director

Mid-January Update

Hey guys,

So, this week’s update will focus on scene composition, pacing, and general ‘feel’. Sadly at the moment we have to wait for Crimson to perform a pretty huge merge with the last few months of Goldie’s work before we can start building stuff again. But I’ve been doing as much design and experimentation as possible for scenes themselves and getting the mistakes out of the way early, I think. This might be a bit of a rambly one while I share my findings and thoughts.

For those unaware, I consider there to be two ends of a workable spectrum. One one end is Trials in Tainted Space, which features long scenes which are mostly rigid – you choose the scene, there’s perhaps an option or two along the way, but there’s usually a fair chunk to read. On the other end I’d put Lilith’s Throne, which is much more modular. You can choose everything you do kind of moment to moment, and each option features a few sentences or less.

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Mid-December Update

Hey guys,

As mentioned last time, we’re working hard to get us toward the next update. Goldie and I have all but finished the basics for all body parts, including everything such as hair styles, fur/skin patterns, muscularity and fatness adjectives, even eyelash volume calculations. Yeah. We just finished putting together the math for that this morning and populating the SizeRanks with adjectives.

Here’s a paste of our current test results. There’s a few **MISSING** and NOTASTRING results, this just means the current character test model doesn’t have those bits or there aren’t words for it yet. The big deal is that everything is passing and implemented in this test. PASS means everything’s great, OKAY means the test model character doesn’t have that part, but it’s returning the correct response.

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December Update

Hey guys,

Not been a great month for me. That neck injury didn’t go away as much as get far worse, so I’ve been practically useless, even immobile at one point. Details at the end as usual, if you’re interested.

However, it’s not all bad news. With how the systems are coming along now, Goldie and I have the goal in mind of getting a game update out, hopefully soon. The idea will be to spawn the player in as human with the Body system, director, and producer active, and an inventory of various temporary transformative items, and access to some scenes to try out and test.

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Mid-November Update

Hey guys,

Been a bit of an obstinate week for myself, as usual I’ll detail it at the bottom since I don’t think people read these to hear about my personal life, but it’s there if anyone’s interested.

My preoccupation aside, Goldie’s been ever-diligent, and we now have functioning arguments. That might sound like we’ve been to couple’s counselling, but actually arguments are an integral part of how tags and labels work. For instance, [PC PenisSizeAdjective] will only ever describe the size of your first penis. In order for it to have further specificity, we need something like [PC PenisSizeAdjective Biggest] or [PC PenisSizeAdjective SmallestSecond]. In each case, it’ll look at the biggest one or the second smallest one respectively.

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November Update

Hey guys,

Recently Goldie and I have been focusing on the Director and hooking up its words and symbols to the now functioning body system. Notably we now have tables of nouns that vary based on size, just as adjectives do. ‘Prick’ and ‘Dong’ for instance carry different weight, so to speak. The only trouble is pluralisation; for now all follow the same system: if the keyword is plural, the returned word will be. So ‘BreastsNoun’ will return ‘boobs’ or ‘tits’, but it won’t return something like ‘rack’. This is so prose written around those tags is easier to fit and parse by the writer and anyone reading it. Nouns are all done for now.

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Mid-October Update

Hey guys,

Sorry for the slight delay on the update this week. I’ve been fairly under the weather, I suspect a combination of a bug and the ol’ seasonal affective disorder starting to kick back in. I’m not much better yet but I didn’t want to keep you all waiting. Goldie is now back from her trip to the US, but is now recovering from some elective surgery. It went well and she should be right as rain soon enough, but it does mean we’re all a bit out of sorts currently.

However, we did get some time to go over what the next course of action is, discussing how best to build the in-between directory/bridge between the Director and the game’s data. We plan to do this on an as-needs basis. New keywords and syntax are added in order of how much we need them. I’ve written a few drafts of the basic player description block to get an idea of this, and have made a list of some thirty or so keywords for Goldie to get started on.

Hopefully, once there’s enough there to establish a pattern, I should be able to add keywords and plug them in myself. And, once we have those in, we can really start testing things – both changing text to test with the same body, and changing the body to see how it changes the text. We’re not terribly far from there now and I’m excited for it.

Until next time!

Mid-February Update

Hey guys,

Few things to talk about today, including some stuff I’m really happy about. :)

The Director

The Director system, something I began designing about a year before the Indiegogo campaign, has hit a major milestone. The team have put in a lot of work recently, and I’m happy to say that the Director is now passing every one of our tests. It’s an entirely scratch-built markdown language designed to make writing for our game as fun and as creative a process as possible, by offloading logic from code into raw text. This allows writers a much greater degree of control, as well as making scenes highly adaptable. I think the syntax is solid and understandable, but obviously the major test will be once we start accepting writing from you guys (something which is now closer than ever.)

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February Update

Hey guys,

January turned into quite the busy month. Most of my time has been spent briefing our new dev and making sure everyone stays up to date and connected with each other, as well as ensuring everything in the design documentation is clear (and being there to clarify when it isn’t). AnonDev also brought their friend along and they’ve proven extremely useful. With new team members and a lot of Unity-teaching going on recently, there’s been a large focus on the Director (as this is the module AnonDev and Friend are tasked with currently). Since we’ve set up our own private development chat server there has been a lot of work and learning happening.

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