XaiJu
crushstation
crushstation

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Weekly pomodoro report

A pomodoro is a 25-minute block of focused work.  I promised to do at least 10 per week when the first funding goal was reached.

Target: 10 pomodoros
Achieved: 40 pomodoros

This week we developed moar Lifepath.  We added:

I'll post more on the new workflow soon, but so far it looks incredibly promising; the last three days have felt like a huge step forward in terms of productivity and teamwork.  I won't be able to work on the game at all tomorrow, but will do my best to get another 40 pomodoros in Tue-Sun.

Link to current task list

Weekly pomodoro report

Comments

Hey guys! I'm *definitely* not stuck about what to do in Bangkok – it's just that I want to do so much cool shit there that I need to prepare the ground first.

Crushstation

My concern as well. It looks like there's going to be a lot of system, not a whole lot of content. I'm afraid that this'll turn out to be vaporware in the end.

DschingisSkyrim

Your concerns are very valid (and I share some of them). I think that Crushstation has a problem of overdesigning some elements of the game. It does make the game better, but it is still very much a one man project so the amount of work needed for each improvement is an issue. That's why I suggested doing some work on the introduction to Bangkok next, since the planned improvements (sex engine, NPC generator) already exists in the game, albeit more as placeholders. I'm not sure if you've tried out the devtests of the new character creation, but it doesn't make the intro much lengthier in my opinion. It does make the character more fleshed out, and I think (and hope) that it will make it easier to write the story in the future. There is a danger of overdesigning the character creation with too many variables. Once again, it is a one man (part time) project and shouldn't be too detailed if it is to be finished in a foreseeable future.

Breadloaf

Are you stuck with how to proceed with Bangkok? I guess I’m just worried you’ve lost the sight of the forest among the trees.

Tom R

Wouldn’t these kink vignettes be more powerful as recollections or flashbacks for our agent to come up later? Ie facing a bisexual trick in Bangkok, our agent realizes she did experiment at a party in college. Then give the player the choice of how far it went, and how far she’s willing to take it into the present. Because presumably our agent will face some risk of discovery in Bangkok, and face personal corruption. That’s the direction You we’re taking it based on Dubai, only escalated.

Tom R

Rather than overwhelm the player with an even lengthier intro, why aren’t you sticking to the original concept? A chicksploitation game where we take a secret agent with some modifiable variables, and get right into it. That’s what you’ve had for a while.

Tom R

I’m reading through the pomodoros, and this stuff isn’t bad, it’s just unnecessary at this point, and I’m worried you’ve gone into the weeds on this stuff.

Tom R

I guess I’m really confused about the scope of the project. Rather than work on Bangkok, you seem to be doing all this prequel work. I haven’t been playing close attention, obviously, but it seemed like you were taking a moment doing things like building a better...”paper doll” (hairstyles, skin tones, etc) which has been completed. The intro is fine where it is, you have quite sufficient character modifiers, why are you moving backwards instead of forwards?

Tom R


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