What would you like me to add to the game in the next update?

  • The connection (police) mechanic. This would be a new "currency" and a new batch of upgrades.

  • More events and the possiblity for the packmakers to add some in their packs.

  • The possbility to train the skills of the girls

  • Progress the story and add story missions (mostly focused on Nicole)

  • Something else (tell me either by PM or in this thread).


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Disgruntler

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New release is incoming.


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Once I have it on the cloud I'll probably spend some time to just play Happy Hour and geta real feel forthe new environment.

Then I'll be making a decision on what my next project will be towards v9.0.h.
 
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Cur8t0r

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So, to explain. Currently, each Duo-event is hard-coded into the game and all the duos are thrown into one folder. They have a chance to trigger, and each specific duo will only do the same skill every time.
I haven't come across a duo event yet. Is this a lesbian scene? I would not mind a random reward scene for one of the girls based on some value. Put her on her back and dine at the "Y" if you know what I mean. Raise her "happiness" ;) attribute.
 

Disgruntler

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I haven't come across a duo event yet.
SyntaxEditor Code Snippet public static string[] DUO_GIRL_EVENTS_DIRECTORIES_NAMES = new string[5]
{
"Asa Akira_Madison Ivy/", //foreplay
"Aletta Ocean_Madison Ivy/", //foreplay
"Madison Ivy_Rachel Starr/", //foreplay+group
"Bonnie Rotten_Kira Noir/", //group
"Abigail Mac_Kimmy Granger/ //group

You have to be using these pairs, and they have to both have enough openness to do the act depicted in the event.

It's too hard coded to use the existing system, I'll probably have to trash it and start anew with it.
 
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Disgruntler

Thanks for the quick response and update. :)
The frames are still uncapped in the ''made with unity'' and ''WARNING'' screens.
But after that, when the girlpacks are loaded, it's fixed.
Not to be picky but I just wanted to let you know.

The UI changes are nice, especially the new recruiting screen makes it way more convenient when having a few dozen girlpacks.
I'm thrilled to see where you'll take this game, your ideas seem promising. (y)
 

Disgruntler

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Disgruntler

Thanks for the quick response and update. :)
The frames are still uncapped in the ''made with unity'' and ''WARNING'' screens.
But after that, when the girlpacks are loaded, it's fixed.
Not to be picky but I just wanted to let you know.

The UI changes are nice, especially the new recruiting screen makes it way more convenient when having a few dozen girlpacks.
I'm thrilled to see where you'll take this game, your ideas seem promising. (y)
Yeah, I was afraid of that. Unfortunately, messing with the 'made with unity' code might be outside my paygrade, seeing as I don't think there's a script for that in the source, and that's something unity tacks on itself. The Warning screen... I think I can do that. I'll do my best to try to figure a more permanent solution for you.

But it does seem that the fix itself was the right thing to do. Excellent. This makes it a lot easier.

EDIT: I've identified what seems to be the very first bit of code that runs, and according to Unity, this is called while the splash screen is ran. I cannot do or change anything to the splash screen, but I can to the very first bit of code, and this SHOULD mostly fix the issue for you for the next release.

Currently: Working on more player-facing transparency on when girls get skill-ups from the internet:

internetreport.png

EDIT2: Worked out why the see improvements button wasn't working. Turns out I forgot to include the behavior in the actual build compile. I thought the selection was for something else Tobe had been working on and had scrapped/was incomplete/dummied out but turns out... it was actually that. I have already fixed it on my end, so next build will have it.

EDIT3: I have now added the page menu onto the staff page as well, and have shuffled things around on both recruitment and on the staff pages. The recruitment page won't have energy as a listed stat, because it's always the same for non-recruited girls. The bio is still on the staff page, so it's not deprecated, it's just not in recruitment, where I needed the room for other, more important things. Also, you can see how much money the girl's got in her pocket now. If only she had some way to spend it....
 
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CaptC

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If you are changing the daily report, I just gotta say, that report bugs the hell out of me. Buying club improvements and adding new girls are one time costs, not overhead.

I want to see what my run rate is, as well as my one time expenditures. I also wanna see how much each girl makes.

Code:
Starting cash: $xxx

Today's profits: $aaa - $bbb
    Sales: $aaa
        Girl1: $nnn
        Girl2: $nnn
        up to Girl8: $nnn
        (totals of girl sales should add up to $aaa)
    Overhead cost: $bbb

Permanent improvements: $ccc + $ddd
    New girls: $ccc
    Club improvements: $ddd

Current cash on hand: $xxx + $aaa - $bbb - $ccc - $ddd
Not really a biggie, but the accountants at my old job would cry if they saw this game... maybe for more than one reason. :)
 
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Disgruntler

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If you are changing the daily report, I just gotta say, that report bugs the hell out of me. Buying club improvements and adding new girls are one time costs, not overhead.
Noted. Let me stick a pin on this because I do like the cut of your jib here, I just need to let you know that there's stuff under the hood that makes this a bit more work than it'd seem. So if I do this it'll be for a v9 release, not in these small v8 releases.

But I do agree with you.

I want to see what my run rate is, as well as my one time expenditures. I also wanna see how much each girl makes.
The amount you make in a given night you mean? If so, that's an easy one.

Per girl? A bit harder, but not impossible. Consider this in consideration.

Code:
Starting cash: $xxx

Today's profits: $aaa - $bbb
    Sales: $aaa
        Girl1: $nnn
        Girl2: $nnn
        up to Girl8: $nnn
        (totals of girl sales should add up to $aaa)
    Overhead cost: $bbb

Permanent improvements: $ccc + $ddd
    New girls: $ccc
    Club improvements: $ddd

Current cash on hand: $xxx + $aaa - $bbb - $ccc - $ddd
Not really a biggie, but the accountants at my old job would cry if they saw this game... maybe for more than one reason. :)
I like it, but this will require a lot of overhaul. So I cannot set any expectation that it'll be soon.
 
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CaptC

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I like the new release a lot. Just some random thoughts as I am starting a new game:

1) I like the new hire screen. But I am dying for sort functions and/or a search.

2) When initially starting the game, you need to buy your first few free upgrades. Can I suggest that the first upgrade, currently called "Stage", be put as the first thing in the upgrade list? Newbies will be less confused, I think, if they can immediately see they should click on something, rather than having to scroll to find it.

3) If you roll through the in-game tutorial, it references some old VC stuff. There are a few misspellings as well.

4) On the performance screen, when you select a girl, there is a line: "She won't do:" followed by a list of verboten actions. What are the chances it could say "Girl Name won't do:" instead? (In the example below, that would be "Alexia Anders won't do:") That shouldn't take up any screen real estate, while letting us textual learners remember which girl is which. I wish the small portraits were enough for me to figure that out, but... they sometimes aren't.
4a) There is another piece of text that comes up when the girl will do everything. It should read "There is nothing Girl Name won't do."

Image 1.jpg

5) On the hire screen, the Hire button and the cost (in the upper right) are misaligned:

1648874370012.png

6) It is way to easy to unlock Nicole. Given the text displayed when you turn on one of her actions, I think you should only be able to turn on a max of one action per day. The costs seem to be too low, as well. Buying one action reduces the cost of the next action. I think they should be set prices instead of variable. I am fully onboard with her 'going all the way', but there's gotta be some resistance, or she isn't interesting enough.

Welp, time for bed. If this is the kind of feedback you want, I will give more as I get further into the game.
 

Disgruntler

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1) I like the new hire screen. But I am dying for sort functions and/or a search.
Future Me Problems *aka this is kinda difficult* but I hear you.

The hire screen information is actually based not on a database of hireables but on the list of all the girls loaded into the system, and then it just 'skips over' girls that are in the lottery, are Nicole, or are already hired. This is why hired girls are not taken away from the list on the side. Because I can't. Lottery girls are probably showing there too, come to think of it--forgot to handle that. Will do so now.

2) When initially starting the game, you need to buy your first few free upgrades. Can I suggest that the first upgrade, currently called "Stage", be put as the first thing in the upgrade list? Newbies will be less confused, I think, if they can immediately see they should click on something, rather than having to scroll to find it.
It's always bugged me too, just never got around to thinking to fixing it. Here you go. (before they were sorted in alphabetical order according to the internal designation which doesn't actually match what they're called in game. Now it's sorted for more utility.)

newrecruitscreen.png

EDIT: As an aside, now my muscle memory's messing with me, hah.

3) If you roll through the in-game tutorial, it references some old VC stuff. There are a few misspellings as well.
I won't be touching that for a while, unfortunately.

4) On the performance screen, when you select a girl, there is a line: "She won't do:" followed by a list of verboten actions. What are the chances it could say "Girl Name won't do:" instead? (In the example below, that would be "Alexia Anders won't do:") That shouldn't take up any screen real estate, while letting us textual learners remember which girl is which. I wish the small portraits were enough for me to figure that out, but... they sometimes aren't.
4a) There is another piece of text that comes up when the girl will do everything. It should read "There is nothing Girl Name won't do."
I'll look into this, I have to take a look at what's there first, best not to say how much work it is before I get in there eh? It shouldn't be hard, but....

5) On the hire screen, the Hire button and the cost (in the upper right) are misaligned:
newrecruitscreen.png

I'm kinda ahead of you on this. Looking at a single cost girl I can see where you're coming from, but when you see all four costs in there it makes more sense how the layout should work. That said I was unhappy with the alignment myself and have already gone ahead and fixed it to something I think is a bit more visually goodgood. The costs themselves are (as of right now) set in those locations because of how they act as 4 different text objects in the code. Creating a singular text object with all the information, centered, can work, but I'd have to go in and tear some things down and build it up again. Not that I won't be doing things like that, but... well... 'if it ain't broke...'

6) It is way to easy to unlock Nicole. Given the text displayed when you turn on one of her actions, I think you should only be able to turn on a max of one action per day.
Not entirely sure if I agree, but this is negotiable. I have intentionally made it so it's a LOT easier to catch Nicole up, to prevent her from being that slug that she is in Vanilla, and to make the effort put into her actually come with a reward (a girl with good base stats) rather than something just gumming up your works that you can't even Negotiate.

EDIT: Doing my new playthru (now that I'm not compelled to monkey with it) and I'm inclined to agree with you. I disn't want the rediculous scaling it was before, but I see your point. This will be changing. I'm keeping the half-scaling for intermediate tiers but she should be costing more for tiers past dancing (i'm okay with being able to buy that outright in a day.) Thank you for your input here.

The costs seem to be too low, as well. Buying one action reduces the cost of the next action.
This is fully intentional.

So, the thing with the first of each set of three actions is that they unlock a new tier of performances and permit her to do things she didn't do before, which adds to her flexibility in the booth game. Because they do more, they should be the brunt of the cost. The other tiers however, don't actually add more capability or options in the booths, so in a way they're less valuable. This is why I've costed them less. Currently as well, she can gain skill from taking them, to reflect her growth.

I think they should be set prices instead of variable. I am fully onboard with her 'going all the way', but there's gotta be some resistance, or she isn't interesting enough.
You aren't wrong--bear in mind Nicole is very much work in progress. I don't disagree, necessarily, with your points but I feel I should explain my design goals here. The problem with the old progression is that her costs would become too much (the juice isn't worth the squeeze) and her openness is hard to really train well.

They are set prices though, I just set them that way. They will be set differently next build.

Welp, time for bed. If this is the kind of feedback you want, I will give more as I get further into the game.
Very much appreciated! Thank you fo reminding me of my own painpoints and yours as well.

Minor change: Girls now start at maximum energy when recruited, not 100.
 
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phox00

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Disgruntler I dunno if it's feasable but what about implementing a miximum cap of Openness that can be reached for each perfomance. Like Dancing Topless will only get you to maximum 20 Openess or the like? It's kinda weird seeing someone reach 30+ Openness with just dancing alone
 

Disgruntler

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Disgruntler I dunno if it's feasable but what about implementing a miximum cap of Openness that can be reached for each perfomance. Like Dancing Topless will only get you to maximum 20 Openess or the like? It's kinda weird seeing someone reach 30+ Openness with just dancing alone
I can hard confirm what Thermoflash said.

The way it works is dancing will only get you enough points to start foreplay, and not a point more. Posing is capped before Oral, and so on.

I -can- change this. But I won't. The reason is because having this is a necessary precaution! Let's say you get a girlpack that's missing a tier of stuff. Without this, the only way to get them over the hump is the lounge and that's just not cool. As well, you don't really want a situation where a girl can't train because rng just doesn't give you the one thing you need in the booth.

EDIT:

Connections gain is too high, paring it down. I overcompensated for a previous playthrough where it was starved. I increased the base rate while decreasing the amount gained, with the secretary this should come out a bit better. Not too much, not too little.

Adding in a spender for a girl's personal wealth. If they're going to be taking money might as well make uses for it.
 
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CaptC

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I'm kinda ahead of you on this. Looking at a single cost girl I can see where you're coming from, but when you see all four costs in there it makes more sense how the layout should work.
Just always print the zero costs, then. No reason not to.
 

Disgruntler

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Just always print the zero costs, then. No reason not to.
There's an argument for avoiding visual noise with zero-spend stuff, but the real reason it's like that is because that's what it always was.
 

CaptC

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There's an argument for avoiding visual noise with zero-spend stuff, but the real reason it's like that is because that's what it always was.
True enough. This kind of feature is what I used to call a 'beat you'. (Pronounced to rhyme with 'feature'.) No matter which way you go with it, some group of users is going to beat you up about it.
 
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