Been quite busy setting up a decent webpage and getting this version ready to go.
Take a look: www.thaumx.com (It's still a work in progress!)
Change Log can be found on the new Releases Page
2017-10-22 08:27:09 +0000 UTC
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So when I first revealed Accidental Woman to the world in August, I spent a single afternoon setting up a blog and this Patreon page. It was more of a "just in case" thing, rather than expecting them to get much use so early on. Awesomely, I was totally wrong, but that's left me with a webpage and some other things that aren't really up to my standards. (It also makes it more difficult to share images and do other things.)
So while I've been putting it off, the recent concerns about content po...
2017-10-21 07:38:48 +0000 UTC
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This is a long post, but I think that it will be a good read. It's hopefully not boring, and definitely informative; it talks about the design of Accidental Woman.
I wanted to take a moment to talk a bit about games, and why I'm going into detail in many areas (like the PC's budget) that aren't exactly erotic. I wouldn't blame you if you were thinking something along the lines of "This is supposed to be a porn game, why is he working on X?"
A good portion of the...
2017-10-20 14:23:30 +0000 UTC
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Today I learned just how much noise there is in my life. It becomes a little more obvious when noise hurts, unfortunately. I've got a few things to share, today.
Really Patreon? Really?
So there was an update on the 18th from Patreon HQ signaling another round of random creator page closures. (Though this time they apparen...
2017-10-20 11:51:37 +0000 UTC
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I was hoping to have a more substantial update today, but that stupid siren has had a worse effect on my ear than I thought. Fortunately they've given me meds for the nausea, and I'm in a quiet room now ^-^
Did more coding today. Also did some modifications to SugarCube. One of the cool things about Twine is that you can modify it to suit your needs. In this case I was changing some input macros to inject additional html elements.
This means nicer styling. I was going to post some pictures of ...
2017-10-19 10:38:59 +0000 UTC
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Bit of a last-minute update here. Had some emergency stuff happen at work that involved a not-so pleasant experience with a significantly over-spec sirens blaring indoors. My ears still hurt :P Now that all that's taken care of, i'm doing this last-minute update before heading home to bed.
Anyway, up until the last couple hours it's been a pretty productive day. Got a lot of work done on the end-of-week stuff, so I just have to test it and iron out the kinks, and then tie it together with the ...
2017-10-18 14:02:16 +0000 UTC
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Plenty of things going on lately. I've been pounding away at different code areas, primarily the week review section. All the financial info is pretty much set. It's easy to skip, but gives players more information if they want it. From an overview of income vs expenses for the week, to itemized info on income and expenses. It also contains the budget options for setting how much you spend on groceries and household goods. (and a few blanks for use down the road.)
Text Editoring:
2017-10-17 13:48:32 +0000 UTC
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So I just woke up a little while ago, and figured I might as well stream for a few hours before work. Just a note: I'm at home, and sometimes my 15-month-old likes to come help daddy. ^-^
I'll be working on:
- Week Summary/Planner code
- Appletree maps art (downtown & maybe overview)
2017-10-16 23:34:07 +0000 UTC
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The drawing is over, here are the winners:
- David L
- Jason R
- John K
- Joshua M
- Kenshin
- MusicWebDev
I'll be sending messages to the winners soon asking for their name suggestion ^-^
I will start streaming at about 5-till-midnight GMT (8pm ET, 10am ChST). You can watch me "draw" the random numbers from Random.org, and enter them into the 2017-10-15 23:46:58 +0000 UTC
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Most of the details on this release are in the Update post.
To access the Week Summary, use the quick action tool on the bottom of the right UI bar. Select "Week Summary" and click the "Execute" button.
This release is in a zip archive to make downloads a little faster, but still contains just the standard html file inside.
Change Log:
Passages: 550, Words (non js/css): 219,528, Size: 46,599 KB
- Added "Son of Insanity" and "Just Don't" random number generat...
2017-10-15 09:47:47 +0000 UTC
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Most of the details on this release are in the Update post.
To access the Week Summary, use the quick action tool on the bottom of the right UI bar. Select "Week Summary" and click the "Execute" button.
This release is in a zip archive to make downloads a little faster, but still contains just the standard html file inside.
Change Log:
Passages: 550, Words (non js/css): 219528, Size: 46,599 KB
- Added "Son of Insanity" and "Just Don't" random number generati...
2017-10-15 09:43:03 +0000 UTC
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A little bit different release this time, partially because it's so soon after the last release, and partially because I'm releasing without a "finished" system in place. This time work was mostly on the player history, tracking the tons of changes that can happen to the player over the week, including their physical body, mind, status, job, inventory, and other areas. All in all, quite a bit of things to check.
I went ahead and wrote the comparison functions directly in JavaScript so that I c...
2017-10-15 09:32:08 +0000 UTC
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STREAM IS OVER ~ Works much better at home where I have decent bandwidth. I started making obvious mistakes, so it's time to step away from the code today. :)
Picarto
Let's see if better bandwidth at home makes a difference.
2017-10-14 11:17:30 +0000 UTC
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STREAM OVER
I've been asked a few times about streaming, so I took a couple minutes to set it up. I'm going to give it a go today, and stream while I'm coding. If it's something people seem to like, I'll do more of it I guess?
I'm not really sure what the appeal of watching writing/coding is, particularly with my bumbling coding style (I'm not a professional programmer, and I usually end up working on multiple languages rather than getting good at one because of the ...
2017-10-14 00:06:31 +0000 UTC
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So the poll results have been pretty obvious since the first day, and are even more so now, so I'm not going to make a comparison graphic. Credits got a huge majority of the votes. It's a classic, which is also the reason I considered going with a different name; credits can feel pretty generic.
Credits by itself doesn't exactly work either, there's almost always a longer proper name. In the rare case the proper name is used, it'll be the Sequestered and Encrypted Electronic Deposit (SEED) Cre...
2017-10-13 04:55:55 +0000 UTC
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UPDATE: I'm trying to attach the actual game again. Unfortunately there seems to be a kink in the tubes somewhere, because it's taking forever to upload. Sorry for the wait!
So the only thing new here is the asynchronous JavaScript to generate a crapton of random numbers for the RNG test.
Click the "RNG Test" button on the start page to see it.
There isn't any new content, so to save time I'm not splitting versions into cheats &...
2017-10-12 09:17:31 +0000 UTC
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I could keep talking about programming to try and explain how/why AW will be different. Trying to stick to simple explanations is tough though, and basically involves saying incorrect things to get the idea across. If you have some time and want an updated perspective on the whole "computer" thing, check out this essay by JBQ.
Instead I'm going to post a demo version for Patreo...
2017-10-12 08:37:48 +0000 UTC
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So in an attempt to keep things from dragging on too long, I didn't go into a ton of detail on what asynchronous processing means for AW and twine games in general, and i left out a pretty important aspect of how it improves performance overall. It's not a simple topic, but I think that I can explain it in a way that will (hopefully!) make sense for everyone.
That said, there be technical talk ahead arg. (it's after 1am, I'm tired.)
2017-10-11 15:46:25 +0000 UTC
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Asynchronous Part:
One of the issues that many erotic games have is dealing with complexity in their mechanics. Whether it's Inform7, Twine, or a number of other engines, detailed mechanics lead to increasingly bogged-down games. It's actually become so commonplace, that people start to assume that complex games can't be built by indie developers without suffering from slowdown that impacts game play. Thankfully this isn't necessarily the case.
So what are the soluti...
2017-10-11 12:33:05 +0000 UTC
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Public releases can be found on the dev blog!
I got a lot of feedback on some of the style changes, which is great. (It's also why I leave most of the style changes until the public release, to get a larger pool of opinions.) I started to reply to some of the initial comments, but Patreon doesn't cooperate well with cell phones, and I thought it'd be easier to just cover everything all at once. ^-^
It's hard to make a graphic design that do...
2017-10-11 09:20:38 +0000 UTC
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It's time to name the digital currency used in the game!
The options are presented in this format:
Official Name; Plural :: Spoken/Colloquial Name; Plural
Don't forget to vote in the lower-tier polls!
2017-10-10 10:13:57 +0000 UTC
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It's time to name the digital currency used in the game!
The options are presented in this format:
Official Name; Plural :: Spoken/Colloquial Name; Plural
Don't forget to vote in the lower-tier polls!
2017-10-10 10:12:01 +0000 UTC
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It's time to name the digital currency used in the game!
The options are presented in this format:
Official Name; Plural :: Spoken/Colloquial Name; Plural
if only one name is listed, the colloquial name is the same as the official name.
2017-10-10 10:08:32 +0000 UTC
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Hello everyone, I'm here with the October public release. It looks a bit different, but there aren't any real updates to content from 0.03.1, just implemented some of the CSS3 I've been working on. Please let me know if you have any problems with text size or other appearance issues!
And of course, if you like where this is going, your pledge is certainly welcome! Whatever you decide though, there will always be a regularly-updated public version.
2017-10-10 09:08:48 +0000 UTC
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So, several things to mention, so I'll go ahead and dive right in.
Currency Name Poll
I'll be posting the poll tomorrow, I got two suggestions and a pass, so there will be a couple choices for you to choose from. I won't name any names until after the poll's over to avoid any bias. The bigger raffle (in my humble opinion) for the month name will be soon, but I haven't set an exact date. I'd like to do this one at a different time, so a different set of people ha...
2017-10-09 08:23:51 +0000 UTC
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Just a quick art update for today, tomorrow I'm going to post about what I'll be working on in the immediate future. Also, we're going have the name poll the day after that for the currency name, and we'll hopefully have a faster release schedule for the next month or so as I work on a bunch of smaller pieces toward getting us out of the prologue. ^-^
Art. Art? Art!
So we've confirmed 3 artists working on a trial commission for the NPC portraits. The original plan ...
2017-10-08 10:06:46 +0000 UTC
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So I fixed the bugs reported so far, and also made some progress on the issues with time problem. Before the earlier release, I fixed the issue with negative time, but something was still wrong. I found out what it was...
In Twine, apparently calling a function that contains a for loop inside of a for loop, causes Twine to forget about the first for loop.
I just don't even... really?
2017-10-07 13:48:27 +0000 UTC
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So I fixed the bugs reported so far, and also made some progress on the issues with time problem. Before the earlier release, I fixed the issue with negative time, but something was still wrong. I found out what it was...
In Twine, apparently calling a function that contains a for loop inside of a for loop, causes Twine to forget about the first for loop.
I just don't even... really?
2017-10-07 13:40:32 +0000 UTC
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So that everyone can see the change log and other items, I'll be putting those below. I will probably be taking a little break, it's been non-stop for a while now. But, it's pretty cool to see things moving along.
I have some art-related news to share with you later, bur now, I'm going to get some much-needed sleep. ^-^
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I've been struggling with testing and fixing things, and I even think I've fixed the n...
2017-10-07 06:14:09 +0000 UTC
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I've been struggling with testing and fixing things, and I even think I've fixed the negative time bug. And finally, I'm able to present version 0.03.0 for your enjoyment. There's plenty of extra little things to find in this release, though most of the work was focused on game mechanics.
Depending on where you saved, backwards compatibility should be able to let you continue with an older save. (If you saved at the end of the prologue, you won't really be seeing much...)
For Fi...
2017-10-07 06:06:30 +0000 UTC
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