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AMS 0.9.2D Patron Beta Release: Finished Hannah Initial Convo, Changed Question Layout, All Skills Hardcoded, New Lantern/Oil Cartridge Design, Relationship System v2.5, 5 New Rooms

 

Hey guys! 

Sorry about the late update, but we've  been busy all morning with meetings and school crap. Ugh. But anyway,  here's the Beta release! That means the public version should be out  around 11MAR17 if no significant delays happen @_@ None anticipated.  Hopefully by then there will be even more done :D! 

Finished Hannah Initial Convo: 
Okay!  So great news! The Hannah remaster is officially completed (assuming  there aren't any bugs or anything to fix). What this means is all of her  conversation topics are finished in the initial conversation. It  turned out to be about 45-46k words. Whew! That's half a novel! Anyway,  my aim for the initial conversation is that I wanted the information  presented to change a little per play-through so that you learn  something different about Hannah and Rold; in one play-through you might  learn about goblin biology and such, in another you might learn a  little bit about their relationship, in another you might learn about  West Haven (the first village you come across). Hopefully that comes  across! Anyway, so I'll be introducing new side conversations as the  game progresses in regular intervals. ^_^ 

Changed Question Layout:
This  is one change I'm particularly excited about although not all of the  scenarios are finished yet. I have two of the bigger ones done though;  the Laboratory Entrance and the West Hallway entrance. These questions  were originally, "How would you like to respond; Sexy, Sympathy,  Sarcasm, Serious." --- But to be honest, I was never satisfied with  these as some of them didn't really make sense in the context I  presented them, and others were awkward at times. I always felt they  broke immersion to the story too because I was putting Mood Attributes  right out there in the open instead of disguising them as they are meant  to do. So they have been changed. For example!

When you first enter the Laboratory...it asked...
"You  open the door of the laboratory and are greeted with a solid stone  stairwell that's completely unlike the rest of the house. It's really  bizarre actually and strongly resembles a cave of sorts, almost like you  stepped into a different world. How do you respond to this?"
and then it was like "Sexy", "Sympathy", "Sarcasm", "Serious"

So now it reads this...

You  open the door of the laboratory and are greeted with a solid stone  stairwell that's completely unlike the rest of the house. It's really  bizarre actually and strongly resembles a cave of sorts, almost like you  stepped into a different world. How do you respond to this?

1) This is kind of sexy in a weird BSDM kind of way.
2) Okay, I'm officially freaking out...
3) I can't even...What in the nine hells is this doing here?
4) I wasn't exactly expecting a fairytail dungeon, but here I am.

^  and you get the Mood Points based off your responses (which will  sometimes be mixed up). So pick the response that fits your character  best in that given scenario. Pretty cool, huh? 

I also fixed the presentation of these questions and broke up the text a bit to make it easier to read! Weee!

All Skills Hardcoded:
All  of the games skills; Thief, Forge, Tailor, Alchemy, Charm, Meditation,  Juggle --- are finally hard-coded into the game, so as soon as I create  scenarios and such that require them, you can level them up. Some can  earn you gold, some can increase your certain stats, some will let you  improve weapons or clothing, and some will help you with relationships  and resting! Pretty great, huh? Yes, yes. I know. I'm a genius :P  Anyway, so like Thiefskill, the other skills range from 0 to 10. 0 being  beginner, and 10 being a complete master. They have not been added to  the Help Guide yet as I haven't decided what all of them will help the  player with. I just have a few (great) ideas, hehe!

New Lantern/Oil Cartridge Design:
I  redid the entire “Lantern/Oil Cartridge” code and how it works. I  essentially wanted to improve how the item functioned and give the  player the chance to turn it off and save the oil they collect/use etc.  So now you’re able to refill the oil straight on the lantern itself and  you can turn it off anytime and save the time remaining in case you need  it later! Right now the turns don’t count down though, that will be  addressed later. You also can use the Oil Cartridges yet, BUT the  lantern works if you switch it on. It starts with 15 turns of oil :)

Relationship System v2.5:
I’ve  decided to revamp and improve the “Relationship System” and at the same  time make it a lot more simple cause I have to admit, 2.0 was very  confusing, even to me, so I can’t imagine the player trying to navigate  everything and make sense of it, even with the “Help Guide”. So now this  is the “Relationship System v2.5” There are three categories.

Hostile:  Like before, if your Relationship Points fall to “0” with an NPC they  will immediately become “Hostile”; which means they will attack you and  you’ll lose all chances to romance or befriend them.

Friend:  Covers Relationship Points from "1" to "99". If you become "Friends"  with an NPC, you will be able to speak with them about various topics,  perform personal favors or quests for them and sometimes even venture  into intimate situations depending on their preferences. Some NPC's will  be okay with taking your relationship to the next level, while others  will be more comfortable keeping you as a friend. Because of this, you  have to work harder with some NPC's to move onto the next category. In  some rare cases, saying or doing the wrong thing at the wrong time will  keep you locked in the infamous "Friendzone" forever. The "Friendzone"  status can be reached with an NPC by saying, or doing the wrong thing  and permanently destroying any romantic encounters with them. This can  also happen if you're excessively mean to an NPC as well. Afterward,  trying anything romantic with the NPC in question will result in awkward  situations and essentially force you to lose Relationship Points with  them. Again, this does not affect any "Friendly" conversations, just  romantic advances. 

Lover: In order to become a "Lover"  with an NPC, maximum Relationship Points with the NPC in question is  expected. Whether this has been accomplished or not, you can still ask  them out anytime that you wish (the exact phrase can be found on the  NPC's description). Depending on the NPC, they will either accept you  and you will become "Lovers" (unless they have prior engagements  already), or if you do not have maximum Relationship Points with the  NPC, there is a chance that you may be friendzoned" or rejected;  rejection can cause the loss of Relationship Points. If you become a  "Lover" with an NPC, that means you're dating them and romantically  pursuing them. NPC's whom are "Lovers" will also be inclined to give you  gifts as well. You can have multiple lovers if you wish but if they  find out about one another, you will be bumped back down to "Hostile" or  "Friendzoned" with all of them. An added perk of having a "Lover" is  that any sired children you have together will give your character  random stat boosts per child (but they will sap your gold dry with -35  gold per child!). Right now this is the highest status you can have with  an NPC.

As you can see the Relationship System is A LOT more  simple. This will probably be the final version of it unless I add to  it. A little warning as well; this change may break old saves. The “Help  Guide” has been adjusted/changed accordingly to these changes.

5 New Rooms:
Created  5 new rooms: “West Byway”, “Whispering Wood 3”, “Vaughan Pass”, “Old  Canopy Road”, and “Hyhot Steppes”. None of these rooms have any  descriptions yet, but you can experience the changes of days and seasons  throughout each of them. I also added the official “Winding Wood” exit  descriptions that you’ll run into when you go to pick your direction out  of there---and there’s even a night variable and a first time variable  added as well. ^_^ 

I actually discovered a very, very  miniscule problem with the map in one tiny place; “Whispering Wood 2”  which is the second north exit from “Whispering Wood”.  As it turns out  you can’t have two north exits! Oops! But it’s honestly no big deal at  all. I just have to erase the connection from “Whispering Wood (the  starting area)” to “Whispering Wood 2” and have it instead come from the  “Hyhot Steppes” room instead. So it actually doesn’t change anything at  all and that should be the only occurrence of this happening since  “Whispering Wood (the starting area)” is the only place with two exits  in the same direction. Each of these new rooms though will be loaded  with random events soon. Probably not in this update though as my  priorities are with the other things I’ve mentioned. 

COMING UP
Cow-Taur  TF (which I should be able to finish by the public), More Pregnancy,  Entice and several other changes along the way! I should be pretty busy  with these three things though and with Hannah out of the way for a  while, it frees up a lot of time! Weee!

Next Update (Public): 11MAR17

Anonynn! 


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