XaiJu
bagoolworks
bagoolworks

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4/28/18 and Saving/Spanking

Hey everyone,

I felt like doing a little update today with what I've been working on/planning. Over the course of last night and this morning, I've been planning how the spanking scenes will work when the player is in the bottom position. I had a rough idea of how I wanted to handle things in the past, but I finally put my ideas down on paper (or a document file in this case) and I'll be set to start working on it after I finish my work with the pause menu. I won't go over the entire system now, but I want to tease some features in a summary.

So each spanking the player receives will have one of 3 goals generally: To reach a certain level of soreness, to give a certain amount of spanks, or to last a certain amount of time. These goals can change their severity during the scene depending on player actions (a goal of 40 spanks can jump to 50 if you react in a bad way). NPC's have a variable to track their mood with you during the spanking called "patience". As patience changes, they will change smaller aspects of the spanking like speed of swats and strength of hits. The player will have to have 1 of 6 "reaction states" active at any time. These states are: Mature, Childish, Bratty, Kind, Silent, and Crying. When you select a state, the player character will react in that way automatically during the spanking until you switch states. The whole scene will occur in real time, where the spanks will keep coming continuously and the player can switch states at any point in the scene. This flow only breaks for special cases. Additionally, every 4th of the way to the goal of the spanking a special chance called a "key reaction" will take place that will have more significance. These are cases where implements will switch, or baring will be done, and the player will select a reaction for that case specifically. For example, if the player had the "Childish" state active, then the key reaction takes place, they will get the chance to switch to "Kind" for that interaction specifically. There are more nuances to go over, but that is the gist of it.

Lastly, a more current endeavor is that I'm currently working on the save system for the game. Saving and loading seems to be a pretty simply function in Construct 2, which I'm really grateful for. However, in order to actually keep track of save files you need to know certain details about that save in particular. So I'll also have to set up an array that stores certain details (as you see above, like game time and gold) so that you can have some idea of what that save is for before loading it.

I'm going to try and get the entire save system done today, along with anything else I can do.

4/28/18 and Saving/Spanking

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