For three days and three nights
a year ago
Oooh, I am excited FOR you- I got a lot of good stuff lined up that I think will be popular. I mean; I never know till I post really, but I have a good feeling. I have a stand-alone image I actually finished a day ago but I am not posting yet because I don't want to pull attention away to what I already put up. Kick In The Dairy Air+ unfortunately went up a day before the site went kaboom for a day or two (I was gone for three days because I don't have Discord to get a confirmation the site was safe again). Well, I DO have Discord but I have no idea how to use it, and don't know my own login information so if it ever logged me out I wouldn't be able to get back in, rofl. I will wait till Give And Take hits 50 favorites and enters the elite collection to post more stuff. Both other entries in the magic toys series have 86 favorites so, it should be able to make elite fairly fast.
Anyway, the image coming up? Goat. Then I got a Wet Scenes scheduled that is a rapid-fire multi-tf, then a gay equine sort-of attribute theft style transformation story, and theeen a pony TF! No not like a real pony, like MLP style pony form. I also have a prehistoric TF comic planned but who knows when I will get around to THAT.
As for the CYOA? I am currently on day 3 of programming a single one of the 6 possible fights. At least after I do this once, I can copy and paste it for future fights and just swap the text out mostly, place the alt. skill checks in different positions. After dumming down the choices I planned already- with only 3 forking choices in the fight, it still requires 18 passages, minimum. Because each attack leads you to another passage- I set the transition to instant so it looks like its refreshing the same page but its a different page each time. One of the main reasons for doing this is because the page won't refresh after the fact; if you actually hit refresh on your browser it would reset the entire story. So if an enemy takes damage and you remain on the same page- their health won't actually change. Because the story loaded his health and the page at the same time, before you did damage, so it doesn't show the update till you go to another page. For a little visual flare, health is displayed like 'Your Health: //////////', you have 100 by default and so does every enemy. So if you had 40hp left it would look like 'Your Health: ////'. Each notch represents 10hp, simulating a health bar without actually having any graphics.
So, if you have a lvl1 Combat you are only going to deal 10hp per attack landed, which means it has to be 10 turns long, thus 10 different passages by default. Then 1 for victory and loss, then if there are 3 choices in the battle- a passage for each choice and an alternate outcome for the following page depending on what choice you made, so 6 more.
Fighting is controlled by the Combat/Medical skill, obviously, but regardless of your build you can still encounter the people you'd have to fight in a battle-only run, which means it still needs to be -possible- to beat them regardless of your skill. If you go in with lvl0 Combat you could theoretically win by rolling 1 on Luck every time... otherwise you're basically dead, you're going to take colossal damage every turn. With only lvl1 Combat however, there are other opportunities to do damage. Though not very numerous, there will be chances to deal extra damage if your OTHER skills are high enough. When it comes to fighting Terastios himself- the fight needs to be fully do-able regardless of spec, so the flow of battle will change completely automatically according to your build but will also not work like a normal battle does; its a bit more scripted.
Don't worry, battle in the story are not you clicking 'Attack' over and over again and watching little damage numbers appear. Actually since I used a pseudo health bar system- you won't see the actual numbers at all. Each attack is written out and unique per turn but also unique according to what your combat level is- lvl1-3 each have a different attack, and since luck can cause you to hit above or below your current skill level, this should make the battles pretty dynamic. Then you have one or two alternate attacks with other skill levels, and then items you can bring that affect battle- like the Mythril Dagger. The dagger is meant as a crutch so you can win fights even if you chose to max out a non-combat skill, but if you take the dagger AND max out combat? You can end a fight in 3 turns potentially, and take no damage at all.
So.... hard as hell for me to put together and frustrating watching my one brain cell start smoking whenever the code decides to shit the bed, but it should be fun when it is done, and I am excited for its potential!
Edit: I had a dream! I think! I just randomly had an idea as soon as I woke up today and no idea why, but... do you guys think it would be worth it to implement a casino game into the CYOA?It would be very complicated for me to do but, I think I would actually be able to implement a blackjack and roulette table. Poker I think would be too much because I don't know how I would program all the card combinations for victory conditions because it isn't simple math. But also if I DID implement the minigame- remember there are no graphics it would be all text, and also... because you are breaking in, there would only be some very specific and limited paths you could take to even get at them in the first place, because they'd be surrounded by guests.
Anyway, the image coming up? Goat. Then I got a Wet Scenes scheduled that is a rapid-fire multi-tf, then a gay equine sort-of attribute theft style transformation story, and theeen a pony TF! No not like a real pony, like MLP style pony form. I also have a prehistoric TF comic planned but who knows when I will get around to THAT.
As for the CYOA? I am currently on day 3 of programming a single one of the 6 possible fights. At least after I do this once, I can copy and paste it for future fights and just swap the text out mostly, place the alt. skill checks in different positions. After dumming down the choices I planned already- with only 3 forking choices in the fight, it still requires 18 passages, minimum. Because each attack leads you to another passage- I set the transition to instant so it looks like its refreshing the same page but its a different page each time. One of the main reasons for doing this is because the page won't refresh after the fact; if you actually hit refresh on your browser it would reset the entire story. So if an enemy takes damage and you remain on the same page- their health won't actually change. Because the story loaded his health and the page at the same time, before you did damage, so it doesn't show the update till you go to another page. For a little visual flare, health is displayed like 'Your Health: //////////', you have 100 by default and so does every enemy. So if you had 40hp left it would look like 'Your Health: ////'. Each notch represents 10hp, simulating a health bar without actually having any graphics.
So, if you have a lvl1 Combat you are only going to deal 10hp per attack landed, which means it has to be 10 turns long, thus 10 different passages by default. Then 1 for victory and loss, then if there are 3 choices in the battle- a passage for each choice and an alternate outcome for the following page depending on what choice you made, so 6 more.
Fighting is controlled by the Combat/Medical skill, obviously, but regardless of your build you can still encounter the people you'd have to fight in a battle-only run, which means it still needs to be -possible- to beat them regardless of your skill. If you go in with lvl0 Combat you could theoretically win by rolling 1 on Luck every time... otherwise you're basically dead, you're going to take colossal damage every turn. With only lvl1 Combat however, there are other opportunities to do damage. Though not very numerous, there will be chances to deal extra damage if your OTHER skills are high enough. When it comes to fighting Terastios himself- the fight needs to be fully do-able regardless of spec, so the flow of battle will change completely automatically according to your build but will also not work like a normal battle does; its a bit more scripted.
Don't worry, battle in the story are not you clicking 'Attack' over and over again and watching little damage numbers appear. Actually since I used a pseudo health bar system- you won't see the actual numbers at all. Each attack is written out and unique per turn but also unique according to what your combat level is- lvl1-3 each have a different attack, and since luck can cause you to hit above or below your current skill level, this should make the battles pretty dynamic. Then you have one or two alternate attacks with other skill levels, and then items you can bring that affect battle- like the Mythril Dagger. The dagger is meant as a crutch so you can win fights even if you chose to max out a non-combat skill, but if you take the dagger AND max out combat? You can end a fight in 3 turns potentially, and take no damage at all.
So.... hard as hell for me to put together and frustrating watching my one brain cell start smoking whenever the code decides to shit the bed, but it should be fun when it is done, and I am excited for its potential!
Edit: I had a dream! I think! I just randomly had an idea as soon as I woke up today and no idea why, but... do you guys think it would be worth it to implement a casino game into the CYOA?It would be very complicated for me to do but, I think I would actually be able to implement a blackjack and roulette table. Poker I think would be too much because I don't know how I would program all the card combinations for victory conditions because it isn't simple math. But also if I DID implement the minigame- remember there are no graphics it would be all text, and also... because you are breaking in, there would only be some very specific and limited paths you could take to even get at them in the first place, because they'd be surrounded by guests.
FA+

Lookin forward to the new stories (especially the pony one but I may be bias xD)