Monday, November 26, 2012

[Released] SQ - Ver_0.14

It's out - Seduction Quest Ver_0.14

Field of View


New Item - Potion of Vision



Effect: - Boost's your FoV



Almost had music ready to be added, but it's not quite finished.  Added trees, mountains (for cold areas), and some misc plants, shrubs.  Trees and mountains function like walls, blocking the FoV and preventing movement.  Did a bunch of polish on some things.  (two new animations @ startup)  And I went through and greyed out the buttons that aren't ready yet so there is no confusion.

I'm aware the FoV is a little buggy.  Some tiles that should be seen are not visible.  I will be looking into this for the next day or so.  Expect Ver 0.145 out in a few days with that fixed, music added, and an event/map log.

:)           

Thursday, November 22, 2012

Another H Roguelike - "Noxico"

So it turns out Seduction Quest isn't the only game on the block when it comes to erotical roguelikes.  I just recently came across Noxico, and while testing it out, I jumped on the rogue basin IRC and contacted the Kawa (who is making the game).  We had a quick discussion about the respective games we were developing, pretty good conversation for the most part.

A little competition is never a bad thing, and if anything it should encourage us both to make our games better.  Heh, I told him that this would sorta mean we are rivals, and he responded with a challenge of fisticuffs.  (jokingly)  Noxico was started in early June October 2011, so development has been ongoing for six months almost a year.  I thought it was worth mentioning here because from what I saw, it looked good and has great potential.  I think our games will still be vastly different from one another, but it's nice to get a selection.    

=P

In other news, next SQ release should be Sunday or Monday and I'm almost late for a Thanksgiving party!  Ciao!    


Tuesday, November 20, 2012

Status Update

It's been a few days since last release.  There are a couple of things I need to address.  Right now, SQ needs a lot of things and I can't do them all at once. 

Polish - Lots of things need to be done in this department.  I want to add three animations at the start, one for logo, another for LOVE2D, and then the third animation for the title menu.  Go around the game menu and remove a lot of the unusable buttons. (so people don't get confused)  THIS BLOG NEEDS TO BE REDESIGNED!!!  =P

Music - Intro music for startup animation/logo.  Also need simple background music loop for main game that fits the theme.  (something mellow, soft, etc.)  So one startup intro song (10-20 secs) and one song to loop over the gameplay. (20-50 secs)

Items - Can't really add weapons/items that do anything with health yet because the health system isn't fully setup.  Also want to add some really interesting effects to some items and possibly be able to give them a history.  (artifact status in DF)  Aiming to ad a lot of flavor items that do nothing but amuse as well.  And expect a lot of kinky items too!  (whips, chains, flails, and so forth)  

NPC'sMore types, different anatomies, descriptions, spawn locations, attributes, skills, abilities, etc... 

NPC AIUltimate goal is to have NPC's be different from one another in terms of their actions, decisions, and personality.  (not aiming for a hive mind like NPC, where they all do the same thing)

Line of Sight - Enemies and player won't be able to see past walls, trees, etc. 

H Content -  Needs to have painstaking detail into every aspect.  From the start of the "seduction" to the lust induced inferno at the climax.  What do I mean?  Those small details, something as little as having the CLANG CLANG of the metal necklace the girl is wearing bang together as she rides on top.  Stuff like that.  Also, I should say this.  There are going to be some NPC's that will be... nasty.  Not every encounter is going to be Miss Voluptuous - double D's.  Something along the lines of a five eyed mutant woman, with weird limbs, disfigured body, that is going to try and rape you.  Why?  Mostly because it will make the seduction from really 'appealing' ones much more worth it, and partly because some people are into that kinda stuff.  I'm also considering making it so that those really attractive NPC's are hard to reach encounters, (alpha/boss female of enemy group) so that you have to work to get to them through some of the less attractive NPC's.

Coding -  Still a lot of stuff I need to learn.  I am far from mastering Lua or LOVE.  Still confident I can do a lot of the stuff I want with my current skills though.  Optimization is one thing I will have to do later once the game gets to be big.  File manipulation is something that needs to be done as well.  I have almost no experience in that department, but I do know that I need to store and retrieve map, NPC, and item information from and to files so that the memory doesn't get too big.  Also a big goal is to have the coding in a way where people can mod the game, add new NPC's, items, etc.  So I need to keep it organized and readable.  (not always the case when I add something new)                  

And some miscellaneous stuff.  I used to dislike seeing some game developers who promised a bunch of features while their game was in development.  My thought was, "Hey, don't tell us (the consumers) that you will code all this stuff when it's taking you weeks and weeks to finish one damn thing! "  Now in hindsight, I can see why they do that.  I think in part it's because if they don't say which direction things are going, and people have no clue which features are being aimed for, interest will wane quick.  Some of the features that I want to add might take months before it's achieved. Others might never get added because later in the development there is either no need for it, or it won't fit the gameplay.  So bottom line, it's hard to predict and plan how everything will end up.  Only thing I can do is to aim for the goals set and adapt to any deviations that might come up.

IRL stuff.  Today I told my mom what I was working on.  It's a long story.  Short and sweet summary, the past few months we've been getting in arguments for me to go back to school and get my bachelors.  I've been against it, partly because I want to work on this and hope it takes off, and partly because I worry that route will lead to working in some kind of cubicle job with a ton of debt.  Anyway.  They have been in the dark about this project... until now.  I felt I had to say it though.  The past few months they have been worrying that I'm stumped in life and want to do nothing or something along those lines.  I understand their concern, and I know they have the best interests for me.. but I just had to set the record clear on what's been happening.  Her reaction was along the lines of, "You're doing WHAT?!"  Lots of shock and surprise on her end.  It was a two hour phone conversation...  End result?  Acceptance.  It was important to me for her to realize that I was trying to accomplish something and haven't been able to talk to them about.  I still left out a lot of details.  All that was mentioned was that I've been working on a porn game, that looks to be promising.  Didn't mention the blog, the game title, anything.  At the end of the conversation, I felt a lot of relief.  I don't think telling her that hurt our relationship in any way.  Still unconditional love between my parents and me and that will never change.

Let's see, last things - music, line of sight, and logo.  So an idea for the LoS (line of sight) was something along the lines of this.

Line of Sight
  
Notice how the player is no longer in the center of the screen, but at the bottom.  You need to turn the player in order to move in different directions.  I'm slightly worried that I might waste time coding it and then not using it because it doesn't feel right.  Some things to consider, will you turn only from N,W,S,E?  Turn NE, NW, SE, SW?  Gah.  Now I want to test it!  =P  Don't expect this in the next update though.  LoS I expect to take a while to implement.

Game Logo
 
I like it.  Simple and to the point.  I did have one person tell me that "Gamemaker" might be associated with the "Yoyo Gamemaker" TM?  Not entirely sure about this...  In that case I might have to make it "Hentai Game Maker".


Music

Bloggers poll system is weird.  There are some songs to the top right of the blog.  Select one you like, or none if you don't like any of them.  Keep in mind, that the song that gets the most votes will be the one looped over the main gameplay, again and again.  If you have a different song you think should be listed, let me know, I will be more than happy to add it.  A friend of mine is making a custom song just for the game.  Will take a few days.  :) 


It's getting late and I have work in the morning.  Goodnight guys! 

Thursday, November 15, 2012

[Released] SQ - Ver_0.13

Done.  Here it is!    :)     Seduction Quest Ver_0.131  Seduction Quest - Ver 0.13




Alright so here's what's new.

New Items
  • Book of Arithmetic
  • Book of Seduction (will be released next patch, too buggy)

NPC Stuff
  • You can now view NPC's with the view command.  ([v]-iew, and then select the #2)
  • NPC's are assigned some randomly generated descriptions.  (not too many to pick from yet but I will add more, also I didn't get time to add color to the text...)
  • NPC's move a little differently than before.
  • NPC's can now stun.  (the more damage you have the more likely it will happen)
  • NPC's now have a physical attack and a erotic attack.  (more likely to use the ero attack if you are stunned)
Other Stuff 
  • Defeated NPC's can now be walked over.  
  • Reorganized a LOT of stuff in the code.
  • Added pink, light brown, and light green to available colors.  
  • Changed the way NPC's are spawned.
  • Changed the way map information is stored. 
  • You can view items on the floor with the view command.
There is also a lot of stuff that I didn't get finished with.  A really big one was anatomy for NPC's.  I'm still about 50% on the verge of having it ready, but it was a big task, much bigger than I expected it to be...  The current battle system against the NPC's is temporary.  They will have body parts/limbs just like your character, and not just 1 hit K.O.s to put them down.

I will post more later... it's 2 a.m. and I have to work in the morning.

Oh and someone showed me this - http://www.ljudmila.org/~vuk/ascii/deep.htm   pretty cool stuff.  Something I will consider doing maybe for the h-animations?  Possibly...

(edit - ver 0.131 out.  Fixed some bugs.  Game shouldn't crash when you attack yourself, or view items on the floor.  Also there was a bug where going to the edge of the map the tiles weren't displaying, that was fixed too.  New Game menu bug fixed.  (Just disabled all buttons besides [W] & [A])  Last bug fixed was the [S] tatus bug at start, where the descriptions were blank until you were attacked.  Changed the title in the window/application to say SQ ver 0.131 instead of 0.125.  That's it for now.  NPC's still move out of their biomes, but that will have to wait.  (I need to rewrite NPC AI for that, which is a semi-big task)  Going to start working on 0.14 tomorrow.  Oh and in case I didn't mention it... You guys should forgo filling your characters attributes.  For now, it doesn't do anything.  Once more of the gameplay mechanics are setup,  (item weight, equipment bonuses, attacking, magic, etc.) the attributes will be useful.  I will announce when the game reaches that point.  (hopefully soon)  )        



Monday, November 12, 2012

Deadline for 1.3 (and checklist)

It will be out no latter than Thursday, although I will try really hard to have it ready by Wednesday.

So far this is my checklist,

  • Fix NPC_defeated view bug.  [Done]  
  • Walk over defeated NPC's.  [Done]
  • Recode Move and Drop/Pickup Item functions. [Done]
  • Organize items in a more efficient way [Done]
  • Give NPCs a field of view. [Done]
  • Recode how map stuff is stored/generated.  (uses less memory) [Done]
  • NPC's movement is more random when in pursuit.  [Done]
  • NPC's are assigned unique descriptions.  [In progress]
  • NPCs now can use items. [In progress]
  • H-content - 1 [In progress]
  • H-content - 2
  • H-content - 3
  • Update NPC AI for H-content
  • Add drop item function
  • Fix Candy bug (appeared when I changed some code structure) [Done]
  • Fix status check bug at game start
  • Fix Main Menu bug
  • Fix NPC's moving out of their biomes
  • Add a few custom items for NPC's
  • Code player's Field of View
  • Time of day & moon phase will affect NPC's and player's Field of View.

I'm not leaking details about the upcoming H-content here, so you will just have to wait and see!  :)

(edit - Will be out Thursday night)  


 

Thursday, November 8, 2012

About Development and H-Stuff

Hey guys!

I have been working on getting that defeated NPC bug squashed.  It's just about done, but while doing so I noticed some other problems in my code.  So I've been tasking myself with going through and recoding certain things.  Initially, I had SQ setup and focused around the player and it was built upon that.  Many parts of the code treated the player different from a NPC.  That was going to be a problem later on when players choose the option of playing as a NPC.  So I went back and am still in the process of turning a lot of the player actions, into NPC actions.  (right now the player is considered NPC[0], while all other NPC's are NPC[1] - NPC[total npc num] )  Things like attacking, moving, etc. now use one function.  Before there was a function for the NPC to move, and one for the player. Function for the NPC attack, and another one for the player.  Next version NPC's should be able to pickup items and use them as well.  Which should lead to some interesting things... (heh)    I guess to summarize all this, is that I'm trying to code this stuff with a forwards compatibility, so that later on if you decide to play as "Alexandra Alanis the Succubus of Temptation" that the experience won't be restrictive.  (Hora hora!)       

For development releases I wanted to explain the model I'm following.  Every 0.1 increment in the version is considered a major release, while every 0.01 increment is considered a minor release.  Every 0.001- 0.005 increment will represent a patch or bugfix release.

Ex.

Ver 0.2 - Major release  
Ver 0.14 - Minor release
Ver 0.125 - Patch release

I'm forecasting that Major releases will take one to three months.  Minor releases will take a few days to a week.  And patch/bugfixes will take one to a few days.  There will always be a minor release that serves as a polish, before a major release.  (add more descriptions, items, etc. - basically make it look nice and finished)   

This all is building up to the final product, Ver 1.0.  (the completed game)        


The next upcoming minor release (ver 0.13) will be due in less than a week.  An H-Battle system will be functioning to some degree.  I've got some good stuff planned that I won't spoil here, but I did want to discuss general H-related stuff in the game.

MGQ battle system was pretty cut and dry.  You just physically fought with your attacks not to lose, while your enemies attacked you with a mix of sex and normal attacks.  There was no sexual attack you could perform against the enemy.  And once orgasm is reached, it's game over. 

Other H-Games usually give the player some H-attacks to use against enemies.  A lust meter, energy meter, for one or both combatants.

SQ -  I'm against making the lose conditions that once orgasm it's gg.  Rather I had something along the lines of say, an addiction/insanity meter that increases every sexual act that is performed against the player.  Once that's full, then you become enslaved.  Other possible losing scenarios, if you are eaten (vore), or brutally injured to death (masochist).  Not every enemy intent would be to kill/vore/enslave, but the ones that didn't would have negative setbacks.  (ie. thief would take your money)  Since later on the plan is to make it so that NPC's can be played as characters, giving the hero/heroine sexual attacks seems redundant IMO.  (since if you want that, you can play as the NPC)

But.  To a certain degree I want to leave the possibility for the hero/heroine to participate/interact with some of the H-stuff and not necessarily be totally useless once it happens.  I think the losing conditions will come down to how the H-battle system plays out.  I know what I have in mind for the battle system, and until that's made, losing conditions aren't finalized.

On another note, I'm trying to avoid gore in the game.  Notice, "defeated" enemy, not "killed enemy/slain" enemy.  I think as a general rule, having sexual stuff with a character who's arm was slashed off, or legs broken and crippled is kinda..... a turn off?  (although I understand that appeals to a few)  I'm going to try to limit that sorta stuff so that you have to go out of your way to make it happen.  (ie. normal battles that won't happen, but there would be some scenarios where it could)    

   

Tuesday, November 6, 2012

[Released] SQ - Ver_0.125

Seduction Quest - Ver 0.125

The event color system is fully integrated into the code now... parts of it were a major hassle.  I wasn't able to use LOVE2D's word wrap function to print the words, so I had to make my own.  There were a lot of bugs along the way... so for this update, that's the only thing added.  I wanted to play with NPC's a bit, but that will have to wait until next update.  Also I tweaked the parameters of the world gen, so you can't pick a big map.  (it's now between 500-2000)  Anything bigger than that might crash your computer.  I was talking with some of the folks on IRC about it, and they suggested I store the map in a file to avoid memory problems so I will get around to that maybe Ver 0.14 or later.  Not a big issue right now.

Oh and text colors!  I am planning to make certain colors indicate things,

i.e.

Yellow -> Damage/Attack related
Green -> H-related
Purple -> Status effects
Red -> Important things

Right now the injury system is white, yellow, orange, red.

I'm going to play around with it tomorrow to finalize which colors are for what.  I will finish this post tommorrow, it's 4 a.m. and I need sleep!

That bug that was mentioned before, crash upon viewing a dead body, is still there.  Didn't get a chance to mess with it.  Next update priority will be to fix it.

(edit - added this stuff below)

Here are the colors I currently have loaded into the game...  (20 in all)



 I picked them really based upon the RGB values without looking too closely.  There are quite a few of them that look similar...

White and Black,
2 Blues, 2 Browns, 2 Yellows, 2 Greys, 2 Greens, 2 Pinks
3 Teal/Aqua/Cyan looking one's (light blue?)
1 Purple, 1 Red, 1 Orange

Looking at getting rid of cyan, magenta, & brown (that looks too close to maroon).  Replacing those with, pink, light brown, and light green.  :)

Saturday, November 3, 2012

Event Text Color System

(edit2 - Added it to the code, it looks good, should release 0.125 by tonight!)



(edit - got the word wrap function working properly!  Now I need to insert it into the code and it should be good to go.)

  

Alright so here is the status update on Ver 0.125

I've run into some serious problems with word wrapping the text.  Here are some screen shots to show what I mean.



As you can see, the problem is that when the text surpasses one line, it wraps improperly.  The way I have the color system to color certain words makes this problem a little hard to solve.

I'm going to need a little more time to come up with my own word wrap code...  (which doesn't look too fun....)  Maybe another day or two, or maybe tonight.  One thing I'm worried about is that when I get it setup, that it will effect the order of other events.  (i.e. the one on the screenshots was just one event, if there are like 3, then even more chaos)

So that's just a quick updating on what I'm working on.

Thursday, November 1, 2012

Ver 0.125 and Ver 0.13

If you downloaded Ver 0.12 before seeing this post, then the game was wrongly packaged and will not run properly.  (see previous post at bottom (edit) for reasons why)  Reloaded Ver 0.12 download file so it works now!

Going to have ver 0.125 out by tonight with a few more things. (so say, six hours?)  Then after ver 0.125 is released, going to work on redesigning the blog too, shouldn't take too long.  I'm planning on adding some serious H-content for Ver 0.13.  This time, I won't provide much details on what I plan to add, but I will say this, it's time to make this game, into an H-game.  Aiming to have it out in less than a week.

:) 

(edit - Had some stuff at home come up tonight.  Ver 0.125 will have to wait until tomorrow.)