then I will revisit each area again to flesh them out, probably starting with breeding.
 

hiya02

Member
Oct 14, 2019
171
98
Just out of curiosity, how are you going to do the bug testing? Are you using test automation, using manual tester(s) or something else?
 

Sed

Newbie
Nov 26, 2016
38
114
I intend to use mostly manual review, with some stress testing through scripting.

I'll use scripted random generation of units for automated testing of some interactions or complex functions. But mostly I play through sections manually and use debug messages output to the console, and variable watching, to make sure everything is functioning as intended.

Later, I will also start soliciting bug reports from players. Right now there's not much point in having anyone report bugs, because they tend to get fixed, or change quicker than they could be reported. But when things are further along, I hope there will be players interested enough to report any obscure or hard to find bugs I miss.
 

Hellspawn56

New Member
Aug 19, 2018
11
1
ok no problem, just wanted to make sure I didnt find a bug you didnt forsee. I will be keeping a watchful eye on this project, I like everything your doing. I mainly like the breeding mechanic that's what drew me here :)
 

nuclear

Newbie
Sep 27, 2017
95
169
Loving the game so far, I really like how you can build relations with people, that's a feature that I don't see in almost any brothel game. A HUGE thumbs up for allowing NPC's to interact with each other as well, really looking forward to seeing where it goes. The character creation at the start is great as well, being able to customize the background as well as mentioned before, relationships is a big part of immersion in my opinion.

Something I'd be interested in seeing in future versions would be a clothing system. Dressing up the maid in maid outfits or slutty clothes, or dressing up the manager in a tiny bikini for extra promiscuity or just for show would be fun to see. Piercings as well would be a nice addition.

The game is pretty good so far and has a ton of potential, keep up the great work!
 
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Sed

Newbie
Nov 26, 2016
38
114
ok no problem, just wanted to make sure I didnt find a bug you didnt forsee.
I appreciate the effort. It is often hard to get bug reports for small projects. It's just too early right now to be put to any use.

Something I'd be interested in seeing in future versions would be a clothing system. Dressing up the maid in maid outfits or slutty clothes, or dressing up the manager in a tiny bikini for extra promiscuity or just for show would be fun to see. Piercings as well would be a nice addition.
That is unlikely to happen. At least not any time soon. Many of the game/display mechanics to do that are already in the game, and it wouldn't be hard to implement the scripting for it. And I do like the idea, But ... The art work required grows exponentially. Every body type would require each piece of clothing to be altered to fit them. Even if I had all the body types standing in the same position, the different heights, chest sizes and body shapes would still need a custom fit. Even adding the ability to put on the amulet results in a questionable amount of additional work.
It may be possible to to add some extra clothing specific to each body type, but that would still be a large workload, and would likely lead to an imbalance in numbers of outfits for some body types.

I may add additional depth to the clothing system later, but probably not to a large extent.

My biggest weakness is that I am not a visual artist. So I am limited on what I can do with the paper-dolls. That's also why I still have no event artwork. I am still considering options there. Because it is such a time-hog I not going to get too much more ambitious with it for a while.

There is good news though, it is easy(ish) to add your own custom body types, which can be built, and dressed, using Kiska and an image editor. I think I will add an "Import" option at some point so you won't need to edit the images or script to add them.
If the game gains any fans then any donated user created characters can be added in to expand the game.

Some additional aspects of the game I am planning to add much later, is the ability for players to easily add new bodys, drop in new events and story sequences, or new Npcs. But I am getting ahead of things a bit. The last thing we need around here is another developer with talk of big plans, but nothing to show.
I'll get back to work for now and talk about that more once I get to it.
 
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drilll

Newbie
Mar 18, 2019
61
34
I think that having some pictures of the game in this thread would be good, i feel like people are more likely to skip the game if they cant see how it looks
 
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