(6/12/18) Day 20 and Final Stretch
Added 2018-06-13 03:44:45 +0000 UTCHi everyone. It's a bit late for a post, but I want to let you all know that I nearly hit my goal of finishing the spanking systems as the spanker. I don't have anything to show right now, since the whole system still has some holes that can't be filled until I work on the system as the spankee, and even some work after. It's a bit confusing, so you'll just have to take my word for it. In the meantime, there is a feature that is worth talking about now that the other pieces of the game are being set in stone.
The feature in question is the creation markings that appear on a spank landing. I know a few people were glad such a feature existed in the demo I posted before, but there were a few issues I noticed with it afterward. One of them is that if the same system was applied to the player, there would be no way to reload the markings in the same spots when a new scene would begin. The only solution I have to that is storing their positions after the scene ends, and reloading them at the start of the next. The issue with this is that could mean a lot of instances are loaded all at once, and it can cause performance issues. To fix this, I have a couple ideas. One is that I have the marks be temporary on impact and disappear almost immediately, while contributing to redness normally. The second is that I only keep track of the last 20 or so marks made, and save them between scenes. My last one is a combination of the two, where marks for lesser implements like hairbrushes, your hand, wooden spoon, etc. vanish almost instantly, but heavier implements like canes, straps, or paddles leave more permanent marks that are kept track of for some amount. I'll experiment with this more in the near future.
Aside from that, some of you may be thinking: "Hey, there are only 10 days left, and he has hardly started on the other side of the spanking game! There is no way he'll make his deadline of 30 days". Well that's where you're wrong kiddo. In reality, the minigame from the spankee's point of view will be waaay more simple that the spankers point of view. The player being the spanker means I need to provide and keep track of way more options than the alternative, as well as have many more checks and balances to ensure the game doesn't mess up despite players best attempts. The difference between the two can be compared to building a character for Dungeons and Dragons versus making an entire campaign, writing a short story versus writing an interactive story, or drawing a picture versus coloring in the lines. Most of what will be needed for the spankee's POV is done. The same graphics for the interface will be used, and will only consist of a ring of 8 reactions to choose from without any other further options for each. The most work that needs to be done for it, is the graphics for the male and female player characters, and the AI that controls the scene. Granted, even after that is done, I'll have some streamlining to do with entering and exiting the scene, but there is a lot of breathing room despite everything. I'll follow up with you all again tomorrow.