Create and Fuck your AI Cum Slut –70% OFF
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4.90 star(s) 20 Votes

Soraiya

Newbie
Feb 26, 2022
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Maybe I'm missing something obvious but am missing how to actually navigate the game screens for both saves, (especially how to export a save to disk) and, as importantly, how to just go back to the page you were just looking at if, for instance, you click on one of the lore links, etc.

On the latter, I did notice that "Read" seems to bring me either somewhat close or to the exact page, but made me a bit nervous as to whether I was getting to the right place or not, so stopped clicking on the lore pages, etc, which is a pity since I enjoyed them. Any help would be appreciated.

For a future suggestion to the dev, might want to just modify that left panel a bit to include the fairly standard HTML games "<-" link to return to the prior page and a "Saves" link. Documentation / help is always good, but a lot of times familiarity is better, (even if there are better ways to do it ;) ).
 

l1lym

Aphrodite, creator of X-Change Life™
Game Developer
Jan 21, 2019
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Maybe I'm missing something obvious but am missing how to actually navigate the game screens for both saves, (especially how to export a save to disk) and, as importantly, how to just go back to the page you were just looking at if, for instance, you click on one of the lore links, etc.

On the latter, I did notice that "Read" seems to bring me either somewhat close or to the exact page, but made me a bit nervous as to whether I was getting to the right place or not, so stopped clicking on the lore pages, etc, which is a pity since I enjoyed them. Any help would be appreciated.

For a future suggestion to the dev, might want to just modify that left panel a bit to include the fairly standard HTML games "<-" link to return to the prior page and a "Saves" link. Documentation / help is always good, but a lot of times familiarity is better, (even if there are better ways to do it ;) ).
There is currently no way to export a save to disk - I will need to write a custom plugin for that. The issue is each chapter is technically a save slot, and I want to be able to just export and import them in bulk.

Seems like Read may be a bit wonky, but it's supposed to bring you back to the page you are currently reading. I have not witnessed it misfiring yet, so if you could demonstrate that in a screenshot or two I would fix that bug.

For better or worse this game basically uses a custom engine (built on top of Harlowe originally), so I can't use the standard Sugarcube features.

Part of this is because I find base Twine/Sugarcube ugly, part of it is I just wanted a coding challenge. Over the next few chapters I'll be trying to smooth out any glitches.
 

biboudi

Member
Jul 25, 2023
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didn't expect to see an ai game gets 7 five stars in a row? is it really that good?
 

ffive

Devoted Member
Jun 19, 2022
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Part of this is because I find base Twine/Sugarcube ugly, part of it is I just wanted a coding challenge. Over the next few chapters I'll be trying to smooth out any glitches.
But wouldn't it make more sense (at least in terms of efficiency) to just make the Sugarcube build "prettier" by tweaking the CSS to your liking, instead of doing it kind of backward and trying to reinvent Sugarcube in another framework..?

I get the "coding challenge" appeal, but not really when the end user gets to bear the brunt of it...
 

GravGrav

Active Member
Sep 25, 2017
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didn't expect to see an ai game gets 7 five stars in a row? is it really that good?
The dev is just an amazing writer and audio designer, so the art being AI is more a sexy backdrop to the rest of the game. It really showcases that the proper usage of AI art relies on you actually being skilled in other areas so the art is only an additional aspect and not the primary focus.

And someone actually putting in the time and effort to make their AI art consistent and without major glaring flaws helps too, as most people using AI don't even bother doing that.
 

biboudi

Member
Jul 25, 2023
187
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The dev is just an amazing writer and audio designer, so the art being AI is more a sexy backdrop to the rest of the game. It really showcases that the proper usage of AI art relies on you actually being skilled in other areas so the art is only an additional aspect and not the primary focus.

And someone actually putting in the time and effort to make their AI art consistent and without major glaring flaws helps too, as most people using AI don't even bother doing that.
i see. if the dev is really that good then maybe i'll give it a try since im not paying, but i do hope that in his future games he starts relying on actual art because i really don't like ai cgs
 

l1lym

Aphrodite, creator of X-Change Life™
Game Developer
Jan 21, 2019
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But wouldn't it make more sense (at least in terms of efficiency) to just make the Sugarcube build "prettier" by tweaking the CSS to your liking, instead of doing it kind of backward and trying to reinvent Sugarcube in another framework..?

I get the "coding challenge" appeal, but not really when the end user gets to bear the brunt of it...
The main thing I wanted to do was to make choices "lock in", without creating a bunch of branches. Whereas core Sugarcube, for instance if you go back, unwinds everything you've done - so to me that reduces the impact of a choice that you made.

In my engine the game rewinds CERTAIN variables, but not your choices.

However I will really be trying to make this as user friendly as possible, I just wanted to redesign it a bit so that choices felt more important, and I am definitely open to improving the usability.
 
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ffive

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Jun 19, 2022
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The main thing I wanted to do was to make choices "lock in", without creating a bunch of branches. Whereas core Sugarcube, for instance if you go back, unwinds everything you've done - so to me that reduces the impact of a choice that you made.
Tbh i always feel like this line of reasoning only results in making things unnecessarily inconvenient for the player -- they can "undo their decisions" anyway with save scumming if they don't like the idea of choices having serious impact. So all such limitations do is just forcing them to go through some extra steps (like doing more frequent saves) so they can experience the game in the way they like. Or making the game less enjoyable for some of your players who don't find it fun if the choices are "weighty", or who just want to quickly explore different branches as they go.

Is it really worth it to "fight" your players on how they derive fun from your game? It's kinda a rhetorical question given you've decided the answer is "yes", but still. Maybe something to (re)consider...?
 
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l1lym

Aphrodite, creator of X-Change Life™
Game Developer
Jan 21, 2019
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Tbh i always feel like this line of reasoning only results in making things unnecessarily inconvenient for the player -- they can "undo their decisions" anyway with save scumming if they don't like the idea of choices having serious impact. So all such limitations do is just forcing them to go through some extra steps (like doing more frequent saves) so they can experience the game in the way they like. Or making the game less enjoyable for some of your players who don't find it fun if the choices are "weighty", or who just want to quickly explore different branches as they go.

Is it really worth it to "fight" your players on how they derive fun from your game? It's kinda a rhetorical question given you've decided the answer is "yes", but still. Maybe something to (re)consider...?
For me I enjoy some level of commitment with choices, it makes me "feel" them more. I'll probably include cheats to turn this off, similar to what I've done with X-Change Life, that's probably the best approach.

But for me I like the mechanics of Redo points, and spending them to unlock branches. For different types of players I definitely see the appeal of removing the Redo points feature, so I think I'll add cheats for that.

I like creating a sense of value / commitment to things like choices, and I don't see a way to do that in a simple branching narrative. One thing I like about the choices driven by the minigame as well, is that you can choose to spend a lower amount of Redo points to unlock the Minigame good/bad results from the beginning, or you can risk playing the minigame. If you win the minigame, you unlock both good/bad branch permanently. However, if you lose the minigame, you can still go back and pay Redo points to unlock both branches - however it's 1 point more expensive than if you unlocked it from the get go. So it is kind of a calculated risk.
 
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fitgirlbestgirl

Well-Known Member
Jul 27, 2017
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But for me I like the mechanics of Redo points, and spending them to unlock branches. For different types of players I definitely see the appeal of removing the Redo points feature, so I think I'll add cheats for that.
I'm a save scum player, whether in porn games or actual RPGs, always have been, always will be. I don't find the "just live with the outcome of your choices" approach fun. But you also doled out those redo points like candy in the original game to the point that I had like 30 unused ones at the end, so what is even the point of the system?

That being said I don't care that much, I just thought it was a slight annoyance I'd rather live without. The alliteration stuff was kind of cute though I guess.
 
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l1lym

Aphrodite, creator of X-Change Life™
Game Developer
Jan 21, 2019
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I'm a save scum player, whether in porn games or actual RPGs, always have been, always will be. I don't find the "just live with the outcome of your choices" approach fun. You also doled out those redo points like candy in the original game to the point that I had like 30 unused ones at the end, so what is even the point of the system?

That being said I don't care that much, I just thought it was a slight annoyance I'd rather live without.
In this version, there are Redo points than before. I've included just about one every single page. They can be used to unlock some unique lore entries as well as the minigames. The Redo points will also be used in a gallery to unlock unique scenes, especially around the Gobboree!

Ultimately, the point of the Redo points is to reward players for paying attention to the text.

I don't hold it against anyone what you find or don't find fun. I'll include cheats in the next version, so that people can just cruise through the narrative without the Redo system.

For me, it creates a sense of immersion when I play and I have to think about what I choose. Or if I go down a branch I don't want, I can find points on that "bad" branch, and go back, and use that point to unlock the next choice. It gives me a reason to linger on that page a bit longer than I would have.
 

fitgirlbestgirl

Well-Known Member
Jul 27, 2017
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Ultimately, the point of the Redo points is to reward players for paying attention to the text.
I get all that in theory, but to me the redo points function like potions in an RPG, I will hoard them (you might need these for the boss at the end!) and if I actually need to redo something I'll just restart the chapter instead and then suddenly the game is over and I never actually used my redo points. Granted, that is a personal problem.

Also I don't think you actually need gamified systems to make players pay attention to your text, your writing demands enough attention on its own.
 

Featherine

Newbie
Jun 20, 2019
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l1lym I loved the original, and getting to relive it with more sauce in it is gonna be great. Please do not get hung up on people complaining about AI or how you decide to develop your game. Also, for the record, whenever I can save-scum in a game for my benefit, I will, but I'm completely fine if a game forces me to live with the outcomes of my choices, so try not to get hung up on individual opinions (mine included). Just trust your talent and go forward.
 

l1lym

Aphrodite, creator of X-Change Life™
Game Developer
Jan 21, 2019
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l1lym I loved the original, and getting to relive it with more sauce in it is gonna be great. Please do not get hung up on people complaining about AI or how you decide to develop your game. Also, for the record, whenever I can save-scum in a game for my benefit, I will, but I'm completely fine if a game forces me to live with the outcomes of my choices, so try not to get hung up on individual opinions (mine included). Just trust your talent and go forward.
Thank you! I will just include it as a setting - the current choice mechanics will be the default ("Goblin mode"?? Maybe Roleplay mode), but I'll just make it so that people who don't want to play that way don't have to.
 

Tatsubuki

Active Member
Jan 18, 2019
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i wonder how to set something up thats good with medium hardware and what even to use from available software
You can pretty much generate pictures on any hardware, it will just take forever if you do it on an Ipad 2. Download Comfy and try messing around if you really want to.

But realistically speaking, you really shouldn't be training or generating AI on your consumer grade $2500 GPU, they weren't made for that and have very high TPDs. But if you really want to make pictures of goblins gang banging the spice girls on your ROG for some reason, make sure to have a fire extinguisher nearby and some good excuse for your warranty claim in case it starts showing up random green lines.
 

Taryana

Newbie
Oct 22, 2017
72
140
191
Hmm vibrators. I do like the idea of magical sex toys, that's a relatively unexplored concept. Someone on the Discord also had the fun idea of cock-shaped potion bottles that you need to give a BJ to get the contents haha!! We will definitely have a lot more variety in the endings and sex scenes.


Goblins will be in the sequel for sure, although they will not be the PRIMARY sexual activity. They are mainly reserved for the 3rd and final book! After the events of the 1st book, dark magic is released that corrupts a lot of flora and fauna around Zaelasia, giving lots of previously-innocuous and non-aggressive species much more of a breeding urge :)
Are we getting minotaur?
 
4.90 star(s) 20 Votes