Dec, 2020

Christmas Update

Hey guys,

Just a quick update to let you guys know what’s up. My computer’s currently out of action, the cooler stopped working a week ago so I can’t keep it on more than five minutes without it cooking itself. Fortunately I was already in the process of putting together a new machine with the help of a friend, but the new machine might yet be a couple weeks before it arrives.

I’ll continue on what design phase work I can, but in the mean time wanted to let you guys know not to panic if there’s not an update at the start of January. Once it’s here there’ll be a fair amount of set-up work to do to get myself back up and running.

I hope you all have a wonderful Christmas and new year. Thank you to those that show continued support.

December Update

Hey guys,

I’m a little late on this one, had some furniture to put together and install and entered the DIY spiral of fixing/cleaning/reorganising everything in the vicinity. Now my hip is filled with hate.

So, progress. At Goldie’s suggestion I began putting together spreadsheets to mock up my character stats and get a better feeling for which information is most important, which parts are confusing, so on. As most of you know I can never turn down a spreadsheet. The process has helped a lot and I’m much closer now to a final model.

One particular problem to solve was this: I wanted certain jobs to require certain skills. I put together fifteen skills – five for each category of physical, mental, and sexual skillsets – which can hopefully be applied to any job I want to include. However, the five sexual skills (oral, anal, vaginal, penetration, flexibility) very much depend on that NPC’s anatomy. So it can’t be as simple as requiring a good score in all of them to be a good whore, for instance. This led me down the path of considering skills for jobs to be required, optional, and/or specialisation.

Obviously how well this will work will depend largely on how well I can present this information in the UI, and that’s what I’m working on next. Something else that needs figuring out first is the player character’s stats. I believe I have a decent solution that will allow me to avoid the player having an entirely different set of attributes and skills but still give the scope of stats needed to be able to do the things I want to. Simply put, the player and NPC’s need to have as similar a set of attributes as possible, while also being applicable to two very different scopes of possible actions. The player should be able to do all the jobs NPC’s can, but also able to apply their skills to other parts of the game.

I’ll feel more comfortable talking about it in detail once I’m satisfied it’s a fully working model. My yardstick is pretty much if it’s too difficult to explain then it’s not simple enough to be fun. That and if it gives me a migraine trying to think of how to program it.