Thursday, March 28, 2013

Almost there!

The Offbeatr campaign has been going smoothly.  Seduction Quest is very close to reaching the full amount of votes needed before the project becomes live.  I want to thank everyone for their support so far!  I've gotten a lot of feedback both on this blog and on the SQ Offbeatr page about what things people are interested to see in the game.  Needless to say, I will try my best to not disappoint.  :)

In other news, I finished my taxes about two weeks ago so I should be getting a return very soon.  (if I don't get audited... )  The money I get back will be used to buy an art commission for SQ that will be quite risque if it turns out how I envision it.  I won't spoil the theme here, but expect me to be sharing it once it is finished in a week or two.   

A couple of other miscellaneous things. 

Ver 0.21 is coming along smoothly.  I was hoping to have it finished before the project goes live, but given how fast votes are coming in, I don't think that will be possible.  ETA is 5-7 days.  Maybe sooner depending on my jobs in real life.  Wanted to share some progress so far,

Restraints In Action
   

Awww yea baby!  Oral sex!  ;P


Change of graphics - and player is now "@" symbol

A couple of comments on the above.  No, it's not just oral sex that's being added.  I'm organizing anatomy into methods of which [body part] can perform [action].  Body parts with "orifices" can be 'penetrated' with body parts that have "impale" enabled.  It's pretty basic right now, but I should have it fleshed out and ready to go soon. 

Other thing - graphics.  New icons to keep track of sun/moon cycles and the zodiac month symbols.  (and yes - This will be important to certain NPCs and events in game, ie. vampires, realms to other worlds opening only at certain times, etc.)  As you probably noticed in the last image, there is quite a few new tiles added... well sorta.  Quick explanation, I was adding all sprites/ascii into one .png file before and I was going to be running out of room soon so before it became a problem I cleaned it up, and broke down the graphics into multiple .pngs.  The end result is going to save me a lot of trouble referencing tiles in the code in the future, saving time and preventing frustration.  (and bugs!)

Reference of tiles/ASCII

All letters will be NPCs.
----Lowercase = Friendly/Neutral
----Uppercase = Hostile

All symbols on the keyboard will be items.  (Note - this list will likely change)
\  /                       - Weapons
<  >                   - Sex Items/Weapons
[   ]                      - Spell Books
(  )                       - Shield
{ }                      - Tools
%                        - Food
*                         - Material
&                        - Clothing/Armor
.  (period)           - Ring
,  (comma)         - Bracelet
" (quotes)           - Earrings
'  (apostrophe)    - Necklace     
~                         - Restraint
!                          - Potions
$                         - Gold

More stuff to be added later...

Misc ASCII symbols will be terrain, which I'm selecting from this list.


I did want to point out something interesting that happened in a discussion with someone on IRC a few days ago.  I was talking with someone about what would be a good way to pick items for symbols that are just rotated 180 degrees.  These symbols here ( )  [ ] { } \ / < >  One idea that was reached - make some of the items hand dependent.   (left-handed sword, right-handed dildo)  Which doesn't make ANY sense, but for strategy purposes may or may not be interesting.  Also accounted for ambidextrous by using the following -  \ | /   < ^ >   ( 0 )  {⌀} 

Another thought was to use it for BUC status.  (which isn't something I've completely decided I want in the game just  yet) 

Or just use it for extra item storage.  Here is an example there are 18 colors in SQ (excluding B&W), so say we are talking about weapons, you give a color to each weapon, dagger - blue, mace - red, pike - green, etc. etc.  Now because you have two symbols  - \  /  You can make that list to 36.  (18 colors for /   and 18 colors for \  )

Or maybe just avoid the extra character entirely... 

Going to bed now, just checked and there are 10 votes left until project becomes live.  Woot Woot!   Super excited!

Wednesday, March 6, 2013

[Done] Redesign Blog

Yesterday I was hacking away at html code in an attempt to salvage some stuff from the website for the blog layout.  For the next hour or so, you will notice quite a few changes to the blog and website as I attempt to synch the designs together.  Some of the links/urls may not work until this is complete. 

(edit - The news post I put in the site that I mentioned before, I moved to the previous blog-post instead.  I decided I'm not going to be using the sites announcement section for updates, the layout looked wacky, people couldn't post comments, and a bunch of other problems.  So this blog isn't going anywhere anytime soon.)

 

Sunday, March 3, 2013

New Site/Forum - Comments about v0.2 & Offbeatr Crowdfunding

Hey everyone!

Been setting this up and polishing it up the past few days.  I've gotten quite a few comments about how terrible the old blog looked, so this has been on my to-do list and I finally had some time to work on getting it accomplished.




Alright so some new things!  Ver 0.2 was released, and I didn't get a chance to type a lengthy post about it, in part because I was getting this new site setup.  Soooo - lemme give a quick rundown of some things worth mentioning.

Items - After tinkering with the crafting system the past couple of weeks, I've determined on these properties for items so far.  (not 100% complete)

  • Weapon
  • Armor
  • Food
  • Tool
  • Arousal
  • Potion
  • Magic
  • Rope/Restraint
What does this mean exactly?  Well, the way I want objects to be treated in the game is to be able to have an assortment of properties.  For instance, later on when you anoint weapons with potions they will carry over potion effects to their attacks.  Another example - a shield will be able to be used to attack and have the weapon property while still retaining it's armor property.  In the case of sex items, such as a whip - It will have the Weapon & Arousal properties enabled.  

Ultimately this boils down to a system where an object can be a number of things.  I do want to balance it out so that objects that try to have too many properties at once receive a penalty.

One idea that I had while I was coding the crafting system, was that depending on the race, there will be things in the anatomy that can be used as items with properties.

Tails  - Restraint, Weapon, Arousal
Tentacles - Food, Weapon, Potion, Restraint
Scales - Armor, Magic
etc. etc. And I made a list of possible items that can be scavenged from the terrain in it's current state...

    -- plants give:  fabric, string, wool, ingredients for potions, liquids, scents,
    -- trees give:  wood, splinters, fruit, sticks, branches, leaves, bark,
    -- mountains give:  ore, pebble, stone, flint, ice, snow,
    -- rock give:  pebble, stone, fossil, flint
    -- sand dunes give:  ???

I do plan to include out-of-this-world "fantasy" items, but I don't want to go overboard with it. 





Oh, and SQ now has a Offbeatr Crowdfunding page going!  It can be found here, 

Offbeatr Crowdfunding for Seduction Quest

It's basically a sex-only version of Kickstarter. (which doesn't allow adult content on it's site)  One of my earlier blog posts on SQ I mentioned I attempted to secure a loan, which was unsuccessful...  If the crowdfunding campaign is successful, I will be working on SQ full-time for a year if my basic goal is met. ($7,000) And if it's not, then I will keep working on SQ in my spare time and have it built in a few years. Regardless of what happens, the game is going to get made - it's just a matter of time. If the Offbeatr goal is met, it happens sooner than later. 

That's all the news for now.  Thanks for reading!