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Feyschek

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Game Developer
Jun 12, 2021
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I might have to redo the prologue or at least upgrade it in a way that makes sense with that in mind. You gave me a lot to think about. Thank you for that!
To redo the prologue, first play and watch it yourself, and perhaps add these elements to it. If this option is possible, then do it, if you cannot do without recycling, then use this option.

Also, don't forget a simple fact in game development. Test the game yourself, but put yourself as a player and not a developer. Then you will see your mistakes better and understand how to fix them.

What caused you pain during such testing, then sit down to think about how to fix it or you can beat it so that the player is interested in playing your game. While you're playing that fix bugs and see how the game works, you're missing out on such a simple thing.

A creative approach has never hindered progress ;)
 
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jaquine

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Game Developer
Apr 12, 2020
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1. To redo the prologue, first play and watch it yourself, and perhaps add these elements to it. If this option is possible, then do it, if you cannot do without recycling, then use this option.

2. Also, don't forget a simple fact in game development. Test the game yourself, but put yourself as a player and not a developer. Then you will see your mistakes better and understand how to fix them.

3. What caused you pain during such testing, then sit down to think about how to fix it or you can beat it so that the player is interested in playing your game. While you're playing that fix bugs and see how the game works, you're missing out on such a simple thing.

4. A creative approach has never hindered progress ;)
1. I didn't redo it, I still want the story, I think I made a solid setup that works for the game, plus I made a huge incentive for players to play it, without making it tedious.

2. I always do.

3. It's unreasonable to fix all the things that cause me pain off the rip because then I could release the v1.0 and call it a day, this way we drive interaction, get people on board and excited before the full release, and the same people can also help me find things during the development process that I missed that I can now fix before the problems get too large. I do find pains and I just put them on my ever-growing list of things that need to be fixed going forward, and eventually, all of it will be done and I'll slam that completed sticker on this bad boy.

4. Already found a fun/creative way to make the tutorial, you're welcome to share your thoughts on it in a week when I share it.
 
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Feyschek

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Jun 12, 2021
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1. I didn't redo it, I still want the story, I think I made a solid setup that works for the game, plus I made a huge incentive for players to play it, without making it tedious.

2. I always do.

3. It's unreasonable to fix all the things that cause me pain off the rip because then I could release the v1.0 and call it a day, this way we drive interaction, get people on board and excited before the full release, and the same people can also help me find things during the development process that I missed that I can now fix before the problems get too large. I do find pains and I just put them on my ever-growing list of things that need to be fixed going forward, and eventually, all of it will be done and I'll slam that completed sticker on this bad boy.

4. Already found a fun/creative way to make the tutorial, you're welcome to share your thoughts on it in a week when I share it.
I just gave a couple of tips and no more :) And I have no desire to play. I have my own game)
 
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Feyschek

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Game Developer
Jun 12, 2021
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jaquine
No offense, it's just that when I started creating my own games, I completely lost the desire to play other games of this genre. If I can create my own personal game, which one will meet all my requirements ;)
 

jaquine

Newbie
Game Developer
Apr 12, 2020
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jaquine
No offense, it's just that when I started creating my own games, I completely lost the desire to play other games of this genre. If I can create my own personal game, which one will meet all my requirements ;)
Noo, not at all. Was just hoping to see what you think of my implementation. No worries, I understand. I appreciate the comments and the knowledge you shared :)
 

Billshwr

Active Member
Feb 17, 2021
553
153
Is there a guide/walkthrough/progression bar to tell if you have seen all the scenes? Great start to a game btw!
 

WadeWilsoon

Active Member
Oct 1, 2019
507
618
No, what I said was (or what I tried to say was) IF you are getting 4 or more of any stat (when training, socializing, seducing,...) then you can see the cheat is working...
What stats you already have, have no bearing on whether the cheat will work when you input it or not, especially not
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Yes, nothing happens because the logic for cheat isn't as important as the game so I didn't waste time developing an interface that would tell you: cheat correct / cheat incorrect
Well, it still says 'wip' and shit, what I mean. And yes, If you're developing a game and have decided to add a cheat mode, you supposed to squeeze that "cheat has been activated" text somewhere between that fucking algorithm. This is how it's done properly.

At the end, with this manner of yours, I guess it doesn't worth to play your games anymore.
 

jaquine

Newbie
Game Developer
Apr 12, 2020
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Well, it still says 'wip' and shit, what I mean. And yes, If you're developing a game and have decided to add a cheat mode, you supposed to squeeze that "cheat has been activated" text somewhere between that fucking algorithm. This is how it's done properly.

At the end, with this manner of yours, I guess it doesn't worth to play your games anymore.
I guess not, find another developer to harras on his 0.01 release

Is there a guide/walkthrough/progression bar to tell if you have seen all the scenes? Great start to a game btw!
There will be, with the next week's release. For now here's the scene list:
- Abby Shower (need 100 abby love, 100 abby corr and 80 charm to progress all scenes)
- Abby Friend scene (meet Ashley in the prologue or if not there, then in the park on tuesday at 8am, then on friday evening (21-22) go to Abby's room and catch them, then make them breakfast on Saturday at 9am and finally enjoy the scene on Saturday at 12)
- Jenny Shower scene (need 100 Jenny love and 100 Jenny corr, 80 charm to progress all scenes)
- Jenny and Abby Scene (need 100 love and corr for both and go to the shower when Jenny is there)
- Jenny Yoga scene (100 love and 100 corr for jenny and 80 strength)

Those numbers are to achieve the final step in the repeatable scenes, you will see progression along the way.
And one final note: to see the final scenes you'll need the code
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.

I hope this helps until I implement a good walkthrough mechanic and thank you!
 
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Feyschek

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Game Developer
Jun 12, 2021
1,155
640
Noo, not at all. Was just hoping to see what you think of my implementation. No worries, I understand. I appreciate the comments and the knowledge you shared :)
It's too early to judge the game, although I like the neon theme, it's a pity there is very little content on this topic in real porn. To be honest, my last game was in this style, but I gave it the go-ahead for release.

I hope this helps until I implement a good walkthrough mechanic.
Do you want to make a dynamic passage of the game or a static passage? Do you want the guide to be updated after each player's move, or do you want it to have static hints?
 

jaquine

Newbie
Game Developer
Apr 12, 2020
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It's too early to judge the game, although I like the neon theme, it's a pity there is very little content on this topic in real porn. To be honest, my last game was in this style, but I gave it the go-ahead for release.


Do you want to make a dynamic passage of the game or a static passage? Do you want the guide to be updated after each player's move, or do you want it to have static hints?
The first tutorial will be a static one but you can skip it in the prologue and I will update it with each new mechanic introduction. The walkthrough will be dynamic, accessible from the sidebar not like the text I just posted. It will follow along in your progress. Besides that, there will also be a gallery and finally, I'll also add dynamic places for all characters that still have interactions possible in the sidebar. I guess the main challenge will be, how to fit all that information in there so it's not too much but still available to be used. If I figure that out and make a good implementation, I think that will be an achievement on it's own.
 

Feyschek

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Game Developer
Jun 12, 2021
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Well, I think you should pay attention to such a thing.

Creating a widget and a new passage in the engine, where there will be hints. Let's start with the widget. Do not forget to create a separate passage in the engine for the widget and tag!

<<widget 'ThecharacterisOne'>>\
<<if $End1==1>>\
We are writing a text here that says that the end of the plot.
<<else>>
We are writing hints to the player here.
<</if>>\
<</widget>>\

After that, we create a passage in the engine and insert our widget there.

<<ThecharacterisOne>>

Now we need events to trigger our End1 variable. We create events and insert a bare variable into the button like this.

<<button 'The final' `either('The name of the passage the player will return to')`>><<set $End1 to 1>><</button>>

Now, when the player fulfills all the conditions and gets into this event, where he presses this button, this manual will be updated. Here is a simple example ;)
 

jaquine

Newbie
Game Developer
Apr 12, 2020
78
45
Well, I think you should pay attention to such a thing.

Creating a widget and a new passage in the engine, where there will be hints. Let's start with the widget. Do not forget to create a separate passage in the engine for the widget and tag!

<<widget 'ThecharacterisOne'>>\
<<if $End1==1>>\
We are writing a text here that says that the end of the plot.
<<else>>
We are writing hints to the player here.
<</if>>\
<</widget>>\

After that, we create a passage in the engine and insert our widget there.

<<ThecharacterisOne>>

Now we need events to trigger our End1 variable. We create events and insert a bare variable into the button like this.

<<button 'The final' `either('The name of the passage the player will return to')`>><<set $End1 to 1>><</button>>

Now, when the player fulfills all the conditions and gets into this event, where he presses this button, this manual will be updated. Here is a simple example ;)
that's how I have it working now but I didn't know there was a widget tag so I'll look into what that tag can do. The development part is pretty much taken care of, the design part is what worries me because all this information should be available to the player but having all that information displayed would take too much space, that's the real issue here. We'll see how it turns out probably a month or month and half from now

even Become Someone game that I admire in regards to the work put in has too much space covered with all these options, once you get to know all the characters in the game, the left sidebar becomes a long scroll from the most needed interactions. They do have a built-in walkthrough on the phone app which is convenient in the right sidebar but even that can be better.

And I think I just got an idea on how to tackle that.
 

Feyschek

Well-Known Member
Game Developer
Jun 12, 2021
1,155
640
that's how I have it working now but I didn't know there was a widget tag so I'll look into what that tag can do. The development part is pretty much taken care of, the design part is what worries me because all this information should be available to the player but having all that information displayed would take too much space, that's the real issue here. We'll see how it turns out probably a month or month and half from now
I would recommend using a widget, it allows you to avoid many problems in development, especially in the reworking of a moment in the game.

As for the place, you can use another way here, but I'm too lazy to look for it :) I would ask how many characters you will have in the game, if possible, then the problem is that if there are not enough of them, then it's not such a big problem.
 

jaquine

Newbie
Game Developer
Apr 12, 2020
78
45
I like how the widget works. Definitely, the way forward...
Don't know about the amount of characters yet, depends on the story progress and what will be necessary to fully bring it to life.
Either way, widget is the future for me because I just love clean development, right now it's kind of a mess so thanks for bringing that up!
 

Feyschek

Well-Known Member
Game Developer
Jun 12, 2021
1,155
640
I like how the widget works. Definitely, the way forward...
Don't know about the amount of characters yet, depends on the story progress and what will be necessary to fully bring it to life.
Either way, widget is the future for me because I just love clean development, right now it's kind of a mess so thanks for bringing that up!
The less mess there is in the game code, the easier the development process. I have long understood such a simple but inconspicuous thing for many.

By the way, have you thought about removing the code for additional content from the game? You sort of give it out to everyone anyway.
 

jaquine

Newbie
Game Developer
Apr 12, 2020
78
45
The less mess there is in the game code, the easier the development process. I have long understood such a simple but inconspicuous thing for many.

By the way, have you thought about removing the code for additional content from the game? You sort of give it out to everyone anyway.
Already removed. I didn't know it would pop up, still a mess to find it but yeah, rolling with the punches already.
 

jaquine

Newbie
Game Developer
Apr 12, 2020
78
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Hello everyone, been a minute. The new version (v0.02) is finally done. I fell incredibly ill the past week so it came a bit late, I apologise for that. Give the uploaders a bit of time to refresh all the links but until then, here's the new version:
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A few things to note:
It's a beefy update, with some of the concerns from the first release, I decided to leave as few blank pages as possible, which means that every branch in the storyline came with a set of some added bonus content that it revolves around. For this reason, the Emily dating is a bit rushed and it will be reworked. Unfortunately, I still don't feel a 100% so I just wanted to release this version and not bog myself down with the Emily dating because it wasn't a priority for this version. Because of this you might notice some rushed writing talking to her. Another thing that came out of it is the beefed up intelligence gain you get from class attendance. This will be reduced in a new patch when I develop the library and studying with Emily.

I am also going to upload this version to gamcore. And soon you will be able to play this online. I am very tired so this will come tomorrow unfortunately because there are some hoops to jump through for gamcore.

And finally, I created a starting page for if anyone would like to extend their support and will begin to update there as well. And also, a discord will be created by the next patch so I'll keep you all updated about that in 2 weeks.

The cheat code is still the same:
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so use it because the game progress is not fully developed yet and some scenes could be a bit tedious to get to. Looking forward to feedback, thanks and have fun!
 

Raknor

Member
May 12, 2019
477
235
I started a new game and the first thing I did after getting through the intro is click on the "Quest" button on the left side. It gives me the following error:

Error: cannot execute macro <<link>>: Unable to parse macro argument ""BACK>> ": unterminated double quoted string

Not sure if the quest log is active or not, but this is what it is giving me.
 
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