Sunday, November 22, 2015

A question to prove that I exist

Yes, I do still exist.  Again.  The next update has spiraled mildly out of control from two side scenes to, well, two side scenes but one of which has a 2000+ word lead in (as previously mentioned), and somehow split itself into two possible sex scenes until the one I had planned for (go feature bloat?), but you'll be getting it within the next week.  I swear to god.  (Not sure who I'm mad at there.  Either me or my story for thinking more content was a natural growth of what I was working on =P)

But, to give you people something to talk about (other than "Hey Mel, what the heck haven't you updated you lazy *BLEEEEEEP*"), in an update within a few of this, probably before the new zone is complete, I'm hoping to implement that stat screen.  It's my intention that the stats largely be "in character" information, you know, your "arousal" being tracked as "You feel calm" "You feel turned on" "You feel like you need to fuck someone as soon as possible before you go fucking mad." (Pun probably intended)  However, I was considering for these early alpha testing stages just letting you see the numbers straight if you want (especially since some scenes require things like very high or very low corruption to see for this early in the game, and there are like, two rather specific routes through the prologue that will get you a high enough, or zero in the case of one scene, corruption so you can hunt for them, though obviously the extremes will be pretty easy to detect in the 'in character' version).

So, the question is, "flavor" scales, or flat numbers, like you get at the end of your run currently?

7 comments:

  1. flat numbers every time

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  2. why not both for the alpha? that way testing is a bit easier, until the feature set is complete and the game can move into beta. esp. if there is the chance that a new feature will affect the stats screen.

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    1. That is a pretty good idea. I may see if I can find a way to just put in a button that you can press to see the number next to each flavor scaling, so people who want to see can, and people who don't can't. Though that might prove to be a bit complicated. One way or another some version of that sounds like the right solution.

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    2. another thing that this could allow is a "feature"/gimmick where you can mess around with how quickly the character succumbs to lust... something along the lines of:

      Max.Lust=100 //max lust
      Uncontrollable.Lust=Max.Lust*.9 //if a lust option occurs, 'failure' is the only choise over this number
      BarelyRestrained.Lust=Max.Lust*.75 //other options become available/unavailable
      Horny.Lust=Max.Lust*.5// ETC
      Frigid.lust=max.lust*.05//lusty options unavailable

      event sets max.lust to 90, all categories change

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    3. Actually the stats that effect that sort of thing are "Control" and "Stamina." Stamina reduces how much arousal you drop to depending on the sexual experience, and Control is the value to which your Willpower is set at the start of each Travel phase, so if you get too corrupt/indulge too far/w/e you can lose control meaning you'll have less willpower for subsequent zones. It has a similar effect without being quite as... Railroad-y. Especially since a lot of the game, under the hood, is going to be about managing your lust/willpower. Sure you CAN resist temptation time and time again, but SHOULD you? What if something with worse consequences comes along when you're already maximally turned on and at your limits from being taunted and teased?

      That's the sort of thing players will need to "solve" to "win" the game with good endings, largely.

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  3. Flat numbers are boring. Yuck. (It's fine if they're visible SOMEWHERE, for the morbidly curious)

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    1. Yeah, from the seem of it I'll be going for a hybrid approach. At base you can check your stat screen and get in character feelings/emotions/sensations read out, while those who want to see what's under the hood, as it were, can click something to unfold that bit of info.

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