XaiJu
crushstation
crushstation

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Making progress

Hey guys!  Couple three things to report:

Internal Development Wiki created
Game development generates lots of documentation.  Putting it all in one single central location has obvious efficiency benefits, but I hadn't prioritised it until now.

Behold...STONEGHOST!  We created it using Confluence.

Right now it's bare bones, but over time we'll build it up with design decisions.  This will help us work more efficiently as a team because there will be one authoritative source of decisions, game rules, writing guides, etc.

It's going to be spoiler heavy, so STONEGHOST will stay internal at least for the short term, but setting it up was something I should have carved out time for ages ago.


Miscellaneous tasks
A few more tasks on the new Interactive Big Fucking List™ have been completed:


Master Skill List
Three of the systems we're planning to implement in 1.7 (money, inventory and quest log) will probably live on the character sheet somewhere.  That means we need to go firm on some character sheet design elements soon.

Skills are a key element of the character sheet, so today I worked on the game's Master Skill List.

As well as letting you know what your character can do (e.g. if your agent has Motorbike +1 she's pretty good at riding a motorbike), skills in Female Agent have an extra purpose.*  Certain skills affect your character's stats: e.g. riding a motorbike can make her more Daring.

So the skills are really important.  I'm sure we'll have at least one scene in Bangkok where your agent can ride a motorbike, but even if we don't the fact that your agent is a badass biker chick might still impact every single Daring roll in the game.

The skill list has needed some attention for a while, because some of the skills were too granular and others were too broad.  I went through it today and made some improvements to the design.  (For instance, I combined the Sidearm, Longarm and Sniper skills into one Firearms skill.  And I broke up some skills that were too broad: for example, the Cheerleading skill is now gone.  If your agent becomes a cheerleader, she'll now level up in the Dance, Gymnastics and Live Performance skills.)

I know this isn't sexy work, but better design in this area will let you create truly unique, complex heroines.  And...one part of the redesign is actually kind of sexy.  But more on that soon.

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* Is this unique in RPGs?  I haven't seen it in any other systems.  That said, the most recent version of D&D I played was 3.5.  

Making progress

Comments

... all good points/suggestions. can't think of any myself today; I am still mesmerized by the crop-top/under-boob in the image post!

William Urquhart

If there's a low probability that the skill will be used in the game, then I think that it should be combined with other similar skills. Since this is a spy-themed erotic game, all skills that are about espionage and sex can be more fine-grained. Not only for game design purposes but also to make the experience a bit more immersive. It wouldn't matter much for me in this game to see if the agent has a leveled up Knitting skill and would instead be clutter, but knowing how good she is at lying, deepthroating and disguise is instead useful information.

Breadloaf


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