XaiJu
vrengames
vrengames

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Adding Limited Time Events

It's that wonderful time between the patron bug testing release and the public release, which means lots of bug hunting and some general polish on the state of the game. This week I had also planned to do some forward planning and experimentation with a new feature, but a couple particularly productive nights turned that into a full fledged feature that will be coming out with v0.23.1 in a couple of days!

The public version of v0.23 will include "limited time events", which are normal random events except for two key differences:

1) They trigger during your turn when you interact with someone or enter the same location as someone, instead of between turns.

2) They only exist for a limited time before expiring.

This new functionality will let me write new random events that logically should be triggered by you moving around. Examples where this could come up include walking in on someone masturbating or catching a member of your staff slacking off when you walk into the room. Support had already existed for events triggered when you walked in to a room or talked to a person - both were used in Gabrielle's storyline - but those events had to be hand placed and there wasn't a way for those events to expire if they went too long without triggering.

You might wonder why it's important that these events expire. If they didn't expire over the course of a long game every girl would eventually have one or more events generated for them. Girls you talked to often would have these events cleared out, but you might hire someone for marketing and forget about her for a couple weeks in game. When you get around to corrupting her you would end up with an event triggering every single time you entered the room or interacted with her until you cleared out the list. If the events expire over time I can have a higher rate of random events so that you encounter them more frequently on girls you interact with without them piling up on other people.

There was already one previously existing special case that I have converted over to the new system, because special cases are the bane of code maintenance. The random event where a girl asks to either give you a new title or be given a new title use to require special variables stored for each person and updated each turn, but is now completely replicated by this new system. I'm also working on some new events that should be included in v0.23.1 if my writing stays on pace. If you have any ideas drop me a comment or a message, it may inspire me!

Comments

I agree, there should be some indicator, as much as I dislike "easy mode" game ideas. I just can't think of any other solution to avoid "talk to everyone every day" to get events to trigger, unless the events are 50/50 distributed being helpful/harmful (which then just instead leads to save-scumming).

Scott Snelling

Hey Waffel, Thanks for that... I can do it if this is the prefered way :) But we still have a bugtracking system in github that can be used. It was just a question ^^

marc0815

If you're a Patron, then to the right of the 'Share' button there's a button with three dots, press that button and choose message, that way you can send a private message directly to Vren.

waffel

Or maybe, we could share savegame just before the reproducable error happens? Maybe this would help fixing the errors?

marc0815

I like playing your game... could you please give us a platform or a way, where we are able to post some reproducable error messages? I would like to share them, but i am not sure if patreon (as a comment here) is the best solution. Maybe use github? Or do you have a bug tracking system where we are able to post some?

marc0815

At first I thought you were talking about QTEs, yikes. This sounds interesting, but I agree on some kind of indicator for people who have an event pending.

Scott S.

Well, in general, everything is clear that you wanted to convey to us and we fully support your idea. Keep it up!

VitAnyaNaked

Nice. Suggestion: Make some sort of badge that tells us a girl has an event stored up (such as a dot next to their name in the "who's in the room" list and the employee overview). Otherwise this might turn into one of those annoying exercises where players are cycling through girls constantly to make sure they don't miss something.

Dubsington

Bit off-topic but it's been annoying me for a while now. I think that the code for girls taking control when you leave is the wrong way around. I think you use a < instead of a > which means that girls with more obedience are more likely to take charge than girls with less obedience.


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