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manyeyedhydra
manyeyedhydra

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Update 23rd Mar '25

I'm nearly through the frenzy of code hacking.

Last week I got the underlying CSS stable and usable across a wider range of screen sizes. I put out ver 0.012 of the art version of HoHH, which should hopefully be playable on mobile devices (let me know if it isn't).

The houseofhellishharlots website itself still looks pretty bad on mobile. I will tweak that when I get a chance.

After getting the display stuff done, I turned to updating the harlot tester to work with the notebook functionality. Originally I was planning to slow down here and update it on a harlot-by-harlot basis. I think if I make it too custom for each harlot it's going to take much longer to port them all over. Instead I decided to keep up the momentum and give it a big push to put some general functions in place that can be used by all harlots.

Gift preferences are now done. It's close to the code I had in the proof-of-concept. The main change was to put the gift preferences in the basic harlot array and have the notebook just track what gifts the player gives the harlot. This gives a better way to handle harlots with no gift preferences. Rather than reveal right away they have no preference, the player has to give them a certain number of different gifts and then it will unlock that they don't care in the notebook. This is a nice middle-ground between spoiling right away that gifts are not used by the scenario and not forcing the player to try out every single gift.

I've also added a semen drained section. This lists the sex acts the harlot does on the player and how much semen each particular act drains from them. The first time unlocks the act appearing in the notebook. Finding out the exact amount of semen drained requires the player repeating that same scene a small number of times. There is a charm that can shortcut that process.

This "do things X times to unlock the information" is the major change from the proof-of-concept demo and solves some of the problems I was having in how to determine whether the player has uncovered things when a lot of effects are deliberately kept hidden to maintain mystery.

At the moment I'm in the middle of implementing a "clue" system that works a little like this:

- STAGE 1: Something happened to the player and is recorded in the notebook.
- gathering evidence to unlock stage 2 (clues from socialising, talking to the Elegant Woman, etc).
- STAGE 2: What happened to the player was related to their Dex stat. (or gift, disposition, charm, etc)
- unlock gathering specific evidence such as stat boundaries.
- STAGE 3: Sapoonis melted the player's hands off because their Dex was lower than 3.

I'm hoping this will keep the right balance between not revealing things before the player would have figured it out themselves, and not forcing the player into choices that will kill their character just to try out every combination. The main change from proof-of-concept is tracking the number of visits/times the player has experienced something. Most of the information will unlock just by seeing the harlot enough times, but if they hit upon the right combination of factors, it will unlock faster.

e.g. Using the Sapoonis example. In the proof-of-concept it was fiddly with the stats. If the player visited her with Dex=1 and died, then visited her with Dex=4 and survived, they still wouldn't know if Dex=2 or Dex=3 is safe and shouldn't be told that right away. By introducing a visit count the player can unlock it in two ways. If they visited her with Dex=2 and Dex=3, the information unlocks immediately providing they know Dex is the relevant stat. They know this outcome relies on Dex, they died with one value and survived with another, so "Dex must be greater than 2" is established as the safe rule for visiting Sapoonis. However for the alternate example, the player knows Dex is the relevant stat, and they know 4 is safe, they can just play safe and make sure they always go in with Dex=4 for subsequent runs and after a certain number of visits, the relevant information will unlock anyway.

I appreciate some of you would rather I was writing and are impatient for the slime smother nun, so I'm asking for a little more patience. I'm running hot on this at the moment and I think one last push will pretty much set the HoHH1.5 version up so porting the harlots over is fairly minor work that can be carried out in the background while I'm writing the mini-bosses.

Thanks for the support and patience.
- manyeyedhydra

Comments

I'm hoping the replay functionality, when it comes in, will make up for the save system forcing a more roguelite type of play. I'll probably keep the 2 versions running as the text version is a good way to add and test new harlot scenarios. The text version will also have to keep the old save system as it won't be able to use the between-run data for features like skipping already solved harlots.

Many-Eyed Hydra

Glad that you've hit a breakthrough and hopefully managed to streamline things so it’s way easier later. I’m looking forward to Slime Nun and Harlot scenarios again. I’ve got to say: personally I’m not really a fan of the new Save feature—for Patreon, especially long term subscribers, the old text-only model is nicer.

CrimsonCrown


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