Teraurge 2.0 release
Posted 7 years agoTeraurge 1.0 release
Posted 8 years agoThe long wait (Another Teraurge blog post)
Posted 8 years agoThe game project is still going. I really needed to put out new blog post so the fragile flame of hope would not be completely snuffed out for those waiting for it.
http://teraurge.blogspot.fi/2017/09.....long-wait.html
I would rather post something with concrete content in it but I settled for just providing some statistics about the content in the demo release (very mild spoilers).
It's coming along. Sorry again for bogus release dates I've provided in the past.
http://teraurge.blogspot.fi/2017/09.....long-wait.html
I would rather post something with concrete content in it but I settled for just providing some statistics about the content in the demo release (very mild spoilers).
It's coming along. Sorry again for bogus release dates I've provided in the past.
Video preview of Teraurge.
Posted 8 years agoBeen very busy lately, sorry about that. So here's this.
Video preview of Teraurge:
http://teraurge.blogspot.fi/2017/06.....c0b8ef8b6a75ff
Video preview of Teraurge:
http://teraurge.blogspot.fi/2017/06.....c0b8ef8b6a75ff
Butterfingers! (276 Teraurge sketches)
Posted 8 years agoHelp! I managed to drop a zip containing 276 Teraurge sketches!
http://teraurge.blogspot.fi/2017/04.....-sketches.html
Teraurge (The xenophilia game) writer docs WIP
Posted 8 years agoHey!
If you have any interested contributing stuff to Teraurge, check out the WIP writer docs: http://teraurge.blogspot.fi/
Give me some feedback on them too : D
If you have any interested contributing stuff to Teraurge, check out the WIP writer docs: http://teraurge.blogspot.fi/
Give me some feedback on them too : D
General announcements #1
Posted 9 years agoI commissioned two short stories on recent pictures. I imagine some people would like know those exist, so here.
I've added the links to the stories in their descriptions.
Soapy one: http://www.furaffinity.net/view/21882456/
Nocturnal: http://www.furaffinity.net/view/21938026/
I've also posted a new blog post about Teraurge too:
http://teraurge.blogspot.fi/2017/01.....ease-date.html
I've added the links to the stories in their descriptions.
Soapy one: http://www.furaffinity.net/view/21882456/
Nocturnal: http://www.furaffinity.net/view/21938026/
I've also posted a new blog post about Teraurge too:
http://teraurge.blogspot.fi/2017/01.....ease-date.html
Teraurge Blog
Posted 9 years agoIt's been a few months...
Things been happening and stuff. Trying to straighten stuff out dev wise and made a blog for Teraurge: http://teraurge.blogspot.fi/
The Journal was a bit limiting for blogging about the game so there.
Working on few pieces for FA gallery as well. Hopefully I can be more active in the future.
Cheers!
Things been happening and stuff. Trying to straighten stuff out dev wise and made a blog for Teraurge: http://teraurge.blogspot.fi/
The Journal was a bit limiting for blogging about the game so there.
Working on few pieces for FA gallery as well. Hopefully I can be more active in the future.
Cheers!
Update on the game #8
Posted 10 years agoAnother tiny update for the restless.
Only stuff left to do:
-Debug UI
-Combat mechanics tidy up
-Expanded combat UI indicators
So what happens when these things are coded in?
The game moves into alpha! ("key gameplay functionality is implemented, and assets are partially finished").
Basically I'm going to finish the writer documentation and start churning out art stuff for the demo.
After I get the writer documentation finished I will send notes to writers that I have expressed interest in writing for the game. This is mostly to let the writers try out the game mechanics and scripting before the demo completes and the development opens up.
At the moment it looks like I'm finishing the writer's version during the next week.
TLDR: You don't get to play the game yet.
Only stuff left to do:
-Debug UI
-Combat mechanics tidy up
-Expanded combat UI indicators
So what happens when these things are coded in?
The game moves into alpha! ("key gameplay functionality is implemented, and assets are partially finished").
Basically I'm going to finish the writer documentation and start churning out art stuff for the demo.
After I get the writer documentation finished I will send notes to writers that I have expressed interest in writing for the game. This is mostly to let the writers try out the game mechanics and scripting before the demo completes and the development opens up.
At the moment it looks like I'm finishing the writer's version during the next week.
TLDR: You don't get to play the game yet.
Update on the game #7
Posted 10 years agoDoing really good progress on the code side.
Unfinished:
Debug UI: 85%
Combat mechanics tidy up: 30%
Combat UI indicators: 30%
Load game screen: 0%
Inventory screen: 90%
Deck screen: 90%
Completed:
Character screen: 100%
Time & day indicator: 100%
Overmap UI: 100%
I've also added useless polish and flashiness to the existing UI stuff.
On the side I've started writing the design guidelines and other documentation for the contributors.
Oddly I'm feeling more anxious the closer I get to the finished game. It's been an ongoing project for a two years now. I probably need to do a "defusing" journal so you know what to expect from the writer version/demo.
Cheers
Unfinished:
Debug UI: 85%
Combat mechanics tidy up: 30%
Combat UI indicators: 30%
Load game screen: 0%
Inventory screen: 90%
Deck screen: 90%
Completed:
Character screen: 100%
Time & day indicator: 100%
Overmap UI: 100%
I've also added useless polish and flashiness to the existing UI stuff.
On the side I've started writing the design guidelines and other documentation for the contributors.
Oddly I'm feeling more anxious the closer I get to the finished game. It's been an ongoing project for a two years now. I probably need to do a "defusing" journal so you know what to expect from the writer version/demo.
Cheers
Update on the game #6
Posted 10 years agoPfff! Had to move to a new apartment + everything else I had to do. Progress has been slow. My gf set me an unofficial deadline to get the writer version done by 01.08 or 08.01 for American heretics. Not sure if I manage to get the documentation done by then.
God I hate UI stuff .___.
I will try post some pics and explain combat/inventory/other stuff from the game. If you ever feel like the project is dead or something just send me a note and I'll tell you what I'm doing.
Here's the bs percentages again:
Debug UI: 80%
Combat mechanics tidy up: 30%
Combat UI indicators: 20%
Load game screen: 0%
Inventory screen: 70%
Character screen: 10%
Deck screen: 0%
Time & day indicator: 99%
Overmap UI: 100%
Cheers
Update on the game #5
Posted 10 years agoSo I realized I code pretty non-linearly so I've gotten stuff done non-linearly. Here's bs percentage approximations.
Debug UI: 80%
Combat mechanics tidy up: 20%
Combat UI indicators: 10%
Load game screen: 0%
Inventory screen: 20%
Character screen: 10%
Deck screen: 0%
Time & day indicator: 80%
Overmap UI: 90%
(this wasn't on the original list)
See you again in a few weeks .___.
Cheers
Update on the game #4
Posted 10 years agoSTILL WORKING ON THAT GAME.
I was going to do more frequent updates on the state of the game, but you know, stuff and distracted.
I made a list of stuff I need to finish before I pull the game's skirt any higher.
Debug UI
This exists partially and needs to be consolidated into a single window the writers can use to control everything to test stuff.
Combat mechanics tidy up
This is pretty fast boring one but someone's gotta do it. It's just unwrangling the combat cards interactions so there won't be any crazy shit happening while fighting.
Combat UI indicators
I've implemented the final(ish?) version of the combat interface but it needs triggers and effects to show stuff that happens during the combat. Stuff like what king of damage you take from attacks. The combat works but it's not as transparent as I'd like atm.
Load game screen
This is just a simple menu screen for loading saved games. Needs graphics and buttons to click.
Inventory screen
Needs graphics and controls.
Character screen
Shows stuff about your character. Graphics and buttons.
Deck screen
This is code wise done but needs graphics. Basically for managing your cards.
Time & day indicator
A little gizmo to show passage of time on the map.
After I get these done I will consider V10 done and see that people get their hands on it. I made this update is to pressure myself to work more consistently on the game.
I will post small updates every time I get one of these goals done.
Cheers!
I was going to do more frequent updates on the state of the game, but you know, stuff and distracted.
I made a list of stuff I need to finish before I pull the game's skirt any higher.
Debug UI
This exists partially and needs to be consolidated into a single window the writers can use to control everything to test stuff.
Combat mechanics tidy up
This is pretty fast boring one but someone's gotta do it. It's just unwrangling the combat cards interactions so there won't be any crazy shit happening while fighting.
Combat UI indicators
I've implemented the final(ish?) version of the combat interface but it needs triggers and effects to show stuff that happens during the combat. Stuff like what king of damage you take from attacks. The combat works but it's not as transparent as I'd like atm.
Load game screen
This is just a simple menu screen for loading saved games. Needs graphics and buttons to click.
Inventory screen
Needs graphics and controls.
Character screen
Shows stuff about your character. Graphics and buttons.
Deck screen
This is code wise done but needs graphics. Basically for managing your cards.
Time & day indicator
A little gizmo to show passage of time on the map.
After I get these done I will consider V10 done and see that people get their hands on it. I made this update is to pressure myself to work more consistently on the game.
I will post small updates every time I get one of these goals done.
Cheers!
Update on the game #3
Posted 11 years agoHello
Still working on that game.
Yesterday the internal version of the game hit V9. The next revision, V10 is supposed to be the "finished" writer's version. Which means pretty much all the mechanics inside the game work and after that it's about squashing bugs, producing content and coding extra features.
Biggest thing left to do for V10 is missing UI elements and finishing combat code.
The game has a name! It's "Teraurge". I've also procured a website for it, guess what it's address is?
I am working together with Alordab to produce a demo that's limited to a small area of the game world. The area contains a small village with several characters and few quests. The area is basically the starting area of the full game. The demo will have all the functionality of the full game too, so combat is in too.
If you have more questions, Alordab promised to help answer them. He's been trying to make sense of what I've been coding for almost a year now.
No idea for the demo release date, sorry!
I will now post few screenshots from the game. They will be posted in scraps.
Cheers!
Still working on that game.
Yesterday the internal version of the game hit V9. The next revision, V10 is supposed to be the "finished" writer's version. Which means pretty much all the mechanics inside the game work and after that it's about squashing bugs, producing content and coding extra features.
Biggest thing left to do for V10 is missing UI elements and finishing combat code.
The game has a name! It's "Teraurge". I've also procured a website for it, guess what it's address is?
I am working together with Alordab to produce a demo that's limited to a small area of the game world. The area contains a small village with several characters and few quests. The area is basically the starting area of the full game. The demo will have all the functionality of the full game too, so combat is in too.
If you have more questions, Alordab promised to help answer them. He's been trying to make sense of what I've been coding for almost a year now.
No idea for the demo release date, sorry!
I will now post few screenshots from the game. They will be posted in scraps.
Cheers!
Update on the game #2
Posted 11 years agoHello
I might have had a bit unrealist expectations for the development time in the last journal :D
Still working on the writer's version, I've written lots of new functionality and code improvements. I am hoping to get the writer's version to a state that writers can create characters and dialogue as independently as possible. I got some testing done and found out the dialogue scripting needed a lot more features than what I had during the last journal. It's not missing much but it still needs some testing features.
The visual novel part works. The combat is still wip but it's progressing well. I might do a tiny demo of the visual novel part.
Its coming guys, seriously. Thought I'm going to keep my mouth shut about release dates.
Cheers!
I might have had a bit unrealist expectations for the development time in the last journal :D
Still working on the writer's version, I've written lots of new functionality and code improvements. I am hoping to get the writer's version to a state that writers can create characters and dialogue as independently as possible. I got some testing done and found out the dialogue scripting needed a lot more features than what I had during the last journal. It's not missing much but it still needs some testing features.
The visual novel part works. The combat is still wip but it's progressing well. I might do a tiny demo of the visual novel part.
Its coming guys, seriously. Thought I'm going to keep my mouth shut about release dates.
Cheers!
Update on the game
Posted 11 years agoHi
Decided to do a small update on the state of the game.
I've been creating documentation/tutorials for the writers with AralElkins and it's mostly finished (I think). The documentation is shared in google drive so writers might need a gmail account to access them (not sure). The writers test version of the game is mostly finished and works out of the box atm. I will probably start giving out the test version to the writers soon(ish? maybe this month?).
The core functions of the dialogue system are working so I'm shifting my attention to the battle system. After the battle system is done and working the game should be feature complete and then the only thing left is content production.
Game lacks card mechanics/battles at the moment so it's practically a visual novel with map exploration. The battle/card system is probably last thing to be finished in the game as it's pretty detached from the dialogue system.
List of the current collaborators (writers):
Alordab
Cxulubcah
Kaelisira
Observer_Lev
Legion_beast
BurningRemnant
LoneWofl431
onlinewanabe
msmiltonic
Bluevirage
Message me if you want on or off the list.
Decided to do a small update on the state of the game.
I've been creating documentation/tutorials for the writers with AralElkins and it's mostly finished (I think). The documentation is shared in google drive so writers might need a gmail account to access them (not sure). The writers test version of the game is mostly finished and works out of the box atm. I will probably start giving out the test version to the writers soon(ish? maybe this month?).
The core functions of the dialogue system are working so I'm shifting my attention to the battle system. After the battle system is done and working the game should be feature complete and then the only thing left is content production.
Game lacks card mechanics/battles at the moment so it's practically a visual novel with map exploration. The battle/card system is probably last thing to be finished in the game as it's pretty detached from the dialogue system.
List of the current collaborators (writers):
Alordab
Cxulubcah
Kaelisira
Observer_Lev
Legion_beast
BurningRemnant
LoneWofl431
onlinewanabe
msmiltonic
Bluevirage
Message me if you want on or off the list.
Game design: collaborative development
Posted 11 years agoHi
I've been asking around for possible writers for the game and I've found few.
I am now working on the infrastructure and documentation for collaborative development.
This includes things like:
-An editor (I think I got one already)
-Separate build for the writers to test their dialogue
-Guidelines documentation for lore/consistency
-Tutorial for dialogue writing for the game
-A world map
-Character sketches for the writers
Idea for the collaborative system:
-Writers reserve a character sketch from a list (I'll do custom sketch for writers if they have an idea for a specific character).
-Write dialogue and interactions for that character and send to the editor.
-Editor edits and sends edited version to me.
-I implement and test the edited dialogue and add the necessary graphics.
The process isn't of course as mechanical and segmented as the list makes it seem. Writers can/should communicate with the editor and me during the process.
The character sketch list is now 91 characters tall. I trawled through my sketchbooks for old character sketches and scanned some of them. A lot of the sketches are pretty unfinished so I need to do some tidying up. These sketches are 99% unseen ones. The number exludes the already planned characters that are half finished or the ones with finished graphics.
The world map and lore guidelines are 60% finished. I'm not detailing the lore much at all and will leave a lot of room for writers to write.
Writers can write:
-Places (the map doesn't have any place names or cities yet)
-Characters
-cards (magic, weapons, item, moves, etc)
-dialogue
-customs, lore, races, governments, kings, etc
-Sex scenes (m/m, f/f, f/m, etc)
But because I have to implement all those I pray for moderation and reuse xD
People that have expressed interest so far:
AralElkins (editor)
Alordab (writer)
Cxulubcah (writer)
Kaelisira (writer)
Observer_Lev (writer)
Legion_beast (writer)
NEW (updated 29.3.2014)
BurningRemnant (writer)
LoneWofl431 (writer)
onlinewanabe (writer)
msmiltonic (writer)
Bluevirage (writer)
If I've missed someone, let me know and I'll add you to the list. The writers will get an early build for dialogue testing purposes, writers also get access to the sketch list and the guidelines documentation. If someone wants off the list let me know and I wont bother you.
I will send notes to the writers when I have the documentation, sketch list, map and the dialogue test build ready.
I've been asking around for possible writers for the game and I've found few.
I am now working on the infrastructure and documentation for collaborative development.
This includes things like:
-An editor (I think I got one already)
-Separate build for the writers to test their dialogue
-Guidelines documentation for lore/consistency
-Tutorial for dialogue writing for the game
-A world map
-Character sketches for the writers
Idea for the collaborative system:
-Writers reserve a character sketch from a list (I'll do custom sketch for writers if they have an idea for a specific character).
-Write dialogue and interactions for that character and send to the editor.
-Editor edits and sends edited version to me.
-I implement and test the edited dialogue and add the necessary graphics.
The process isn't of course as mechanical and segmented as the list makes it seem. Writers can/should communicate with the editor and me during the process.
The character sketch list is now 91 characters tall. I trawled through my sketchbooks for old character sketches and scanned some of them. A lot of the sketches are pretty unfinished so I need to do some tidying up. These sketches are 99% unseen ones. The number exludes the already planned characters that are half finished or the ones with finished graphics.
The world map and lore guidelines are 60% finished. I'm not detailing the lore much at all and will leave a lot of room for writers to write.
Writers can write:
-Places (the map doesn't have any place names or cities yet)
-Characters
-cards (magic, weapons, item, moves, etc)
-dialogue
-customs, lore, races, governments, kings, etc
-Sex scenes (m/m, f/f, f/m, etc)
But because I have to implement all those I pray for moderation and reuse xD
People that have expressed interest so far:
AralElkins (editor)
Alordab (writer)
Cxulubcah (writer)
Kaelisira (writer)
Observer_Lev (writer)
Legion_beast (writer)
NEW (updated 29.3.2014)
BurningRemnant (writer)
LoneWofl431 (writer)
onlinewanabe (writer)
msmiltonic (writer)
Bluevirage (writer)
If I've missed someone, let me know and I'll add you to the list. The writers will get an early build for dialogue testing purposes, writers also get access to the sketch list and the guidelines documentation. If someone wants off the list let me know and I wont bother you.
I will send notes to the writers when I have the documentation, sketch list, map and the dialogue test build ready.
Game design: Suggest content
Posted 11 years agoI've gotten the coding side of the game mostly done and I've started creating content.
Content includes:
-cards
-characters
-enviroments
-dialogue
-story
Because this game leans so heavily on it's porny aspects I'm taking suggestions for the first release, you can suggest characters from my gallery or more abstract suggestions like "more bug girls". I won't implement anything from other artists without permission and only if it fits the game. You can also suggest on "activities" and other stuff. I'd also like to know what kind of demographics I'm looking here: gender, sexual orientation, mage/warrior/something. Keep in mind that these character are all npcs and the player character is always a generic human male/female.
I'm trying to style the game less "furry" and more "gigery/alieny/monstrous", So busty fox girls with neon green hair are not really what I'm looking for.
List of already implemented characters from my gallery:
-"shelter from the sun" girl
-"night terrors" girl
-"unexpected night visit" girl
Content includes:
-cards
-characters
-enviroments
-dialogue
-story
Because this game leans so heavily on it's porny aspects I'm taking suggestions for the first release, you can suggest characters from my gallery or more abstract suggestions like "more bug girls". I won't implement anything from other artists without permission and only if it fits the game. You can also suggest on "activities" and other stuff. I'd also like to know what kind of demographics I'm looking here: gender, sexual orientation, mage/warrior/something. Keep in mind that these character are all npcs and the player character is always a generic human male/female.
I'm trying to style the game less "furry" and more "gigery/alieny/monstrous", So busty fox girls with neon green hair are not really what I'm looking for.
List of already implemented characters from my gallery:
-"shelter from the sun" girl
-"night terrors" girl
-"unexpected night visit" girl
Game design: Combat system
Posted 12 years agoI think I've got pretty nifty combat system.
Basically a card game where cards are actions like: "Mighty smash. DMG:4. COST:4S". Stats are your "use points" for the cards (mighty smash costs 4 strength), so if you have 8 strength you can use two "Mighty smash" cards per turn (provided you have the cards in your hand). Players gets new cards during the game and can customize their deck :D
Stats also determine what kinds of odds you have for drawing cards. High intelligence characters draw more intelligence cards and high strength characters draw more strength cards.
All stats have cards!
Stats:
Intelligence:
Magic spells, magic damage, etc
Knowledge:
starting cards, Card draw, Utility, etc
Willpower:
Magic defense, Mind control, etc
Strength:
Physical attacks, heavy attacks, etc
Agility:
Avoidance/deflection, recovery, Utility, quick attacks etc
Endurance:
Starting cards, Defensive actions, Healing, hitpoints, etc
Items have their own cards as well, for example:"The Steel Eater: Destroy all enemy armor DMG:2 COST:4S-2A". All item cards are in the starting hand.
Armor/shields can also give cards but will mostly give armor stat that acts as a buffer for hitpoints.
This thingie is half implemented atm.
Basically a card game where cards are actions like: "Mighty smash. DMG:4. COST:4S". Stats are your "use points" for the cards (mighty smash costs 4 strength), so if you have 8 strength you can use two "Mighty smash" cards per turn (provided you have the cards in your hand). Players gets new cards during the game and can customize their deck :D
Stats also determine what kinds of odds you have for drawing cards. High intelligence characters draw more intelligence cards and high strength characters draw more strength cards.
All stats have cards!
Stats:
Intelligence:
Magic spells, magic damage, etc
Knowledge:
starting cards, Card draw, Utility, etc
Willpower:
Magic defense, Mind control, etc
Strength:
Physical attacks, heavy attacks, etc
Agility:
Avoidance/deflection, recovery, Utility, quick attacks etc
Endurance:
Starting cards, Defensive actions, Healing, hitpoints, etc
Items have their own cards as well, for example:"The Steel Eater: Destroy all enemy armor DMG:2 COST:4S-2A". All item cards are in the starting hand.
Armor/shields can also give cards but will mostly give armor stat that acts as a buffer for hitpoints.
This thingie is half implemented atm.
Game design: Getting stuff done and combat
Posted 12 years agoHeyaa
So I did few all nighters and somehow managed to bang together a working game client. Well mostly working, It's still missing the fighting part (most of the content is still missing too). Map, encounters, dialog, storythingies, image loading, most things work now.
This game client is pretty lightweight on it's own and only contains the code and the UI elements, practically everything else (stats, enviroments, characters, dialogue) is hosted on a server where they can be updated without touching the actual client. Client should load up pretty quick too. There's some downsides to this as you probably need a decent internet connection to play this game without massive frustration and if the server is down, so is the game :\
I've tried several different appproaches to the fighting system but I'd like to have some pointers and suggestions for a turn based fighting system. It's most likely going to be one on one fighting (but might implement larger fights).
-Things you don't like.
-Things you like.
-Fighting systems you find interesting.
The fighting is probably depicted pokemon style with silly particle effects and sliding images :D
Also taking suggestions if you guys want to see some girl from my gallery in the first release.
So I did few all nighters and somehow managed to bang together a working game client. Well mostly working, It's still missing the fighting part (most of the content is still missing too). Map, encounters, dialog, storythingies, image loading, most things work now.
This game client is pretty lightweight on it's own and only contains the code and the UI elements, practically everything else (stats, enviroments, characters, dialogue) is hosted on a server where they can be updated without touching the actual client. Client should load up pretty quick too. There's some downsides to this as you probably need a decent internet connection to play this game without massive frustration and if the server is down, so is the game :\
I've tried several different appproaches to the fighting system but I'd like to have some pointers and suggestions for a turn based fighting system. It's most likely going to be one on one fighting (but might implement larger fights).
-Things you don't like.
-Things you like.
-Fighting systems you find interesting.
The fighting is probably depicted pokemon style with silly particle effects and sliding images :D
Also taking suggestions if you guys want to see some girl from my gallery in the first release.
Game design: Year's end
Posted 12 years agoHey!
I really tried guys, I really tried.
I couldn't get the game in to a showable prealpha state before the year ended.
Good stuff:
-You can move around on a blank map (no map graphics aside from movement spots*) and encounter enemies depending on the type of spot you are on.
-You can attack, leave or talk in the encounters.
-Enemies have working dialogue tree system. Dialogue can give items, change flags, iniate storytelling scenes** and lots of other stuff included in the dialogue system described in the last journal.
-I have lots of graphics related content for the game already.
-Enemy characters have dynamically sized speechbubbles, yay.
Spots* instead of a grid, the game uses freely placeable spots that represent locations on the map. Player can only move to adjacent spots.
Storytelling scenes** this is dressed up version of the dialogue system where the presentation turns into more "bookish" with pictures. This is used represent more complex interaction (porn, actionscenes, happenings) player still has options to choose from (if given).
Bad stuff:
-Image loading system crapped itself after I went in and started doing more work on it.
-The game lacks implemented content. Game only has one character(graphics) and her dialogue.
-Fighting system not decided on and is in constant flux. I've gone through several versions already.
-Dialogue/writing/story, my first language isn't English so I might need help on this one.
-I am going to need a server to suck images in as they are needed. Visual stuff piles on pretty quick.
I might have a picture of the current dialogue UI for scraps soon. I'll just have to pretty it up a bit and get image loading to work half decently.
I might secrectly be making a Xenophilia picture book. I am not sure how to price it though. I was thinking 10-20 high resolution pictures of completely new art and small story snippets.
PS: I should update my gallery.
I really tried guys, I really tried.
I couldn't get the game in to a showable prealpha state before the year ended.
Good stuff:
-You can move around on a blank map (no map graphics aside from movement spots*) and encounter enemies depending on the type of spot you are on.
-You can attack, leave or talk in the encounters.
-Enemies have working dialogue tree system. Dialogue can give items, change flags, iniate storytelling scenes** and lots of other stuff included in the dialogue system described in the last journal.
-I have lots of graphics related content for the game already.
-Enemy characters have dynamically sized speechbubbles, yay.
Spots* instead of a grid, the game uses freely placeable spots that represent locations on the map. Player can only move to adjacent spots.
Storytelling scenes** this is dressed up version of the dialogue system where the presentation turns into more "bookish" with pictures. This is used represent more complex interaction (porn, actionscenes, happenings) player still has options to choose from (if given).
Bad stuff:
-Image loading system crapped itself after I went in and started doing more work on it.
-The game lacks implemented content. Game only has one character(graphics) and her dialogue.
-Fighting system not decided on and is in constant flux. I've gone through several versions already.
-Dialogue/writing/story, my first language isn't English so I might need help on this one.
-I am going to need a server to suck images in as they are needed. Visual stuff piles on pretty quick.
I might have a picture of the current dialogue UI for scraps soon. I'll just have to pretty it up a bit and get image loading to work half decently.
I might secrectly be making a Xenophilia picture book. I am not sure how to price it though. I was thinking 10-20 high resolution pictures of completely new art and small story snippets.
PS: I should update my gallery.
Game design: Dialogue system
Posted 12 years agoI am a bit of slowpoke with my programming so I decided I'd start doing (daily?)/frequent updates what I've been working on. These might be really boring for most of you but these are mostly for myself so I can concentrate better on the game.
Today I've been revamping the dialogue system after I found it lacking in some key areas, monstly on the scalability of the system. Earlier thingie only supported three options for the player to pick and had rigid UI elements the one I've been hammering today has infinite (well until the bits run out) scalability because I replaced the three player dialogue options with a scrollable list and added support for unlimited number of player dialogue choices to the dialogue object parser (a thingie that creates an object that has all the npc dialog in it, along with the player choices). Other thing that makes the dialogue content easier to create is my revamped syntax for the dialogue.txts.
It used to look like this:
0/Hey stranger, do you want to arm wrestle?/
No thanks./8/
Why do you want arm wrestle?/3/
Lets arm wrestle (strength check)/player_strength.>=.enemy_strength.2.1/
|/
1/Ha ha, you lost!/
Darn, why did you want to do that anyway?/3/
Damn you are strong./4/
Eh, I let you win./7/
|/
2/Hey you won!/
Ha ha, you lost!/7/
What's my prize gorgeous?/9/
You almost had me there./4/
|/
It now looks like this:
{0} Hey stranger, do you want to arm wrestle?
[8] No thanks.
[3] Why do you want arm wrestle?
[player_strength.>=.enemy_strength.2.1] Lets arm wrestle (strength check)
|
{1} Ha ha, you lost!
[3] Darn, why did you want to do that anyway?
[4] Damn you are strong.
[7] Eh, I let you win.
|
{2} Hey you won!!
[7] Ha ha, you lost!
[9] What's my prize gorgeous?
[4] You almost had me there.
The dialogue data needs to pretty readable and easy to see if there's syntax problems. I feel the new one works a lot better.
The dialogue index pointers (things with the "[]") can include simple logic scripts that can change the variable states that determine the next dialogue index (strength check in the example). Dialogue syntax is also used to show images and notice boxes. The new indexes don't have to be numbers, I can use words and text aswell. Dialogue indexes are also used to save players progress with a character. Every character has a "saved index" that is loaded and used when talking to that character, it's basically a checkpoint in a conversation. If the player hasn't met the character "saved index" is 0.
Also I've settled on 1280x720 resolution for the game.
Today I've been revamping the dialogue system after I found it lacking in some key areas, monstly on the scalability of the system. Earlier thingie only supported three options for the player to pick and had rigid UI elements the one I've been hammering today has infinite (well until the bits run out) scalability because I replaced the three player dialogue options with a scrollable list and added support for unlimited number of player dialogue choices to the dialogue object parser (a thingie that creates an object that has all the npc dialog in it, along with the player choices). Other thing that makes the dialogue content easier to create is my revamped syntax for the dialogue.txts.
It used to look like this:
0/Hey stranger, do you want to arm wrestle?/
No thanks./8/
Why do you want arm wrestle?/3/
Lets arm wrestle (strength check)/player_strength.>=.enemy_strength.2.1/
|/
1/Ha ha, you lost!/
Darn, why did you want to do that anyway?/3/
Damn you are strong./4/
Eh, I let you win./7/
|/
2/Hey you won!/
Ha ha, you lost!/7/
What's my prize gorgeous?/9/
You almost had me there./4/
|/
It now looks like this:
{0} Hey stranger, do you want to arm wrestle?
[8] No thanks.
[3] Why do you want arm wrestle?
[player_strength.>=.enemy_strength.2.1] Lets arm wrestle (strength check)
|
{1} Ha ha, you lost!
[3] Darn, why did you want to do that anyway?
[4] Damn you are strong.
[7] Eh, I let you win.
|
{2} Hey you won!!
[7] Ha ha, you lost!
[9] What's my prize gorgeous?
[4] You almost had me there.
The dialogue data needs to pretty readable and easy to see if there's syntax problems. I feel the new one works a lot better.
The dialogue index pointers (things with the "[]") can include simple logic scripts that can change the variable states that determine the next dialogue index (strength check in the example). Dialogue syntax is also used to show images and notice boxes. The new indexes don't have to be numbers, I can use words and text aswell. Dialogue indexes are also used to save players progress with a character. Every character has a "saved index" that is loaded and used when talking to that character, it's basically a checkpoint in a conversation. If the player hasn't met the character "saved index" is 0.
Also I've settled on 1280x720 resolution for the game.
Game design: (need input/ideas)
Posted 12 years agoI have continued my work on the game thingie I started with the "Testing, testing" silliness
(http://www.furaffinity.net/view/10354408/)
Short synopsis:
You get transported to the dreamrealm of (name pending)™ which is locked in a permanent purple dusk. The inhabitants are mostly nightmarish/dreamy monsters with varying agendas. Enviroment has towering urban elements (think something like coolworld :D) and reality defying wilderness, jungles, mountains and other stuff. You get to sex, fight and loot your way out of the place, back to comfy reality.
Features:
-Interactive dialogue
-A map (traveling)
-Inventory
-Unique enviroments! (frigging backgrounds)
-Fighting
-Sexing
-Encounters!
-Magic (I think)
-2D graphics
-Story FOR THE SSTORY THRONE!!1
Also I'd like some thoughts on some design things I don't know what to do with.
R-RRRAPE:
You are going to battle gals and guys through the game, but should there be an option for rape? I am awfully ambivalent on this subject because the whole thing is so disconnected from RL, but I'd like your opinions on this as well.
STATS:
Battlesystem (turnbased) needs stats! I have no idea what kind of a system I want to implement but I'd like it to be simple but if you guys have references or ideas for it please share :D atm I've got silly little S.A.M system (strength, agility, mental).
I am also planning to have a really easy way to implement new enemies or characters, so it would be possible to add anyones character into the game, hopefully growing the enemy library to a fun size :D
I might post some mockup screens sometime.
ALso have a fun summer! Cheers!
(http://www.furaffinity.net/view/10354408/)
Short synopsis:
You get transported to the dreamrealm of (name pending)™ which is locked in a permanent purple dusk. The inhabitants are mostly nightmarish/dreamy monsters with varying agendas. Enviroment has towering urban elements (think something like coolworld :D) and reality defying wilderness, jungles, mountains and other stuff. You get to sex, fight and loot your way out of the place, back to comfy reality.
Features:
-Interactive dialogue
-A map (traveling)
-Inventory
-Unique enviroments! (frigging backgrounds)
-Fighting
-Sexing
-Encounters!
-Magic (I think)
-2D graphics
-Story FOR THE SSTORY THRONE!!1
Also I'd like some thoughts on some design things I don't know what to do with.
R-RRRAPE:
You are going to battle gals and guys through the game, but should there be an option for rape? I am awfully ambivalent on this subject because the whole thing is so disconnected from RL, but I'd like your opinions on this as well.
STATS:
Battlesystem (turnbased) needs stats! I have no idea what kind of a system I want to implement but I'd like it to be simple but if you guys have references or ideas for it please share :D atm I've got silly little S.A.M system (strength, agility, mental).
I am also planning to have a really easy way to implement new enemies or characters, so it would be possible to add anyones character into the game, hopefully growing the enemy library to a fun size :D
I might post some mockup screens sometime.
ALso have a fun summer! Cheers!
High resolution added!
Posted 12 years agoMy newest pics all the way to the "bath tub fun" now have links to high resolution images. Remember to right click to "dowload original" otherwise you get a really badly compressed image to stare at!
cheers!
High resolution stuff
Posted 12 years agoHi
I often create these offensive art pieces at extremely high resolution and I'd like to share those too but don't want to spam my account with massive duplicates that are hard to view with a browser. I would like to link a high resolution version to all of the submits so people can get those to do creepy stuff like print high quality posters or body pillows :D
Does anyone have a elegant solution to this silly problem?
I often create these offensive art pieces at extremely high resolution and I'd like to share those too but don't want to spam my account with massive duplicates that are hard to view with a browser. I would like to link a high resolution version to all of the submits so people can get those to do creepy stuff like print high quality posters or body pillows :D
Does anyone have a elegant solution to this silly problem?
FA+
