Hey degenerates of all sorts!
I'm still getting used to the new location, so work on the project has been slow, but I've been doing some practice with overworld events after not doing much with them for so long. I have a lot of neat little side stuff in the Inn planned out, and I plan on having all of them available for the next demo. Right now, the most time consuming thing is writing the dialogue for the persona's, but the good news is when I finish one, it's done forever and there are only ...
2017-06-08 01:27:27 +0000 UTC
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As you all know, recently I've been looking into ways I can simplify the spanking scenes and still retain the depth about them. One step I took toward that today was the removal of the emotion stat that NPC's have. For those worried that this will remove a whole layer of complexity from the system, have no fear. You see, while musing on the HIT ASS matrix from yesterday, I realized that even with this layout balanced the way it is, there are some cases which I would have to change manually to ca...
2017-06-06 17:53:35 +0000 UTC
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Hi again everyone. I think I finally created a setup for dialogue logging in the game. I present to you, the Hyperbolic Ingrained Tiled Array for Scene Standardization, or HIT ASS if you prefer. This array breaks down most human traits into a 5 X 5 grid. Along the x-axis, we have the expressiveness of the npc, how likely they are to emote and display their feelings. The y-axis represents the dominance of the npc, which is pretty self explanatory. The positions written in each cell represent wher...
2017-06-05 20:12:54 +0000 UTC
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Hi again everyone. So recently, I've been doing a lot of thinking with the whole persona system and how it would work in the future. When I first designed the persona system, I intended it to be a tool I could use to manage the different behaviors and approaches the various characters in the world would have. However, aside from the general personas that I came up with a while ago, I have had trouble thinking of ways to set up new personas in a convenient way. For example, if I have an athlete p...
2017-06-04 11:36:45 +0000 UTC
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Not so much Illinois Chronicles as I'm in a hotel in West Virginia, but whatever.
Since I only have my laptop on me, I figured I should do a little teaser for things to come. I've been working on changing up the dialogue system slightly. It's so slight you might not even notice it, but it has to do with the randomization of dialogue which is another feature I've been working on. Recently I've been watching a Let's Play on youtube from the channel called Super Best Friends. The game is ca...
2017-06-03 23:21:43 +0000 UTC
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It sounds like the new systems in the game are working a-okay. All the issues mentioned so far have been just some placement and presentation stuff, which is much easier to correct. As for the future development of the game, I think I will do one more early release featuring all of the features of the Inn, and then not update again until I finish Tungsten. There are a lot of things I wanted to include in this version, but I rushed to finish the deadline. I'm planning on adding a l...
2017-06-02 04:24:28 +0000 UTC
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http://www.mediafire.com/file/i657tgeyomvfrfy/ja.rar
Now before you click on the link... HEY! Yeah, I see you. Hands off the mouse. First let me say that as the time of upload says, it's midnight where I am, and I'm loading my car tomorrow to get out of here, so tonight was possibly the last chance I would have to upload the demo. Because of that, I didn't spend as much ti...
2017-06-01 04:50:54 +0000 UTC
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Expect the demo between now, and the day after tomorrow.
2017-05-30 13:58:46 +0000 UTC
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Idk what the hell I'm making titles out of anymore...
Anyway, today I made a lot of progress. I finished the skeleton of the new event system I call the Player Engaging Numeric Punishment Event Node
or PENPEN, as in oshiri pen pen, as in おしりペンペン.
I've also done the majority of the dialogue for the event as well, with only a few parts remaining. Either way, most of the hard coding is done and all I have left to do is type out the text and do some tests. The demo that c...
2017-05-30 04:35:06 +0000 UTC
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I've been doing a lot of work with making the event for when the character is spanked. At the moment, I'm writing all of the text options for when the flags are tripped. What it involves is making a list of possible dialogue from NPC's right before they take pants/skirt off, take underwear off, or change their implement. I'm also going to create randomized dialogue for when you start a punishment with the npc, when they react to your underwear (cross dressing, cartoon underwear, or diapers for e...
2017-05-29 18:30:44 +0000 UTC
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What work I did on the game today consisted of moving around dialogue for the fun equivalent of the SORE event and planning out the alternative event for when the player is on the bottom.
The alternative event will be both more complicated and more simple in different places. for one, there won't be a need for each choice of the player to change based on the stats of the npc, so the amount of text I'll need for each persona will be much lower. However, I also need a way so that the spank...
2017-05-28 23:06:02 +0000 UTC
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Chronicling my race to finish the demo before I move out of Illinois, this is the first part of that tale.
Today I focused on finishing the "fun" equivalent of the SORE system. It's been mainly me writing dialogue for each of the actions under the normal SORE with a fun tone instead of a punishing one. One major change I made was the fusing of the tease and threaten options into one option. The last demo I had each of those separate options in the menu for the player spanking another NPC. Howe...
2017-05-27 23:44:31 +0000 UTC
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Good news loyal follo- I mean servan- I mean patrons.
I've finished nearly all of my movement preparations, and have no more outlying appointments or obligations in the near future, so from now until the 2nd, I'll be focusing on the game as much as possible. Another good bit of news is that I finished the first trial run of the Spanking Operation Redeployable Event, or SORE. What SORE is, is the name for the universal common event that can be executed at any instance of a spanking event and wi...
2017-05-27 00:41:26 +0000 UTC
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Today I will be working on balancing the persona effects I detailed before and getting them into the game. The moving truck I'll be using arrives tomorrow, so I'll have a lot less time on that day to work. At this rate, I don't know if I'll be able to release the demo as I originally planned it, with full scenes for the two characters I mentioned. But I will try to release something for you to look at before I move, since I won't have my main computer with MV on it for about a week after I head ...
2017-05-24 11:56:27 +0000 UTC
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So continuing what I mentioned earlier about the requirements of a spanking scene, for a fun spanking the requirements are basically reversed. The goal is to raise the emotion level of the npc, which is pretty much done in the same way as lowering the emotion level in a punishment, since everything a normal person dislikes about a spanking, a masochist likes (not unlike real life). However, the requirements are less strict in a fun scene. This is because, naturally, it's supposed to be fun. You ...
2017-05-23 22:25:36 +0000 UTC
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Hi compatriots, lately in the game I was trying to do all of the dialogue for each of the common events that run at certain points in a spanking scene. But I lost track for a moment with how exactly the scene is supposed to run, so I went back and set everything up the way it will run in the game and managed to shorten what would normally be like a dozen pages of code into about 1 and a half pages after using common events. For those unfamiliar with RPGmaker, common events are certain portions o...
2017-05-23 12:54:16 +0000 UTC
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Hey everyone, I've been working hard on trying to meet the deadline I set for myself to get the demo out. One of the issues I ran into recently was how to format the randomized dialogues I would be using. After experimenting a bit, I realized having one big list of expressions for a reaction of an npc doesn't allow a low of emoting for them. Which is why I decided to break the big list I had into several smaller lists that would only be used when the npc is at various stages of emotion. This pre...
2017-05-22 18:39:27 +0000 UTC
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Still working on that dialogue, not much more now. I came to a realization recently that this new system of stats I put into the game allow for more scene to be possible than ever before. To better explain what I mean, in the past I designed events around new characters that are unfamiliar with the player not being able to cast certain judgments on them, due to the player being a complete stranger they have never heard of. But now, with the reputation system in place, it allows for events which ...
2017-05-20 20:10:59 +0000 UTC
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Okay, that didn't work out as expected. There is a LOT of typing to do with this in order to cover everything. Go figure, it isn't easy to write 5-10 equivalent phrases for the multiple step of a scene. But I won't quit now, as long as I stick through it'll be worth it. I've also put some thought into some new content I'll be adding in the spaced between towns, I think everyone will like them. Ugh, I have to get back to typing this stuff, I hope I don't get burnt out by the end...
2017-05-20 15:38:48 +0000 UTC
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Hey all, for the last few days up until now I was working on the entire library for the general persona's and all of their possible dialogue. After looking at how much work this would actually be, I decided to ignore the ones that wouldn't be used for the demo, and only focus on the others. This way, the demo will come along much faster, about 3 times faster to be exact. I'm about halfway done with the dialogue for the generic teen-girl and generic woman, once they are finished all I have to do ...
2017-05-19 19:37:49 +0000 UTC
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The semester is finally over, and at least for the next few days I'll have a lot more time to work on the game. Right now in fact I just started work on a spreadsheet document which will hold all of the random text that will be in the game. It will be tough and time consuming, but once this is done a big step in the game will be complete. The aim in this stage of development is so that no two scenes are the same, even with the same character. I'm looking into randomizing damage requirements for ...
2017-05-18 17:12:14 +0000 UTC
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Hey peeps, it's been a while.
My hardest finals are out of way, and although I'll still be occupied until this Thursday, I have enough time to give a progress report.
Back in my last post, or the post before that or whatever, I mentioned I could have a demo out by last weekend before I realized how busy I would be. Now I'm going to push that deadline back a bit farther, since I've only recently entered the realm of randomized outputs from actions. I'm sure 99% of everyone here come...
2017-05-16 00:18:08 +0000 UTC
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https://youtu.be/LiRetz8yHH4?t=45s
I worked on the top-dialogue for the player/npc interactions for the first time, which are the situations where the player instigates a scene with an npc, for either fun or punishment.
Since it would be rather cruel if the player could just walk up to an npc they know and order them a punishment for no reason, I've considered having a sort of timer that resets ...
2017-05-11 01:58:39 +0000 UTC
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I spent all of the time that I worked on the game today with making the new character in the Inn. It's certainly taking a while, there are loads of details that I have to put in, even with the whole thing being as streamlined as it is. The character in question will have 4 familiarity levels just as the Innkeeper does, they aren't quite as key as to have a 5th. The more levels it has, the longer the character takes to make it seems. The fact that Tungsten is the town with the most "key character...
2017-05-10 02:51:12 +0000 UTC
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I pretty much finished the tutorial sequence of the game. I haven't exactly tested it yet, but since most of the scene is just movement and text, that won't take very long. Now that I think about it, this isn't really a tutorial, but more like an extended opening scene. It doesn't teach the player anything... Now I need to actually make a tutorial, fuck.
Anyhoo, my fingers are sore from all the typing I did though... There are a lot of plot details that are expanded upon or added. Let's just s...
2017-05-09 00:19:56 +0000 UTC
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With the finishing of the clothing changing system, I pretty much finished all of the background code for the new game systems! Hooray!
Now I can get to work on all of the other bullshit in the game, like the tutorial. Speaking of the tutorial, it's one of the most detailed event's I've done to date. I'm only about a fourth of the way through at the moment, but it's shaping up well. What this does, exactly, is it changes the beginning of the game into mostly a cutscene for the first few minute...
2017-05-07 22:55:48 +0000 UTC
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Nevermind, I was just dumb. The implement system should work fine now. I also just added the feature to turn off the text clicking noise and found a bug I had set up with the emotions an npc showed while they got spanked which made them cry way earlier than I intended. I'm also in the middle of sorting an issue with the manual spanking system. After this, I may finally be done with the groundwork of the game.
2017-05-06 16:22:41 +0000 UTC
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Hai domo bachira yutuba Bagool-ai desu
I've been doing a lot of work with the finishing touches on both variations of scenes. I think I have a solid framework in place that can be both replicated easily enough, and customized for special scenario's quite easily. One thing I only just put in the game today is the after effect/reflection after a spanking scene. After the spanker reacts to the end of their scene (whether it cleared normally or they "failed" it) after your character is left alone ...
2017-05-06 01:43:00 +0000 UTC
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I wanted to catalog this little musing of mine on the current systems. As you probably know by now there are hundreds of different paths through a spanking you can take when punishing someone, considering all of the variables. How the results are perceived by the spankee and those around them, is more rigid than the process. Sort of like how paths through a maze all filter out into one or more exits.
For scenes where the player is spanked, so far I've only displayed a rigid structure of ...
2017-05-05 00:09:27 +0000 UTC
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I just finished the first ever trial of the new interface when the player is topping with everything working. I managed to find a way to cut out like 7 variables that didn't need to be used any more. So far I haven't used the persona system I mentioned yet, but implementing it shouldn't be too complicated. I may even be able to fix the interface while the player is the bottom by the end of tonight.
2017-05-04 22:11:41 +0000 UTC
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