Ah, sorry, I often forget to check here for posts.
Sadly, I'm an old person with health issues who tends to be tired most of the time, working a full-time job and doing Interns as a hobby project. I've got far more ideas than I have skills to do anything with them, so it's always slow-going on this project.
Thanks for the reply,
UsagiTripleSix!
And yes, I got that one. Poor PC found the idea just a little too tempting! On a semi related note, I am hanging out for more Tina content. She's a stone cold fox.
I'll have to find something to actually do with her. She was one of the quick characters I created at some point so that I didn't need to keep doing scenes with "a random coworker" all the time. Most I've established about her is that she's a party girl (no kidding, huh?) and probably one of the more mature girls working at the resort. She'll likely pop up whenever I need someone to fill that kind of role.
Now during a random encounter with a co-intern Hal, MC goes back to his room and then:
File "game/temp_scenes2.rpy", line 919, in <module>
NameError: name 'npc_joan' is not defined
The scene shifts between another girl with Hal's roommate Jordan. Because this girl is alternatively named Scarlet and Joan, I'm not sure whom the bug is about.
Edit: Ok, seems last version's saves don't work anymore.
Hmm, that's unfortunate. I created a save file updater that is supposed to run when you load a save, check the version of the saved file and initialize any new variables since that version. Needing to restart when there's been a big change is one thing, but I don't want people to have to do it for *every* update. Not sure what went wrong.
After playing this for a while I am gonna say turn the RNG down please.
I am feeling like I am in front of an slot machine. Every pt gives me a random combination of fruits to deal with. This is not replay value. Gambling is a big business after all and some people may be attracted to that, but I want to play not gamble.
Replay value is diverging mutually exclusive paths, subtle hints in the text that you may miss in the first pt. Some random events can be nice and add a bit of spice to a boring grinding schedule but as a player I want to know what I am doing and the choices I make to be relevant.
I am happy to hear that someone is helping the dev with the code. Randomness is tricky and you can end with a pile of nested "if"s.
I am writing this cause I see potential in the game. Otherwise it would be "close > next game"
Thanks. Yes, I wanted to have a bit of roguelike randomness in the game, but it needs to feel like the player's choices matter and there are calculated risks. (I also want to prevent replays to feel like the player character has complete precognition over where each choice will go.) It certainly doesn't work like that in its current state.
There is some RNG weighting going on for certain scenes, at least...
Right now, I've got someone trying to rebuild the entire backend of the game to make it easier for me to add content (should be an interesting experience, as it's a lot of learning the new ways of doing things on my end), and I've outlined some of the major changes I've wanted to see.
One big one is giving players more control over which NPCs they spend time with. The phone stuff in the room was a good test run. I want similar code for free time events, so if the PC goes to the club and some of the NPCs have scenes available there, the player will get the option to choose who to hang out with.
Eventually certain job types and scenes should tie into things like work performance, so if, say, you want to work with Tatum, you'll need to do a good job of washing dishes and waiting tables first. Currently, everything is just tossed into the randomizer so people have chances of seeing all the variants.