Thought I should give everyone an update. So...I had a computer issue last week, and was forced to take a week off, while waiting for a replacement water cooler to arrive, but the part came in, and since installation, my computer has been running quite smoothly. Since then, I've finished the refactoring and Dev tools I was working on, and have began working on the new Patrol engine for SP2. I've also started rendering for it. You can see some of the renders, and some of the WIP UI screenshots in the attached images.
I plan to put one more week into the new Patrol Engine, before I move onto to Character specific content which will focus on Stephanie's base schedule. I'll also be adding in the skeleton of Globex, The Initiative, and the College. It will just be the skeleton, and the bare minimum of requirements for being able to buy powers, but it will be added upon in the near future. Next update I'll begin adding in Character Events to at least the college.
So in short...after a one week forced vacation, I'm making pretty good progress. Especially considering I practically rebuilt the entire game (again) with the last batch of refactoring. If I can get everything I want done, this will be a great Update, that will really show a clearer picture of what I plan for SP2.
Anywho...gonna get back to rendering. Always more rendering to do.
Hey all...wanted to give everyone an update on my progress with this Dev cycle so far. I am finishing up the big refactoring project probably today. As the attached images show, I've made a few tools in the process that will dramatcally speed up the content creation process for SP2. Which is quite welcome, since previously, adding content took a lot of time just due to the large amount of manual configuration that needed to be done. I've cut a lot of that out, and made tools to automate even more of it.
Next week, I'll be focusing on new content, starting with Patrol Actions. Followed by a few new locations (Globex, College), and then I'll start working on Stephanies default schedule.
Also...I'll be doing my End of the Month Livestream this weekend...I know it's a few late, but I was neck deep in code and didn't want to lose my place, plus, weekend EoM streams seem to be easier for people to join. So yeah...Sat and Sun...come join in. Anyways..Gonna get back to work now. There's a few bugs I still need to iron out with the new engine.
Time for an update! So This weekend I did a Bug hunt for Loser v0.09 and have since uploaded 0.09.02 to the download folder. You can find the folder on the original post here.
I've also spent the last week, Gutting the old code out of my game, and have been implimenting the new code. As you can see in the screenshot, I'm using the new code to build tools that will make creating content much easier :)
There isn't much else to be said currently. I still got a ways to go before I'm done refactoring, but I wanted to give everyone a heads up on the Loser Bugfix, and show the progress I've made on all the codework.
I finally got Loser Released (2 weeks late)...So SP2 will be getting 2 extra weeks...Le Sigh...Someday...I'll get my timing right.
On the plus side...I have a fairly decent refactoring I need to do to with SP2 so the added time will be needed. For about a year now, I've been using a set of utility code snippets to make working in the Unity SDK easier, and they've treated me well, but...I've out grown the code snippets and have since purchased a Unity Inspector Customizer Suite. Which means I need cut the old assembly out, and add in the new one. I'll be looking at screens that look like the attached picture for the first two weeks of SP2 development as I make improved Dev tools to make creating SP2 content easier.
So what's planned for SP2 this update?
In order of Priority:
Install Odin Inspector (as explained above)
Patrol Actions
Stephanie Basic schedule
College Location Hub
Intiative Location Hub
Sandra Basic schedule
Allie Basic schedule
In that order. Anything I can't get to will get moved to the next update. You may notice a lack of Maggie content... That's because so long as there's no other characters with any amount of content in the game, it's not gonna stop feeling like a tech demo, so I've gotta start adding in other characters ;) Don't worry! More Maggie content to come...but I've gotta start making Night City lively again. Not just Maggies living room :P
On another matter...Tomorrow and the following day will be the End of the Month Streams, So...feel free to hop in my discord and watch as I make stuff for my high tier Patrons!
Ok...I'll try and give an update of how the Refactoring is going by the end of next week. Hopefully it'll be going faster than expected. :o
It's taken me a touch longer than planned, but I finally got this update out. I'm sure you'll see why it took so long below in the Changelog!
Changelog
What's New?
New Becky AT
New Diane AT
Diane Sex Minigame
New System: Scaleable Actions
New System: Passive Income
New System: Social Media Profile
New System: Room Upgrades
New System: Spy Cams
New Scaleable Action: Park Cleanup
New Scaleable Action: Profile Hacking
New Scaleable Action: Daytrading
New Passive Income: Stocks
New Passive Income: Video Hosting
New Social Media Profile: Becky
New Spy Cam Location: Beckys Bedroom
Expanded Tech Skill
New Skill: Hacking (early WIP)
Refactored Schedule Engine
Lot's of New Topics
What's It Mean?
New Becky AT = Fairly Obvious. Though...This took a lot of time due to the change in hair color. That meant I had to make all new versions of her party scenes with the new hair color.
New Diane AT = Fairly Obvious. This is the end of Diane's 'Vanilla Route'. Once I've made Backward transitions to get Diane back to Cosmopolitan/Health Nut (next Update) I'll be holding a vote for what's next for Diane.
Diane Sex Minigame = As is normal for the end of a Cornerstone AT, a sex minigame is added.
New System: Scaleable Actions = I've wanted to add in actions that gave you the ability to transfer topics with common tags, into topics with less common tags for a while, and this is one of the methods I've come up with. It's also a good way to put more time management int he players hands.
New System: Passive Income = Every week (Monday at 0:00) your passive income will be processed (if any). See below for more details.
New System: Social Media Profile = A new button will appear on characters in the character page that will open up that characters Social Media Profile if they have one. Not all characters will have one however.
New System: Room Upgrades = There are now upgrades to rooms that will persist onward, and be needed for specific other systems to work.
New System: Spy Cams = In order to allow dirtbag players to play dirtbag characters, I've now add the ability to install spycams as a Room Upgrade.
New Scaleable Action: Park Cleanup = Tired of all those Tidyness and Chores topics clogging up your temporary topic inventory? Now can convert them into conservationist topics for an all new set of tags.
New Scaleable Action: Profile Hacking = If you'd like to get a deeper look into someones Online Profile...such as seeing thier Private Messages, or perhaps tracking down less savory activities of thiers...With the hacking skill, and the correct selection of tags, you can see what else the person is up to online...
New Scaleable Action: Daytrading = If your investments aren't growing fast enough, one way to increase that growth is spend time day trading.
New Passive Income: Stocks = You can now invest money into a stock account from your computer, and it will generate money every week. How much depends on how much is invested, how long it's been sitting there, and if you've been daytrading to increase it's value.
New Passive Income: Video Hosting = With the introduction of spycams, it would seem a shame if you didn't monetize all that content. Well now you can! By visiting OldEgg and buying yourself a Server, you can now upload video's that you capture.
New Social Media Profile: Becky = As with all new systems. I introduce it with one character, and then expand over time. Since This system requires a lot of back tracking, I'll have to introduce social media profiles over the next few updates, and with this update being so focused on Becky, she seemed to be a good starting point.
New Spy Cam Location: Beckys Bedroom = For the same reasons above I've introduced this system to Becky's Bedroom first, as I needed to render specific older scenes, from a set camera angle...yada yada yada... more rooms to come over the next few updates.
Expanded Tech Skill = The tech skill will be needed for some of these new systems, and in anticipation, I've added a 'Research Computers' action to the computer which will help you gain xp, and topics.
New Skill: Hacking (early WIP) = While it's been in the game engine as a placeholder for a while, I'm finally starting to build out what the skill actually does. The introduction for this skill comes from either leveling up your Tech high enough, or from some topics you get when researching computers.
Refactored Schedule Engine = I've been planning on doing this for a while. As the game get's bigger, older systems that worked fine for a smaller game, become too clunky to keep using as the game get's bigger. The old schedule system is a good example of that. I started with a location specific event system. Then made a character specific event system, then made a Archetype specific scheduled system, and the newest iteration is an archtype specific, scheduled event system. Long story even longer... It's easier for me to make character schedules and to bug hunt/bugfix schedule issues.
Lot's of New Topics = As is usual...
That's It?
Yep...Unfortunately...I planned to have a Gina AT this update, along with possibly a Jesse and Jay AT as well, but having the first 3 weeks of the Dev Cycle hindered with a faulty driver release from NVidea, followed by the holidays kinda screwed my schedule up, which is why there's so much Non AT related content this update. I needed to work on something while I waited for NVidea to unscrew the pooch, so I could render again.
That being said...Next update will have only one refactoring project, which will be me remaking the inventory system to be click & dragable. So that I have plenty of time to make Gina's next AT + her backtrack path, along with Dianes Backtrack path to Cosmo/Health Nut, and a new Becky AT along with a new Jay AT. Jesse if there's time.
I know this is late...I kept putting this update off til after I got a Test Build of the new Becky content finished, but I underestimated just how much content I had made for her this update. Underestimated badly.
I'm gonna try to finish the test build today. But this has put me behind a bit. I'm most likely gonna have to cut Gina from this update unfortunately, but she'll get two AT's next update to make up for it. I know many of you don't want to hear this, but, considering, this updates development was happening during the holidays and that I couldn't really render much for the first month of Dev due to NVidea's driver issues...I kinda suspected it could cause me issues, and it very much has.
So...that's where I'm at. I'm not gonna make this post too long winded. I'll update next week with my progress. Most of Diane's next AT is already rendered so that should save me some time, which is why I choose to keep her in this build over Gina.
So I've Been working hard on finishing up Becky's Renders, and I'm almost done with her basic schedule, though I also have to make a very large amount of renders specific to the Party, So I still have a lot of renders to do. Though I knew this AT was going to be a lot of work. Which is why I've been hesitant to list what else will be added this update. I can say that Diane and Gina will be getting AT's as well, though Jesse...hopefully but not certain. This update is already quite big with what's been added, and gives me a lot of additional content to work on in the future. Such as making Spycam upgrades for other rooms in the house, as well as Social Media profiles for numerous other characters. So if I do have to cut Jesse this update, I'm ok with that. The gains are worth the cost in my opinion...plus...I was optomizing my time the best I could while waiting for a buggy video driver to be fixed by NVidea.
Anyways...Yeah...I'll be doing my end of the month stream starting tomorrow. And next week, I'll start working on Becky's Party renders and Ideally be working on her Transform and building the scenes in game by the end of the week.
Time for an update. I've finished the refactoring, and have been working to add in a lot of new content, that isn't quite character specific...That is...it won't be specific to just one character. Currently there's only one character that some of these new systems affect since I'll be using Becky as the example to duplicate on other characters. Here's what I've done so far.
Added in a few research options, and educational videos for Tech and Moral. Added in a passive income system for Daytrading. Created a system for viewing characters Online Profiles (if they have one), and making a system to hack those profiles. I'm now working on some sneakier content for those like to play tech savy characters involving spy cams :o
Anywho...Lots of new stuff coming. I should be finished with this batch of new features sometime mid week, and will then proceed with working Beckys new AT. Hopefully nVidea will release the new drivers soon since thier last driver update broke dForce (gravity simulator for clothing and hair). I've gotten so used to using the tool it's actually difficult to go back to not using it. O_O
Anyways...that's where I'm at. Gonna get back to work now.
Now that I'm finished with the End of the Month Stream, I wanted to hop in and give a quick update. I've spent the first week of Loser Dev doing some refactoring. The character scheduler was in dire need of some cleanup, and I finally dedicated some time to do that and remake all the character schedules with the new code. I'll be spending the rest of this week working out bugs, and adding in some Skill specific content. The skills I plan to focus on are Moral/Immoral Money and Tech. After that I'll be focusing on Becky, as her next AT will take a lot of renders to complete since I won't be able to use any renders from previous AT's with it. After that I'll continue on to Diane, Gina and Jesse.
Not much else to report currently as I've mostly just done codework so far. I'll post anther update in about a week.
Maggies Default Normal Events have been finished. I.E. Cooking, Working out, Watching a movie, and Sleeping.
Character State: Impulsive
If a character's impulse rating is 10 at the beginning of a new day, they will gain the Impulsive Personality trait, and every day will get a new impulse. Each character will have thier own set of impulses specific to thier personality. Impulsive characters gain a new schedule with new events.
Maggie Impulsive Events :
Maggies Default Impulsive Events have been finished. I.E. Dancing, Working out, Watching a movie, and Sleeping. Also one additional Day event has been made if Maggie has the correct Impulse.
The Coffeeshop will unlock shortly after gamestart. (one day).
Job: Barista
You can now work in the coffeeshop to earn money. Though there isn't anywhere to spend it yet, except to get coffee... Jobs will have short random encounters, where you can encounter characters, or events based off your current game state...such as Impulsive Maggie forgetting to get dressed... All jobs will operate like this to some degree.
Implimentation: New Flaw
I've added in mechanics for if you happen to walk around with Super Strength. The lesser versions open up options for when you encounter sleeping characters...the extreme version however, can force you into certain actions.
Mechanic: Dice Explosions
Every character now has a maximum amount of Dice Explosion (default: 1). This amount increases based on how much Super Senses you have active. During challenges that requires a dice roll, for each dice explosion you have, rolls of 6 will get an additional roll and add both totals. A single die can explode multiple times so long as you have remaining unused explosions.
Power Ability: Psychosism - Dreamscaping
Most social/mental powers require subject to be awake. Since Psychosism interacts with a person's subconscious mind, you can now use some psychosism abilities on sleeping targets.
XP Progression:
Billy can now earn xp for certain actions. Currently he's limited to what he can learn from Maggie. Maggie also has xp now, though she is limited as well. More options to come in the next update.
Lots of new traits :
Traits are a good tool for making SP2 less micro-managey, as you can give a character effects that last for a few days, and go focus on other things, so I'll continuously be adding in new traits for that purpose.
Finally...
Lot's of UI tweaks, Refactoring, and bug fixes have implimented. I had to rebuild the save system ... again, so saves from the first Tech Demo will not work. But I don't forsee further save compatibility issues in the future.
That it?
Globex -
Unfortunately, Early on I realized that I needed more time than I had to add globex this update. I decided to cut it so I could finish the XP progression, because having a bunch of powers that always fail is worse, then having a few powers, that you can train to improve on.
Stephanie -
When making Maggies Impulsive state, It took a lot of time...400+ rendered images worth of time. Which left me with very little time to add in Stephanies content.
Soooo....
I don't know what to call this. It's not a tech demo...But It needs a bit more before I'd call it a full build release.... Buildv0 works I guess.
GIMME GIMME
At the time that I'm posting this these are still uploading.
So after a visit to see my dad this weekend, I'm back and working on the last bits of the SP2 Release. I had to cut Stephs content unfortunately. I ended up rendering over 400+ images for Maggie and it's taking a lot of work to get all of her new content and mechanics into the game. So...It is what it is.
I'm using Maggie as a template for future characters, so it's better for me to spend the time now to get her right...That being said, There's still a lot of progress made in this update. Skill progression, Job System, the first extreme personality state (something of a replacement for the unstable states from SP1), and more Maggie events in general. Since I won't be needing to do nearly as much refactoring next update, I'll have a lot more time to focus on content. Next Update I'll be focusing on The College, Globex, The Patrol System, and Stephanie, with more Maggie as time permits. I at least need to know what Stephanies schedule will be like for Maggies Inspired personality state. So getting her framework down will be important before I can continue with Maggies Personality states. Anywho...I should tightening things up by Thursday and Ideally will be starting up work on Loser by the end of the week.
There will be more posted about this SP2 update in a day or so once the final build is being tested. Just wanted to give a quick update.
I returned from my week off last week and have been tinkering with xp systems and have now started working on content. I've started with a building Maggies first alternative state. Her first one will be Impulsive. Currently it'll only trigger if she hits Impulse 10, and will last until her impulse drops below 8. That's the working plan. Though that design may change.
Anywho...I have a lot of render planned for the next few weeks. Once I finish Maggies second state, I plan to make Stephanies default schedule. And with whatever time is left, I'll probably try to add some additional events for the two.
Just a little explination... A default schedule represents a set of events that occur when no other possible occurances can happen. So it is more or less a skeleton of the actual character, with a limitless amount of additional events that can be added as needed. Ontop of that, the events themselves can have options added as well, so When I say it's just the default...I'm just building the baseline to build upon. This system is very flexible in terms of what can be added and where. Much more so than SP1, which required me to make a lot of content up front and have to fit any extra content within that default framework.
Anywho...I'm gonna get back to rendering...just wanted to let everyone know what I'm working on, and give a general view of my focus for the rest of this dev cycle.
I thought it was time to give a quick update since it's the beginning of week 3 for SP2 Development. I've finished the refactoring and am now onto building new systems. Currently, I'm working on the Job system as you can see from the attached renders. My goal is to try and have it done by tomorrow.
Speaking of. I'll also be doing my end of the month stream this Thursday and Friday, so for all you $30 Patrons out there, I'll bew doing that at the end of the week. I just wanted to push it back to give myself enough time to finish this new system and content, before I take next week off for my birthday. While I've been much more diligent of taking time to myself, and forcing myself to take actual days off, I haven't taken any real time off this year, so I'm about due for a small vacation to tinker with other projects, and/or learn some new skills. (my preferred vacation :P ) So, That's what I'll be doing next week. While I may still stream on discord during my vacation, I won't be following any schedule, or workflow, and that time won't count towards SP2's dev time.
Anywho...the refactoring I did with SP2 is pretty darn good, and has made adding content to the game much easier, and has also laid the groundwork for some highly requested features (such as a scene gallery...though that won't be in this release). When I get back from my vacation, I'll start working on skill progression, and if there's enough time, power progression. If there isn't enough time, I'll settle for skill progression. I'd rather players be able to improve thier core stats, and be really good at the starting powers they choose, over having a lot of powers that they aren't very good at.
Then after that I'll have 5 weeks left to put in some serious content work. My goal is to flesh out Stephs default schedule and build out Maggies default schedule for her first alternative state. Once again, some of that probably sounds like gibberish, but it'll make sense once released. That's aboot it. I'm gonna get back to making job renders now. My next update will probably at the end of the week after my birthday vacation. Talk to you then o/
Just a quick update. I've Spent the last week, refactoring SP2 and bugfixing Loser. I am officially done with Loser now, and can focus 100% on SP2.
I'm starting out by rebuilding the primary systems to be easier for me to work with. The Tech Demo was more or less a polished turd. It looked nice and shiny, but took a lot of work on my part to create content. So I've started rebuilding the problematic systems. I've already reworked the scene script code as well as the requirement validation code, and am about a third of the way finished with rebuilding the event engine (the thing that decides which buttons are available ). Which will be the bulk of the refactoring for the first non-Demo release of SP2.
After I finish rebuilding the event engine, I'll be working on adding in progression systems. So characters will be able to gain xp, and I'll put in the framework of Globex so that players can buy powers. I'll also be adding in the College and possibly the first skill that can be learned in college, If I have time. My goal is to have all that done by week 3, so that I have a good amount of time to render character content for Maggie, Stephanie, and Allie. I'd like to introduce the first Alternate State for Maggie this release, and have a full (if barebone) basice state schedule for Stephanie. I know that all sounds like gibberish now, but you'll understand once it's introduced ;)
Anywho...I'm on my day off, but wanted to give you guys an update, since I was posting about the bugfix anyway.
Additional scenes for Becky at the friday night party.
New Scrounging Action in Parents Bathroom
New Save Engine
New Inventory Function
What's it mean?
New AT's: Self Explanitory
Additional scenes for Becky at the friday night party: If you've gotten your hands on different drugs, you can now give them to Becky directly and enjoy/suffer through the consequences.
New Scrounging Action in Parents Bathroom: If you don't want to embrace unhealthy, but are ok with embracing the lazy lifestyle and want access to certain drugs, you can now raid your parents bathroom, and sometimes find stuff :o
New Save Engine: This thing was a beast to put together. No lie, I had to tweak and recode numerous sections of code, multiple times through this dev cycle to get the new save engine to work. But it works now, and there are now 10 save slots rather than just three. That will most likely be the cap. Old save will still work, and are now located in the "Backup" folder.
New Inventory Function: I've been told repeatedly how annoying it is to have to change screens to see a characters Interests and bans, while trying to setup your hotbar for the day, so I've added a screen that you can toggle off and on that shows all Interests, and Bans for each character you've unlocked.
That's it?
Unfortunately yes. I wanted to add in another Becky AT, but had to push that back, because her additional content at the party, and the save engine kinda ate most of my development time. There were numerous other things I wanted to add, but were also delayed due to how long the save engine took to get working properly. All in all without the new save system, (three weeks to develop + numerous bug hunts and tweaks) I could have aded in everything I originally planned, but...People had been asking for more save slots for a while now, and after making the SP2 save engine, I felt confident in making a much better one than what we had initially for Loser. So that's what I did. Contrary to some claims, I do listen to feedback. ;)
More like Bi-weekly...God I suck. I was so busy getting the final test build of Loser finished I totally forgot to post last week. This has made me come to a conclusion of sorts. I'm gonna need to reduce the amount of characters I focus on in Loser updates. As the AT's stack up, each one becomes longer and longer to make...which makes sense . The start of the game has a limited history of the main character, so the scenes tend to be foundational, and therefore end up being pretty short. But as a narrative between AT's emerge...the scenes become longer and more complex. So...the next update ,not the one that is about to drop, the one after that, will be the last update with 4 characters in the primary develop slots. I'm chooseing that one since it'll be the last AT for Jesse's "Vanilla path" This doesn't mean the amount of content will reduce, it just means the content will be more focused on the characters I'm working on. And it'll mean I'll be rotating characters in and out of development more often. Which was kind of a no brainer anyways... Many people would like some more Jay/Lisa/Sally content anyways ;)
That being said...This dev cycle went overtime by 2 weeks. So to be fair to Superpowered Fans...I will be giving SP2 2 more weeks to cook this dev cycle.
The final test build for this Loser update is being put through it's steps, and I'm in bug hunt mode now. The official release will probably happen on Wednesday.
Today and Tomorrow however...I'll be doing the End of the Month stream on my Discord channel.
TLDR: Loser release very Soon, EoM Livestream today and tomorrow, SP2 dev cycle starts on wednesday.
So as we begin the third week of Loser Dev. I thought it'd be a good idea to give an update.
First off. The new Becky AT is complete! Hooray! I'm also workingon Dianes new AT currently. That being said, I added a lot of party content to Becky, that I'd originally planned to procrastinate on, and I think it's cost me the ability to add in a second Becky AT this update. It was never officially gonna happened, but was high in the "If I have time" category, and honestly, her next AT is gonna require a lot of rendering, and I don't want to half ass it for the sake of MOAR CONTENT! So...yeah...The next update is going to be big. Not that this update isn't. 5 new AT's is still quite an accomplishment. But there could be up to 7 next update if everything lines up.
Anywho...this last weekend when I realised I didn't have the time for a second Becky AT this update, I decided to spend a bit of time doing some QoL changes. I've added a screen to the inventory screen to show characters interests and bans, to make organizing your hotbar easier. I've also made the Left Shift key a hotkey that shows what tag is associated with what XP type. So now you can mouse over an action or topic and see what XP it will affect. And I'm adding in some more non-AT specific actions, just to give more variety.
So, that's the biggest update I have. I'm making progress with Diane, and I aim to have her new AT rendered by this weekend. Speaking of... this Friday and Saturday, Will be the end of the month stream, just as a heads up to all you $30 supporters out there ;)
It's about that time again. Thought I'd give you a quick update on where were we are at the beginning of week 5 of Loser Dev.
I'll be finishing the rendering for Becky's first AT probably today, and should have it written and being tested by the end of the week. I would be further along, but I decided to add in some of the Embraced unhealthy actions to her, which meant a lot fo extra rendering. But...It needed to get it done, and sooner is always better than later ;)
As soon as Becky's new AT is finished I'll be moving on to Diane. Then Gina, then Jesse, then Becky again if there's time. Becky is always a bit slower since the party renders take a bit longer to render with all the characters present, but it's worth it in my opinion :P
Anywho...just wanted to keep you all informed of progress, and let you know things are moving along well. I'm very much still within my planned timeframe, and still have a good chance of getting a 2nd Becky AT out this update...But...if not...It will be garunteed for the next update.
I thought I'd give you an update now that I've had a full week of development on Loser after SP2. I've done some major refactoring in order to impliment a new save engine. Don't worry your old saves will work just fine, but they will be replaced with new saves from here on out. I'm also working on developing Tilleys first transformable AT, and I should have it completed by the end of the day :D
I'm finally done with the initial build of SuperPowered2. Keep in mind that this really only has enough content to show the gameplay, UI, and give an idea of the potential. It's a very thin slice of what I have planned, and now that I have a large part of the underlying systems working, The next few builds will expand dramatically. Here's a few things to look forward to in the next few builds: Unstable States, Patrol Actions, Investigations, Professional Skills, Skill & Power Progression.
I've finished the SP2 Tech Demo as of yesterday and am now cleaning up bugs. There's a good chance that said Tech Demo will be released tomorrow. Which is pretty rad. It currently has the default schedule of Maggie, and one default event for Stephanie, though that Event will be expanded on greatly in future releases.
One thing the Tech Demo does not have is progression. You can build Billy with the new character creation system, and do/test all sorts of things with that Billy and Maggie, but there's currently no way to improve your characters stats or buy new powers. I plan to add that in the next full update.
This Tech Demo is more a show of inter-character gameplay along with the Event challenge system. Anywho...
TL;DR: SP2 Tech Demo most likely out tomorrow, and I'll be starting up Loser Dev by the end of the week.
Hey All, just giving an update before the end of the month stream.
I've finished all the system work, and am now making content for the Tech Demo. It's been a little slow , because 3 major systems work so closely with each other, that working out the bugs takes a lot of sleuthing, and because as I'm making content, I'm coding new functions into the system, but the game is finally operating as I intended (for the most part) and I have a week of making content left, though I may push it an extra week, just to make sure there's a bit of content in the Tech Demo. I'm sure my Loser fans will understand, since I do the same thing for Loser almost every release.
Anywho, Gonna start the end of the month livestream now. You can join the livestream here in my discord.
Hey everybody, Sorry I didn't post last week. I had to put my dog to sleep two Fridays ago, and after taking a few days to sort myself out, I just jumped back into work.
So where are we with SP2?
I have all the core systems for the first tech demo finished and working, and am now creating some auxillary systems (saving & loading, settings, ect...) before moving on to content creation. As this is the beginning of the 6th week I should have a decent amount of content for a tech demo :)
What's been made?
Event system
Schedule system
Dialogue system
Character Creation
Autosave System
Travel System
I'll give a quick overview of each system real fast.
Event System: This is the big one. This system ties most of the other systems together. If you encounter a character, it's through the event system, what options you have with that character, occur through the event system. If you encounter a skill check...Event system. Most scenes...Event system. This is the glue that holds the rest of the game together.
Schedule System: It's an auxillary system to the event system that changes which events are encountered, based on time and location.
Dialogue system: This one is pretty obvious.
Character Creation: I spent a week on this and it will be an ongoing process as I add more characters, and story elements from SP:1 into the game.
Autosave system: The first save function I've made for the game, but it won't be the only one.
Travel System: Also self explanitory, though I've added a lot of functionality to the Map. Such as the map telling you if a person is present or not, or the name of the location turning gold if there's an event there that you haven't encountered yet.
Now, all I have left to do is finish the save system, make a main menu, add in some sound options, and then make content. I'll mostly be focusing Maggie, and Steph this demo, though If I have time, Allie, Danni and Sandra will also get some attention.
Time for an update. So this is the beginning of week 3 of SP2 Development, and things are going well. I've got a lot base functionality made, and only a few core systems left to build, before I can focus primarily on content. That being said...I'm currenly working on content, to test new systems. Here's a quick update of what's been made so far.
Dialogue System (custom built for SP2)
Audio Manager (there will be sound O_O )
Character Screen
Player Screen
Character Creation Screen
Power Selection Screen
80% of the Game Intro.
Whole lot of other stuff in code that's too hard to explain in one line on this list.
To clarify, the Character Creation Screen is for a new game. You get a point spend system to cover what happened in SP1. I have plans to let you import your save as well, but for those that haven't played SP1, or want a fresh start...You'll be able to spend points to buy events that happened in your past. Currently I haven't included any storyline elements, and have only focused on 5 characters (Maggie, Stephanie, Danni, Allie, Sandra). I will be adding more characters and character specific options over time, but for starters I'm keeping the list small, so that I don't fill the game with a lot of options that don't do anything.
Anywho...I'm gonna keep working. I plan to finish the intro, and begin working on the gameplay loop, and event scheduling this week...If all goes well, I should be on track to have a full tech demo done by the end of Week 4 :)
As a side note. I'll be doing the end of the month stream this Thursday and Friday. o/
I've been working on SP2 for the last 4 days and wanted to give everyone an update. Currently I've gotten the basics of the dialogue system working, and as of yesterday I've finished 90% of the character screen. I plan to work on the character creation screen today. Ideally by the end of the weekend, I'll be finished with all the intro stuff, and will be ready to start working on gameplay systems (such as time progression, event schedules, and locations). That's all I have to report on. I'll check back in next friday to give another progress report.
Updated Coffeeshop: New images, and some new Sophie interactions.
Danni Contact Interactions: Self Explanitory
Danni Negative Interactions: Self Explanitory
Danni Invite Over scene: Self Explanitory
Danni Poly Content: Self Explanitory
Danni Unstable States: Self Explanitory Mostly. There is a solo final scene as well as a variant if Stephanie meets the criteria.
Danni Fetish Content: Self Explanitory Mostly. Ties in with the coffeeshop on Tuesdays.
Danni Date Night: Part of the Fetish content.
Danni and Stephanie Dressup competition (additional Content): When shopping with Danni and Steph, if they both meet certain requirements, they give a special little fashion show.
Sister Massage Scene Extension (additional Content): The previous update to this scene now has the option for Billy to re-engage with Maggie and Stephanie, cause they won't let him sleep :O
Mary and Terri School Presentation (additional Content): Once a Month Mary may ask Terri to help her do a presentation to the school government for cheerleaderfunding. Hijinx ensue.
New Positive Alignment Mission : Party Girls (Additional Content): Billy has another chance to show how much of a do-gooder he is. This one will not trigger if Denise, MAry, or Kelly have "Wild Oats" Supression.
Additional Lunch Reward : Cheerleaders (Additional Content): If Billy is extremely aultruistic, the cheer squad may be extra nice to billy during lunch.
That's it?
Yes. This update has about 2x the image count of the last update and like 3x the dialogue. It's big, fat, and destructive. To me anyway. I'm glad it's out cause now I can focus on the sequel. Remember this is the test build. Bugs there will be.
2 New ATs for Diane - Due to $30 Patron support I was able to add two Diane AT's this release.
New AT for Becky - Progress toward completion of her vanilla content continues
New AT for Gina - Progress toward completion of her Girlfriend content continues
New AT for Jesse - Progress toward completion of her vanilla content continues
New Location: Boutique - If you meet the requirements, you can now go downtown and pick yourself up something pretty.
New Location: Stripclub - Now if you've unlocked Lisa, you can visit her at her other job. Or just go for funsies.
New Job: Cashier - You can choose to work in the Boutique if you are so inclined to get a job in retail.
New Function: Temporary Reputation - Similar to daily maintenance actions with appearance (showering, ironing your clothes, ect) you can now earn temporary reputation modifiers. Some you get from the sex minigame. Some negative ones you might get for vandalism. These modifiers however last 3 days rather than just one. Currently character specific reputation modifiers are unique, but non-character specific modifiers are not. So you accrue a hefty rep penalty if you deal drugs every day, showing Charlie the time of her life will only get you so far.
New Function: Mood Modifiers - There are some actions that can alter the mental state of a character (drugs) in the game now, and those states can last a few hours. These states can affect how some scenes may playout.
New Feature: Outfits - You can now buy outfits for the girls at the Boutique, if your skills are high enough. Gifting these outfits can give you access to variations of scenes.
New Topics, Items, and Clothing - Lot and lots as usual.
The intro scene at the beginning of the game - About damn time!
A new Animation - Only one. Still working on Gina's mingame animations. sorry :o
More Party/After Party Scenes - With mood modifiers added, there are some questionable choices you can make, to get some new party content, if you have access to certain pills. More to come :o
Lot's of Bugfixes - And probably added some new bugs in the process.
Some UI touchups - nothing huge worth mentioning here.
That it?
After 8 weeks of working 60+ hours. Yes. That's it. Don't be so greedy. Damn!