XaiJu
YummyTiger
YummyTiger

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Friday Update

Another Friday status update coming your way. The past two weeks were spent on three areas:

1. Working on menus and trying to decipher this thing called programming that eludes me. I still need a status menu and the achievement menu finalized. Both require planning and creating the UI. This is something I've tinkered with off and on for what seems like forever. For planning purposes, I'm trying to decide whether I'm merely going to track Aylia's sexy actions or whether I want to create a system where she improves her skills like oral, etc.
2. Drawing. I actually have not really been drawing much of late, so it's taken a bit to get into the swing of things.
3. Sound effects. This is in the very beginning stages still and I'm not 100% sure I won't try to hire this out, as the writing, drawing and programming are exhaustive enough.

I'm working on the game daily now, and I'll keep you updated as it goes this time. Thanks!

Friday Update

Comments

That image is beautiful. Your art style has gotten even better. Already loved the very first draft of the very first version you published way back. But wow. Impressive how it has evolved. Looking forward to seeing more.

Starfish

I don't care how long it takes as long as the care and quality are still there, and also it won't hurt if we eventually get to see Bogwort impregnate Aylia. Or something very much along those lines, I can dream!

JulianR.Amazing

As of now, it won't change the event artwork or create new scenes, as I'm not sure I can tackle that workload. Maybe after the game is done, I can add that kind of content. It would more be along the lines of if Aylia is giving oral and she has experience, she's less clumsy and uses different techniques that the guy responds to. So, basically showing through the dialogue that she's got experience, but the artwork would remain the same. I've added little dynamic things like that in the game already, and that seems very doable workload-wise. It would also create a situation where I could go back down the line and add additional artwork if I wanted.

YummyTiger Gaming

Is the experience system going to affect the game or just dialogue flavor? ie, when a group of minotaurs catch you they gangbang your face, and if you have an oral skill above x then you stay conscious and manage to crawl out of their lair while they're semi-comatose, burping as drool and cum dripping from your mouth, your distended stomach dragging on the floor. Fail the check (or choose to fail) and you are the one to pass out and they keep you as a weekend party toy, after which you may or may not be rescued each day after by your 'faithful' goblin companion (although there's a chance you might witness them paying him his fee for pimping you out to them, but that would be seen in a sort of dream-state where you're not sure if it's real). Not sure what else the experience might work for other than flavor, which is nice, but maybe work on the tracking of stats first.

bsnick

Experience is a fine idea, but I'd recommend keeping it simple ... just keep track of number of events of each type, and assume that she can't help but improve a little bit with repetition. You can set threshold values (as variables) that can easily be tweaked down the line for balance, but be sure to do so for each "act type" separately because it's much easier to say: Beginner for oral = less than 10, intermediate 11-20... and Beginner for stripping = less than 5, intermediate 6-10 ...rather than building a system where the numbers have to match up so "beginner" is always less than 10 whatever-units for instance. That would lead to much more complex balancing and delays. If the numbers end up being the same, fine, but if you trap yourself into too few threshold variables, that's much harder to fix later. For now, all you need is the tracking, and later you can add dialogue forks based on threshhold-tests, but you don't actually need to work out those cutoff values in advance. As you develop dialogue, if you have alternative forms in mind you can build those forks and say "this is how an intermediate response should sound, this a beginner, this a jaded expert", without needing to have decided where to set that threshhold. But if you don't have an idea right at the moment how to alter the dialogue, just skip the test, or copy-paste the same dialogue into each tine of the fork. It's easy to adjust later.

legraf

Appreciate the update, YT. Glad to see we're rolling again!

Miene

If you have repeat scenes the dialog should change each time especially from the first and second times. If other related interactions have also occurred, then the dialog could incorporate those results.

OhioOkie

On the first, there are two ways to go. The first is easiest and merely track the number time times Aylia engages in a certain type of action (oral, sex, etc.). The other option, which is the way I'm leaning, is for her to gain experience in each type of action which would impact dialogue and make her better at them. I do not think it would impact the images/animations, as that would simply add too much work, but I could make it so that it dynamically impacts the scene's dialogue if she is skilled in oral, for example.

YummyTiger Gaming

1. Does improve unlock sexy stuff or does it unlock at same rate as merely tracking the sexy actions? 2. Drawing's an acquired skill yeah xD 3. Skip the sound effects, they are completely unnecessary (to me anyways). I would recommend only consider it as an DLC update or something after the game is complete.

Ericridge


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