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6/24/18 and Spanquest I/2 Demo/Alpha ver. 1

Okay, I think that'll do it. 

It's a bit after 4 in the morning, but whether it is the sleep deprivation that is keeping my perceptions dull, or I've actually succeeded in making the demo functional to the degree I wanted remains to be seen. 

I hope everyone takes the chance to read most or all of this post, as lengthy as it is, for clarity's sake. Before you open that file, I want to preface your gameplay experience by saying that this is meant to be a first look at the expanded systems of the game with which I will use to develop the project for the foreseeable future. That isn't to say everything, or even anything is entirely set in stone, but rather this should give an idea of how I will be handling this short divergence from Spanquest II, and when the time comes and if the engine is enjoyed by you all, it will carry over into that project as well.

I wasn't able to get everything I wanted to in this demo. Features like item usage during spanking scenes or automatically switching to a crying reaction past a certain soreness couldn't be finished in the time limit I gave myself. However, I promised something playable open to you all by now, and I intend on delivering. However, to fulfill my original promise I will be updating this demo with fixes and newer features throughout the 5 days I have the demo limited to patrons, and past that time if necessary. I'll also be sure to include a special version which will remain limited to patrons by the end of that period which will include some sort of bonuses for you to play with while waiting for the next large update. This would be along the lines of unique equipment, items, or even an additional scene if I have the time.

DEMO CONTENT: Regarding what this demo actually features. It is confined to one room which is a recreation of the first floor of Maria's house from SQI, with 2 spanking scenes playable. One being from the spankers POV and the other being from the spankee's. You can also examine two "searchable" spots, with one being the trigger for a scene and the other giving you an item. This is pretty sparse as far as content goes, but I hope you'll understand that from this point forward, the technical side of development is nearly finished, and I can start focusing wholly on the aesthetic side, because as long as nothing catastrophic was missed with this update, most of the "mysteries" of how to perform certain tasks with the engine have been solved or already implemented.

When the demo starts, click one of the symbols to choose your gender, and enter your name in the name box before clicking the start button. Controls go between mouse and keyboard for the minigames and overworld sections. So far the pause menu, character movement, and dialogue is done with 'Z' key being confirm, and the 'X' key being return. The 'A' key opens the pause menu in the overworld, and the mouse can select one of the sub menus (only inventory at the moment, and yes I know it's a stupid system. I'm going to have the pause menu fully accessible by keyboard in the future). 

The game surely has plenty of bugs and hiccups that have gone unnoticed or uncorrected, but I've tested all of the core features many times over with enough success that I feel I can let you try it out. For your first times through, try to go easy with the button mashing to ensure everything goes smoothly. But I very much would like everyone to try and "break" the game  in whatever ways they can, and to give me back their results for testing purposes.

RUNNING INSTRUCTIONS: As all tests I've done with Construct 2 so far, you'll need firefox, or some other capable web browser to run it. After opening the file, run the file called index in the browser of your choice. I can only confirm that firefox works, and Chrome does not. When the browser tab/window opens, you'll get a message saying the game won't work properly, but you can just click ok and ignore it. Also, at the moment whenever the game loads the overworld where you move your character, the load time takes from 10-15 seconds on my end. I'm going to be experimenting with ways to reduce that time, but until then if you suspect a freeze or lock-up wait at least 20 seconds before closing the game.

I hope you all enjoy this little taste of what is to come, since I have plenty of ideas, concepts, and more to make up. I'm sure fans of the original game will look forward to playing through the Hero of SQI's first few days in Red Valley and this prequel to SQI. Please share any comments, criticisms, ideas, bugs, etc. 

Okay, time to sleep...

6/24/18 and Spanquest I/2 Demo/Alpha ver. 1

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