Tuesday, January 22, 2013

[Released] SQ - Ver_0.199

I'm heading off to work right now.  When I get back there are still a few bugs that need to be fixed but release should happen tonight soon if all goes as planned.

=P

(edit - sorry guys!  Delaying this until tonight or tomorrow until I get this working right.  The bugs involved are pretty gamebreaking...)

(edit2 - like two minutes ago I just had a "Eureka!" moment!  One future game mechanic that I mentioned before that would be tricky to implement was the result of ejaculation/arousal build up and combing it with a damage/physical combat system.  I hadn't come to any solutions on how to mix the two together until just this moment while bug-fixing.

So the physical combat system as of now, is more of an HP system for your major body parts, limbs, torso, head, while the groin takes arousal damage. So here is the idea - after multiple ejaculations you start to lose real HP due to bodily fluid loss that becomes so severe it affects your health!

Hell yes!!!  (just like in MGQ)

So in order to totally lose the game as in being defeated/killed you have to reach the HP damage threshold, BUT - BUT BUT BUT!  Ejaculations will result in negative consequences, and status effects, either making your combat stats worse, or some kind of other penalties, before taking actually HP damage.  Thoughts?  On a scale of 1/10 on how much I like this idea ~  it's definitely a 10.

Anyway, I need to get back to these bugs.  I don't know if I will have it finished by tonight or not but we will see...)

(edit3 - Alright so I decided to release what I have so far, although it's still not finished so I'm not labeling it Ver 0.20 but Ver 0.199 instead because it's still missing some vital parts that I haven't finished...


 Seduction Quest Ver_0.199


[Changes]
  • [P]ickup - Now need to scroll over the item(s) and press num to pick up.
  • [I]nteract - No longer activates held items.  See additions below.
  • Cursor when selecting something now can only scroll over visible areas.
  • Removed items activation due to recode of item system. (temporary)

[Additions]
  • [W]ait - Self explanatory and long overdue. 
  • [C]raft - New crafting system!  Uses tools, materials, and methods to create a new item.  Once item is crafted it will drop at the players/NPC's feet.
  • [I]nteract - Now used to scavenge the terrain for materials.  Press [I] twice to use, and select a terrain that isn't a period, the number four, or an apostrophe.  
  • Terrain - Now will become barren of resources after being scavenged too much.
  • [E]equipment - Used to display current inventory.  Will be used in next version to activate and equip items.
  • Recipes - Utilized by the crafting system to create objects.  Only two recipes available right now, but more will be added soon!  (hint - you spawn with the materials to craft both recipes)
  • Tools - Only one to pick from at the moment - "hands", but the craft system is going to allow for more tools to be added easily.

[Known Bugs]
  •  Event text bug that wraps text strangely and overlaps other text.
  • Items displaying weirdly when listed for pickup/view/equipment/crafting.
  • Scavenging supplies from terrain, will become barren even if no items are scavenged. 
  • Need GUI button after pressing [A]ttack or [I]nteract to show what to do next.
  • Game crashes when player is near edge of map due to NPC movement when one is in the vicinity.

[To-Do-List]
  • Shortcut to pick up stacks of items.
  • Display weight, potency, properties of items in the [E]quipment menu.
  • More recipes, tools, methods.
  • More items to scavenge from terrain.
  • Add a few craft recipes involving sex items. 
  • Enable item use for next version.


Wednesday, January 16, 2013

SQ - Ver_0.199 Deadline

A couple of big things have happened since the last update causing this next release to be delayed significantly that I just wanted to explain:

  • New part-time job
  • Programming projects for Christmas gifts
  • Christmas itself
  • New Years
  • Sick for a week and a half

Meh.  It has been a busy month for me, and let's just leave it at that.  

Now with all that stuff over the aim is to have the next version out on the 22nd, dubbed the "Official Deadline".  Ver 0.20 will have a new item system, as mentioned before in my last post.  Players will be able to craft different items, but first you will need to gather and scavenge raw material from the environment.  Depending on the location, the player will be provided with different options and resources available at his/her disposal.  Some of the more hard-to-get resources will provide much better properties when crafting items.     

There will be various crafting methods to choose from and the techniques will need to be applied with different tools to obtain a desired item.  When skills are added in a later version they will affect the chance of success when crafting.  Ideally this will apply to NPC's as well, but more information on that later.

Items will be given properties, and those properties will determine how they can be used.  For now now I'm focusing on getting the basic one's put in, eating, drinking, throwing, etc.  Additionally the framework of the code should allow some very interesting properties mixed together when I get around to adding more materials to choose from.  (ie. a material, "demon matter" from a demon realm that makes weapons an edible aphrodisiac, just one idea of how it could be applied)   

A description generator is being put into the code so that items will become different from one another based on the materials you try to add or the design you pick.  The more material/supplies/crafting put towards an item the better its properties will become and the richer detail the description of the item will be.  If it's a basic item, a stick for instance, the description won't be much different from another stick, but if it's say a ruby encrusted flail with studded bits of metal on the end and multiple were crafted the descriptions will be vastly different from one another. 

Another feature in the works is giving items durability and having that system setup, although this may not get finished in time for this next update.

After the 22nd I will be looking into getting some web-hosting for a new site and forum.  That might take a day or two to setup but that should result in a more professional appearance for SQ.  With all the above said, it's time for a few progress-so-far screenshots!





Tuesday, January 1, 2013

Upcoming stuff

Hope you all had a Good Christmas and a good New Year's!

In the latest news, still not quite finished with the next update.  I've been taking time to change how items are created, instead of the current ~ defeat NPC ~ pickup item system.  Aiming to be able for the player and NPC to gather resources from the world and then combine/craft the raw parts into items of use or whatever nefarious purpose you have in mind.

I've sketched out a blueprint of the framework and I've only got portions of it built so far.  Nothing worthy of screenshots yet, but soon!  Ideally you should be able to make things like, a dildo sword hilt crafted from wood...   Also the way items are used is going to change.  Using a potion of "x", will give you a list of options, "[S]mell, [D]rink, [E]xamine, [T]hrow", and this will work the same with other objects but different options depending on the item type.  (ie. food - [E]at, weapon - [S]harpen, armor - [R]epair, vibrator - [A]ttach to )

I'm actually totally geeked to get this finished.  I think once it's done, the SQ will have a lot more depth to it.  I should have some screenshots up in a few days, at the very least.    =)