Monday, November 21, 2016

Another week, another update!

As always, I end up posting on monday! XD One day I will to it on sunday, I swear! Anyway, tardiness aside, it was a good week: I added 6-7 scenes to jobs I am adding. I did reconsider my previous approach to the tea house job, and I am now in the process of "redistributing" the content I had already created to other venues (like the bakery). I think having them separate works better rather than leverage that variety with a single job and random events.
 
I also improved the bulletin boards in the commercial district (since I am adding new jobs, it was a good idea to follow some of the suggestions I got and organize them in groups), I worked on changing all the scenes which used the bust to the layered system (I am not sure if I missed any, because I had the impression they were a little too few, but maybe I am wrong) and I finished the map for the random events in the city. I am unsure if I should make the map more anonymous, so that it doesn't look jarring when the random events grow in number and you get to see the same street too many times, or if I'll need more maps to avoid the issue. Still, the scene seems to play just fine after I moved it, which is cool.
 
I think next week will be more of the same, as I try to bring these jobs to a reasonable level of content (since there is more of a "progression" in those, I have to consider where I want the events to stop). I think after that it might be worthwhile to work on the slums, at least start working on the map. If I am lucky, I might have the first few areas ready for the next release, but of course it depends on how much content I plan for them. I'll try to add the tattoo and piercing parlor, at least: now that we have the layer system in place, it only makes sense to have it actually in the game.

Speaking of plans, I had this weird thought about how I am not completely satisfied with the "inhibitions" system, as it feels a little too sterile, too easy to game, and ultimately too quick to lower, and I was wondering if I should add some sort of "traits" system in there: the idea would be to have certain actions relate strongly to certain traits, which would "lock-in" after a while (exhibitionist, sub, masochist, etc.) and use those as the main source for different reactions during scenes. Maybe it's too much work for what could be achieved with what's already in the game, but it almost feels like inhibition is too generic (I always find myself thinking "to unlock scene x, how low should the inhibition score be? What about that extra line for the truly kinky event?" and it always feels like comparing apples and oranges).

As always, see you next week, and feel free to leave a comment if you have questions/suggestions.  ^_^

7 comments:

  1. I think traits to increase the minimum inhibitions would work, the player could work towards removing/replacing them if you feel like keeping it: but I think traits in general would be good for determining the characters... adventures?

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    1. If I get what you mean, you are suggesting making it easier to meet the inhibition requirements to unlock certain scenes if you have related traits, which would be neat, but probably a tad too complicated. We'll see if/how this new system will take shape, but yeah, it's also a reminder of what you did with your character so far, that's probably interesting on its own already.

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  2. I think that the traits idea sounds more interesting.

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  3. the traits idea sounds great, I've always preferred that to a standard/generic inhibition level.

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  4. Strongly agree on the traits system, allows more depth and flavor in text. As you mentioned though it does mean much more work as you will need to write more flavor varieties for each scene, so it comes down to a question of priorities.
    All I can say is that I love the idea of say a bondage addict that's still embarrassed to be naked in public.

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  5. A little late but instead of having an inhibition bar that goes from 100 to 0 why not have 'counters' for every different kind of fetish (Casual sex for the sailor in the teahouse, exhibitionism for the bath house, then gangbangs also in the bathhouse, cowgirl, bimbo, sub etc.) Have them go up as appropriate for every action (some actions could increase multiple counters).

    Then to calculate the general level of 'perversion' of the main character either take the max of the counters or sum them all together for more generic checks.

    The nice thing about this is that it displays more information for the player to see and gives us more breadcrumbs to follow.

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    1. Yeah, that's more or less the idea of traits I proposed, assign categories to sex events, and unlock a trait if you do certain things often enough, allowing to be a bit more "extreme" in that area, just with a bit more obfuscation and an easy to define max (getting the trait).

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