dhentai1

Newbie
Aug 3, 2017
48
50
I got the bf jerk friend scenes to go until he's repeatedly coming over at night (sometimes), but what is the blackmail path you guys are talking about? I've tried a few different traits on my pc, but no blackmail or showing off to the bf scenes
 

Dnds

Out to Play
Donor
Jul 5, 2017
293
373
I got the bf jerk friend scenes to go until he's repeatedly coming over at night (sometimes), but what is the blackmail path you guys are talking about? I've tried a few different traits on my pc, but no blackmail or showing off to the bf scenes
The answer is here.

Bitchy opens up the option to blame the BF for the PCs cheating. That can lead to him leaving then you sleeping with the Jerk. Doormat + Bitchy seems to open up the ability to take the Jerk into your bedroom and fuck him while the BF is still there. Not sure if there is anything I am missing or not.
 

Njarux

Newbie
Jun 27, 2017
26
76
TBO I think it will have more content than NewLife in no time, that guy works pretty fast and has finished building framework already and NewLife, well it's creeping forward like a line of code in two days time.
This. SO has all but lost willingness to work on Newlife and is doing the bare minimum. AW however, already has the background coding in place to rival Free Cities. Once he's done with the prologue and he gets all the mechanics working, content, and it'll be good content, will be added at a rapid pace.
 

kymico

Active Member
Nov 29, 2016
638
1,814
I like Newlife's control in sex and at times, lack thereof depending on arousal level and perks/traits. Until actual sex scenes get implemented in AW and the amount of details/options are in them... that game is completely off my radar. A lot of the HTML base games completely turn me off as my choice suddenly allowed a huge amount of non-choice event happening in the scene.

Ex: My PC take off clothes suddenly she's giving the guy the deluxe porn star service
 
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Reila

Newbie
Nov 13, 2017
44
111
If someone were to remake newlife into a better version with bigger and more frequent updates, how would you suggest they approach it?

1. What kind of programming language should it be written in to make it easy to mod for others?

2. Should it rely on an existing framework, if so which?

3. How much would you be willing to support the creator with per month for this?

4. How would you protect the code / content from being stolen by another dev without alienating the potential modding community surrounding the game?
 
Sep 10, 2017
339
399
If #4 is a requirement then that rules out Twine/Javascript, because - as far as I know - the best you can do with that is obfuscate the code. With a bit of effort anyone'd be able to de-obfuscate it.

If you want a #2 with #4 in mind, something like Unity or the more entry-level-user friendly Godot would work, where you can let modders use LUA to mod the game while you can be confident that no one can use your original code. I guess that also answers #1 right away. These engines use C++, C# or Ren'Py and have the community write content in either LUA or C++.

That said though, there's probably a lot more ways to answer that.

As for #3, I personally don't support creators with money. I'm fine with bugfixing, editing wiki's, helping out others, but that's about it. If you see how much people earn with their content, then it shouldn't be a worry though. But after seeing so many projects shutting down, I'm not gonna spend a dime on anyone.
 
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Reila

Newbie
Nov 13, 2017
44
111
I like the ease of working with a framework like Twine (HTML/CSS + Javascript is easy to work with). I don't really like the "feel" of most Twine games though, I don't really know how to describe it further.

The biggest benefit (and drawback) of Twine imo is that it's so easy to modify. This makes building a community around your game easier, but also puts you at risk of theft. Theft however, is less of an issue when you consistently provide unique content. For some devs it might be high quality writing, for others it might be art, etc. (Plus, most people are too lazy to steal an existing game and take it in a different direction anyway.)

I think a lot of people shoot themselves in the foot by being too paranoid about protecting their code. When it comes to game creation (and modding) I think a cathedral approach is the best one, especially for a small community like this. It's just not efficient to have every game dev reinvent the wheel instead of building on existing code and crediting other creators. It results in fewer games being developed, more games tanking, longer time between updates, and the market becoming disillusioned and diluted.
 

Dnds

Out to Play
Donor
Jul 5, 2017
293
373
this is just the work in progress build, changelog will come with the official release for 0.4.16. getting married is all i got for ya. sorry.
SO just threw the release there and only spoke about marriages? Don't get me wrong, I'm not trying to imply anything by asking, its just the requirements for events in their game are not exactly crystal clear unless it goes public or we ask for an explanation.
 
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