Tuesday, December 29, 2015

Bugs bugs bugs... Not in code though.

After my family visit during Christmas I've yet again managed to get some bug into my system. I'll be out of commission for a day or two probably.
I did get some stuff done yesterday when I still felt normal enough to work.

New description for organs and clothing
I added some bare bones clothing stuff even though I was supposed to work on it in v1.2. I kinda had to since when I started writing organ (penis,vag,etc) description code it was easiest to add cloth coverage straight in there now. Ie, less work in the future.
A side effect of this is that everyone is wearing a fullbody transparent spandex suit as it covers nothing. I might change this prior to launch so everyone is naked.

I also hammered down some of the story aspects. Can't say much here without spoiling. Lets just say that the stories are about halfway there. Writing is really the slowest part of developing. I'm not a writer but I make do.

Saturday, December 26, 2015

Testing ftw!

The testers brought up some minor issues with the game that I've remedied somewhat.
New region and 12 hour clock settings
You can now set a region and 12 hour clock in the options. Region could be used for localization but that probably won't happen. I already have a system in place to do it with but haven't bothered since all of the stories will most likely not be translated so having half of the game translated and the other half not would be weird.

Searching for people is easier with the new filters.
The search people popup also got a facelift and some extra goodies to help filter out people.

People list now has gender icons
Transgenders are still hidden (they appear as male or female) until you discover them.
Still no ETA on release.

Wednesday, December 23, 2015

Round two poll results

"MAKE ALL THE THINGS!" is pretty much what I can decipher from the poll results. I have a feeling that people voted more than once since the poll didn't require login, or robots messed up results.
The votes look a lot like random distribution to me.

At least some of the responds weren't robots. Afaik robots don't write futa, loli or crossdressing into the custom field.
Loli is something I'm not going to do. I know the game is completely fictional and all, but still it's a line I don't feel comfortable crossing.
Futa and crossdressing will most likely be in the game. Crossdressing at around v1.3 when clothing gets implemented.

Saturday, December 19, 2015

WTB Content aware fill for text

Sheesh. Writing is slow...
I finished one quest skeleton today and now I just need to write missing sex scenes for it.
Bloody hell I just noticed the time and I've been working for 14 hours straight!
Time to take a break and come back with a fresh mind.
Engine now supports stealing from people. It has a chance to fail based on the item being stolen (didn't test the failing part yet so it might blow up)
Items can also be linked to people so you can have "Photo of Herpaderp". They also fully work in scripts so you can check items that are specific to any person. Still needs an easy way to do sibling checks which would open up new venues for blackmail. There's nothing preventing doing that but writing a for loop for every check would get really tedious.

I also moved hard coded people generation to a json file so if there's a need to add your own special people for quests and such it's pretty straight forward to do.

I still need to fix some UI issues in the dialogue and write those 3 quests that I marked down on trello and we should be able to release.

If you want to become a tester or write content toss me an email at vvalpas68@gmail.com


Poll results for round one


Vanilla2136.8%
BDSM2950.9%
Slave (someone else)4171.9%
Slave (you)1424.6%
Bondage2950.9%
Exhibitionism2849.1%
Voyeurism2442.1%
Forced sex (on you)1526.3%
Forced sex (on someone else)3459.6%
Water sports2035.1%
Gay814%
Straight1322.8%
Hypnotism1221.1%
Incest2136.8%
Blackmail1831.6%
Transformation11.8%
Other712.3%
I did this one a bit wrong since I changed the poll options on the fly. Everything below water sports have far less votes since they've only been there for half the time. So I can only take them as separate.

So let's take a look at the stats.
Not really surprising to see vanilla content being one of the things people look for. Not much else to say about this.
Ahh. The savory salt of the spanks. Looks like about half of the voters want to see BDSM type of content. I think I need to run another poll to gather information about what kind of tone should the writing be in. Harsh hardcore or more softer sweeter spanking.
Looks to me like the winner of this round is clearly slaves. Doesn't really surprise me since that's kinda what this game is all about. Good that we've connected with the right type of audience.
You being a slave is quite a bit lower than the other way around. Still... it's a thing people look for.
Bondage and exhibitionism are quite wanted content types. Awesome. I have just the thing in mind.
Voyeurism is quite a bit higher than I thought it would be. I'll keep that in mind when writing content.
Forced sex on you... Hmm... Soccer club full of guys making you their bitch? Coming riiight up.
The other way around has almost as many votes as slaves which is cool beans.
I'm not a fan of water sports type stuff but I'll keep this in mind.

Now the rest of the options haven't been on the poll from the beginning.
I need to take these as separate.

Looks like gay/straight content is to my surprise quite even. I thought it would be much more skewed towards straight content. This is a good thing since it helps me not worry about having males in the PTA for instance.
Blackmail, incest and hypnotism are all quite high. Odd that hypnotism is that high to be honest. I always thought it was a niche.
Transformation and other haven't received that many votes. There are few things in other which are duplicates of options. Only difference is that they're lowercase so google forms doesn't mark them as proper option votes.

Overall I have a good feeling about the results. The most wanted content types are pretty much inline with mine so I got that going for me which is nice.

I'll let the poll run another course and get around 100 responds on that one. It should provide me with similar results. If not I'll post about it.

Thursday, December 17, 2015

Polls polls polls and a facelift

I gave the blog a facelift. Should be a bit more appealing to the eye.
Also now there's a proper poll with a custom input field for custom dirty things you might have in mind. If you've already voted on the previous crap polls please vote again. Sorry about this.
Now I'm finalizing some of the features that are still missing from the game engine like searching people (will allow detective to function) and then I'll add code so you can use items and script them yourselves if you want to. Item use will run scripts on a few levels.

  1. The item script itself
  2. If nothing happens and/or item is not used up
  3. On level level (hurrdurr)
  4. If no level script gobbles up the item then it just doesn't do anything.

This should allow people to make whatever they want. Locks and keys come to mind although there's no way to lock cells atm. (Note to self: revisit this at some point).
Only shops can be locked but that's on a higher level; programming wise.

I also tracked down a few bugs in the pathfinder and player/NPC AI.
The player/NPC AI are essentially the same but the player AI interrupts normal AI flow for user interaction. Like picking where to travel etc. While I was doing this I got an epiphany about how time progresses in the game. I had it set up so the game would tick forwards X amount of ingame seconds every second. With higher timescales the game felt jerky. So now two things happen when you "fast forward". The interval between ticks gets shortened (sometimes to 0ms) and the tickrates increase. This made the game feel much more fluid and it improved movement a lot since now there's no 1 second delay before the player starts moving which felt very unnatural. Win/win!

Overall the game is progressing nicely again and things seem to be shaping up pretty well. I added a new shopkeeper (detective) to the game without any issues. Now I just need to finish up with the detective dialogue and scripting. The place is called Wild Horses Private Investigator and it's run by a stern man. If you got that reference. Awesome indeed. If not... eeeh... Whatever.

Saturday, December 5, 2015

Progress report

I managed to get something done. Yay for me \o/
Now you'll be able to create maps with tiled.
They look something like this:

Teachers teach and students learn. Shops work straight through the map files and shopkeepers are created automatically when a new shop is added.
Things are looking good.
Things that are missing atm are mostly UI stuff and content.
Anyways. Back to Fallout 4... If you don't hear from me after this I've died of dehydration or sleep deprivation.

Saturday, November 14, 2015

So many lemons I've lost count

Just a quick update to let everyone know that the game is not yet dead. Life is just giving lots of lemons atm. Release pushed back until it's done. Can't promise a release date yet. There are so many things that need to be done beforehand.

Tuesday, September 29, 2015

New lead developer & Bad news

Hello world. I'm the new lead developer of SoS.

I'm sorry to inform you but there won't be a  a v1.0 release, not with the current feature set that is. The reason is that the planned v1.0 doesn't have enough features to build stories with. The global event system has to be in the game before anything is possible.
So I'm pushing the release back by about a month so there's enough time to add these crucial features.

Thursday, September 24, 2015

Last update before release.


SHOW ME WHAT YOU GOT! (The head isn't actually in the game. I just shopped that in...)
Making the shops took a bit more time than I thought it would. There was a major bug in the twee parsing of nested ifs. That's just a long way of saying it didn't work.
It took a while but I figured out a better way to handle them and now things are working as they should. Right now you can't write "else if" statements but in my book that's a minor issue that won't be fixed any time soon since it doesn't really make a difference. It just requires a bit more work to handle those cases.

With the addition of shops v.1.0 is now officially feature complete!
You might be wondering "If the version is complete why not release it?"

I want to take some time to test things out and write some content. Writing content will bring out things that the engine currently lacks. Usually they're minor things such as checking if a class is in progress or if the shops are open etc. Without the possibility to check for these things it's nearly impossible to make any kind of progressive story telling. So in short I need to come up with stories and then implement supplemental features for them. To be honest, coming up with the stories is the hard part right now.

Which leads me to ask, are you interested in writing for this game? If so leave a comment here. I'd love to have someone come up with stories and plot lines. That way I'd have external pressure to keep adding more features and another mind (preferably dirty one ふふふふ) to bounce ideas back and forth with.


Sunday, September 20, 2015

Twine is here!

If you're wondering what the hell is twine. The answer is simple. It's one of the best if not the best interactive story writing tool.

Twine has the capability to export your story to a file format called twee.
Figuring out a parser for the twee file was an easy process. Getting it to work with lua was, to my surprise, very easy thanks to MoonSharp, a native lua interpreter for C#.

With the new toolset creating stories for SoS should be fairly straight forward.
First you create a new story in twine.

Then export it to a twee file.
And then you get this

Right now there's no easy way to add new stories in the game yet. I need to think of a natural method for that. Maybe a list of actions you can do to any person that lead to twine stories. Don't know yet.

Anyhow. That concludes today's progress report. On trello there's only one thing left. Shops. Then the majority of the game should be done. The rest is just more stories and things to fap to.

Sunday, September 13, 2015

Progress report

The 1.0v release is pretty much on schedule. Launch date is still the 30th of September.
If you take a look at the trello board you can see that most of the v1.0 features are done. The tasks that are still in the todo list are one of the biggest ones.
Twine integration is going to be a major task. I've looked into UnityTwine but since it generates script files in the editor it's a no go. I need to have the twee files parsed when the game is running, not when it's open in Unity Editor.
This means that I'll need to write my own parser and runtime logic. It's going to take at least a week to complete. I'll probably look at UnityTwine to get some ideas of how they've done things and then make mine better.

Things are looking good. Might need an option to toggle people came/left messages. Seems a bit spammy.

Thursday, September 3, 2015

Better late than never!

Hiya all! It's been a while... I've been quite busy lately so I haven't really had time to write up anything on the blog until now.

As you might have already heard. I've switched from Flash to Unity and started a complete rewrite of the game.
If you're wondering why. There are a couple major reasons. There aren't any great UI frameworks for flash. There are some that work really well and are fast but are a major pain in the ass to work with. Also flash is a bit.. slow. But that's me externalizing my own faults to be honest. The main reason is that the game's source has become hairy (technical term. It means it's shit).
So a complete rewrite of the game was in order and that has been going on for a while now.

I've setup a Trello board for SoS so it'll be easier for me to keep track of features that still need to go in the game. It's a public board so everyone can see where the game is and where it needs to go.
You can find it here.
The features on the left side in the v1.0 todo list should be done this month. I've set a "release" date on the 30th. At that stage the game should have all the core features in it but not much else. From there on it'll be easy as pie to add in more content.

Here's what the game looks like at the moment.
Don't worry about the blue theme if  you don't like it. There will be many skins to select from.

Friday, May 15, 2015

New update method!

Please download the new client in zip form. No more fucking about with AIR files that half of the people can't even run \o/ Wooo!
The new update method updates the game in pieces so there's less stuff to download. When you first run the game it's going to make hashes for all of the files which will take a while. It's only done once though.

Wednesday, March 18, 2015

Dialog editor updated

The dialogue editor has gone over a minor overhaul to make it more bearable to use. It still has a memory leak in it so save often since it will crash eventually. I'll track that bug down once I have more time on my hands.

I had to make some hotfixes and the current version is already at 0.2.8.
Locally I have 4 version categories, Major.Minor.Revision.Build but AIR doesn't support 4 which means that each update has to at least increase Revision number.
Any previous posts that tell what's going to be in any version aren't correct anymore.
I'll write posts on each Major and Minor version changes but won't bother with Revision changes.

Also you can now find the download link on the right side of the page.

Tuesday, March 17, 2015

0.2.4 Bug fixes yay!

Download (Windows or Mac)

Get AIR (Required to launch!)


Instead of adding more content I ended up fixing game breaking bugs. The detective wasn't working at all and it should work just fine now. Also there won't be stand-alone builds anymore. Instead you'll need to download an AIR package which will auto update itself automatically.
0.2.5 Should be a content update unless something breaks again.

Changes:


  • Added auto updates
  • Fixed dialogue input
  • Changed calendar event logic
  • Added support for repeating events
  • Added genders to config
  • Added some debug functionality
  • Fixed detective script bugs

Saturday, March 14, 2015

0.2.3 Is out!

About 0.2.3

I started writing more content and soon realized that doing the xml files manually is a pain in the ass and it's very prone to human error. I know exactly how the system works and even I make mistakes so there had to be something to do about it... and there was...


We now have a dialogue editor! Wooooo!
You can find this editor in the start menu.

Sunday, March 8, 2015

0.2.2 Released


This update breaks save files of older versions!

I need to warn you that I'm not a great writer so the current sex scenes might seem a bit iffy. I'll work on my writing style and try to use less of You do this You do that sort of stuff. Practice makes perfect, right?

There's versioning in save files now so in the future if I need to change values saved in binary it shouldn't break older save files.

There's also new filtering functionality in the dialogue system allowing anyone to write dialogues for specific gender etc.
I'll keep adding more filters as needed.

If you're interested in writing content for the game send me an email at xythec@gmail.com
I can explain how the dialogue system works in detail or write some sort of documentation for it on github for everyone to read. Right now I'm the only writer so I haven't bothered with it yet.


Anyways. Let's take a look into the future.

Short term goals (0.2.3):

Finalize tier 1 PTA meetings.

If you're wondering what tier means. Practically it's just a number of how many times you've met with a given person. It's a somewhat loose number since tier progression isn't linear but is controlled by the dialogues themselves. Mostly.
The PTA meetings are a top priority at the moment since PTA corruption is heavily dependent on that content.
Other content such as sexy times with the students is going to be added later but not in 0.2.3

Long term goals: (0.3.0)

New message queue.

The current message queue is just a glorified text print. I aim to add a filterable system so you can decide what's important and what isn't. Also it would allow you to click on the people involved to do something about it.
Not quite sure how it should work yet so it needs some thought.

Content for all of the current mechanics in play. 

Calling people, asking them out. PTA corruption. School corruption. The latter is lacking a lot of content for now. 
School uniforms are one thing I want to implement at some point but I'm thinking of scrapping the current art from the project. I'll do that anyways when I set up a patreon page for this. Can't get cash for someone else's work really. Also I don't have a clue what he copyright on the current artwork is. Haven't heard that the community made hentai school games have been sued yet so I guess I'm in the clear. For now.
So the school uniform decision would be text based until I can find an artist willing to draw a shitload of faces and clothing. Not forgetting bewbs. On that note I should add that the project will eventually have customizable characters where you pick each part separately instead of just a head.. which you can't even do yet.


Changes in 0.2.2:

  • Added new filters to dialogues {male,hoopadoop} would only print out hoopadoop if person being talked to is male.
  • Added PTA forced sex scene at home.
  • Calendar now updates automatically.
  • Removed more than 1 day waits since it would crash the UI library I'm working with.

Monday, March 2, 2015

0.2.1 Hotfix released!

Hotfix for a few bugs.
I also changed waiting to a dropdown menu instead of 3 separate buttons.

Sunday, March 1, 2015

0.2.0 Released

This version contains most of the features that are required to make the game function as a game.
More content to follow.