Thursday, December 20, 2012

No pre-Christmas Release (sorry guys!)

Just a little heads up, I won't be releasing the next version before Christmas.  I decided since I'm short of money and can't really afford to buy gifts for loved one's, I will program them some games instead.  (chess, card games, and so on.)  It's definitely going to take more than a day or two to get that done, so progress on SQ will be slowed/halted until I get those "gifts" made.  Another thing is, I took another part-time job.  It might pay well, or not, depends on a lot of things ~ won't go into all the details at this time.  With both of those things added to my schedule, I'm not expecting to release Ver 0.2 until before New Year-ish.  Expect some screenshots at the very least until then.  Tonight I was trying to get the inventory/equipment system setup so that you can use the items your holding instead of just the one you picked up.  Not quite finished, but once it's done it should work nicely.  Oh and other cool stuff is planned as well!  :)  More details later on next post.

Cya guys!          

Saturday, December 15, 2012

[Released] SQ - Ver_0.15

Sorry for the long delay but here it is - Seduction Quest Ver_0.15

Event Log




Directional Field of View





New Item - Potion of Hidden Vision





MUSIC!!! 
(use [o]ptions to switch songs or music off)



The field of view should work correctly now.  (prior version some parts were being shown that shouldn't be and vice-versa)  You now use SHIFT + left or right arrow keys to turn direction OR you can use 1-6 on the numpad to move/turn.  I'm planning on making it so that the direction you are facing will have an impact on combat and sex positions.  =P   Be aware the day/night/moon-phase has an effect on your vision too.  I also stretched out the time change between day & night by x3.  The moon-phases should work correctly now as well.  (8 phases instead of 4, that was a bug)   

Also big thanks to Vivid Reality from LOVE2D for making some songs for SQ!  His blog here, and soundcloud here as well.  I met him via IRC talking about some random stuff and then the subject of current projects came up, and I told him what I was working on.  To my surprise he offered to make some music for the game if needed, so I took him up on his offer.  Again, I can't say how much I appreciate him for doing it.  :)

Oh, and a few other things.  Potion of Vision has been nerfed.  Only gives a bonus to forward vision.  Potion of Hidden Vision gives a bonus to behind you.  (dropped by a certain monster girl) Let's see, what else?  I'm aware there is a text bug when you try to check the status of certain parts of your body.  And another bug where after you view someone that the text goes out of bounds once it reaches the top of the text box.  I had a whole lot of other bugs pop up while making this update that I managed to squash.  (average time it takes me to fix a bug is 5-10 mins if I'm lucky and it's easy to spot/fix, hard to find bugs a few hours usually)  Those two bugs I will try to fix next update.  Before I get to that though, did I mention all NPC's now have randomly generated names?  It's done based on breaking up syllables in a data set containing names and then rearranging them.  I thought it was befitting to give plant NPC's native american names, Valkyries viking names, and gothic names for everything else.  More names and variation to be added later.  Now about next update ~

I feel as if enough has been done to declare SQ ready for Ver_0.2 so the next update will be just that.  There is still a lot that needs to be made before the SQ engine is ready for all the content that I want to add, but it's getting there!  The fun and hentai factor right now is still pretty low. Maybe a 2/10, 1/10 for both categories.  Meh, wasn't expecting it to be so difficult to setup the game framework.

It's getting late...  Next update will move SQ into Ver_0.2, hoping to have some really cool stuff included with it.  Stay tuned guys!       

Friday, December 7, 2012

News Regarding - 0.15

Hey all.

Sorry I haven't been able to throw up a post in a while.  A lot of stuff has come up and I kept putting off the post until I felt like I had decent information to contribute.  I've decided that I'm going to skip releasing 0.145 and just aim for 0.15 instead.

So here's the scoop.

Fixed the Field of View bug.  Now working on implementing a much different type of movement system than most roguelikes use.  In fact, I have yet to see a roguelike use the kind of movement system I have in mind.  (for grid-based RL's, I've seen Real Time games do it) Mathwise - it's complicated.  The numbers that I kept reading again and again weren't making any sense.  It's not done yet, but... it's close.  People may not like the movement system when it comes out, but I think it will be something you will just have to adjust too.  It's going to open more tactical possibilities and ways to use items, for both the NPC's and yourself.

I read a good article on RogueBasin about name generation by using a list of names and breaking them down into syllables.  Upon further reading, I stumbled across another site devoted to word-generation not just for names, it had everything.  Ranging from magic spells, wrestling moves, skills, abilities, and so forth, but the important thing that caught my eye was the way it was done.

Here is the site, Seventh Sanctum, and the article containing the method I plan to use later for a lot of cool stuff I want to add.

Right now I was able to generate some interesting names for our NPC's.  :)  Here is a look.


Gothic (for Succubus)



Native American (for plant-monsters)




Viking (for Valkyrie)


The name generator still needs some tweaking but for now it will have to do.  Other stuff is being worked on too, although I don't have time to mention it because I need sleep.  =P

As for the next release... if I wasn't going to be working all this weekend I would say Sunday, but since I am, the aim is for the middle of next week.