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. ^_^