homestead

May Update

Hey guys,

I’ve not been able to code much lately due to a pretty severe pain period, but have at least been able to sort out some things on the theory level. The main problem I think I’ve solved is how the character constructor class can/should handle the myriad different ways it can be influenced. Achieving a great deal of variety among randomly-generated NPC’s is easy enough with how I’ve built it so far, but the player needs control over how they’re generated as well.

The simple and brutish way would be to generate tons and tons of NPC’s and throw out ones that don’t match, but this way I believe I’ve figured out how to make it tend towards certain things and away from others. That way you can build the dream team of staff characters you want. A ton of modifiers and variables will be able to influence who is available for hire (the generated NPC’s) so it’s another one of those systems thats important to get right. I’m sure a qualified programmer could have figured it out sooner, but I’m just pleased I seem to have an idea how to tackle it.

As an example, you could inform your recruiters to only look for well-endowed prospective hires, or tall, or blonde, whatever. You could run a marketing campaign attracting certain kinds of new hires, or competitors could take some for themselves. Lots more big ideas that I want to do later on, but I think I have a good groundwork so those things will be doable later.

Also, my recent pain charts if anyone’s interested, tending towards red and orange a lot lately. I know how tiresome it must be that I’m always bringing it up, but it’s something I have to live and work around. Sometimes it just won’t let me, but here’s hoping I can get my meds adjusted soon.

Mid-April Update

Hey guys,

I decided that the character generation script needs some rethinking, which will be my current goal. I have a working prototype which is roughly 600 lines, and although it does what I need right now, it’ll require some hacky solutions to make it able to accept procedurally randomised ‘recipes’ for generating new characters. As proof of concept though, it’s been a success.

The challenge now is to refactor the code so that the initial function to create a character can be called in a simple way and have its arguments easily weighted, randomised, and chosen according to preset desired outcomes. This is so the player can tell their recruiter something like ‘Next week, find me more catgirls’, or something of the like, and the next set of generated applicants will be weighted toward that (also taking into account how good the recruiter is at their job).

There are some much more boring and headache-inducing problems that have to be solved for this as well, but that is the main goal at the moment. I think that having some agency over who/what the player has access to is a pretty major point of importance. That, and being able to generate up to a hundred (if needed) characters as quickly as possible on a single button press.

Lastly, obviously the NHS is utterly swamped at the moment, so I’m still waiting to hear back from my pain doctor. I’m in dire need of having my pain meds upped/changed so until that happens I’m even more of a cripple than usual, so please bear with me.

April Update

Hey guys,

I’ve been chipping away at building the interface for presenting new staff applicants. I’m trying to do it in such a way that most GUI elements I build are reusable, both to make creation of new GUI stuff easier and to help maintain a visual language. Currently my thought is that each week you’ll be able to specify what kind of new hires you’re looking for, either in their experience or physical features. So if you’re looking to fully staff your dairy farm, you can say that only big tiddy folk need apply, for example. That will then affect which applicants you get the following week. This also means having a character generator that can follow rules and perform targeted character generation in various ways. I think my design for it can handle that, but it will likely be a fun, if challenging, problem to solve.

Again though I’ve not gotten as much done as I wanted to. I’ve been in contact with my pain management doctor and hopefully soon she’ll be able to help me adjust my medication, as lately it’s been doing a whole lot of nothing. Doing my best in spite of it, I promise.

Mid-March Update

Hey guys,

I’ve been slowly chipping away at things but sadly the past couple weeks have been exceptionally severe, pain wise, which hasn’t given me much room to focus. A lot of red on the chart my pain management doctor advised me to keep. Mostly I’ve been trying to make notes and consider design thoughts in what moments of not-feeling-like-being-stabbed I have. Thankfully it seems to be easing off now, as always I’ll do what I can. Cold and wet weather seem to make it a lot worse (fortunate I live in the UK, such a famously tropical country) but as spring comes that will also help.

March Update

Hey guys,

So, character generation is working in its basic form. It’s now able to make characters with bodyparts, save them and reload them. After being without computer for a while I’ve had to spend some time re-acclimatising myself with the code, so I also went around and did some tidying up here and there as I re-learned my way around.

The next step will be the staff management script. I’ve been thinking about ways to go about keeping track of who is working where. It’s important how that information is stored; should work location be stored on each NPC, or the location store a list of NPC’s working there, that sort of thing. One of my more code-savvy friends recommended I look at something called a doubly-linked list, which will take me a bit of reading to understand. As long as only one script is responsible for adding/removing/moving staff around I think it should be okay. Either way, once that’s in place, I can expand things a little, add some logic and code for facilities to actually do stuff and it’ll start looking a bit more like a game. With sexy parts. I haven’t forgotten about the sexy parts, promise.

Mid-February Update

Hey guys,

So I think I’ve finally arrived at a good model overall for NPC and Player stats/attributes/skills. Part of what made it tough was designing it so that the player and NPC’s/Staff had some overlapping functionality while keeping the two as simple as possible. So Staff can do their jobs, but the player can also do Staff jobs too (with the same effect on productivity as well as skill training), as well as the other stuff the Player can do that Staff cannot.

With that hopefully out of the way, barring any (more) sudden realisations none of it will work, I can return to the character generation scripts and start having the game generate NPC’s for hire. That part’s probably the biggest chunk out of the key elements needed for something playable since it includes skills, stats, all the body stuff for transformatives, so on. After that I’ll be moving on to making facilities work and the code needed to see how well they’re working based on the skills of who the player employs there.

February Update

Hey guys,

I’m pretty much all set up again now. The only thing I’ve not gotten working on the replacement computer is Thunderbird’s Mail Merge plugin which I use to send out the update emails, but I’ll make sure it’s done for next time.

I have my GIT and Godot all set up and everything’s good to go there. I’ve been unable to code for a while now so currently my main task is getting back up to speed on it, both how to program and continuing the dozen threads of thought I was working on before. I do have a Trello board and lots of written notes, it just takes time.

I also have design documentation on character stats that needs more work. It’s nearly there but it needs refinement; I understand that some people will come to the game just for the sex stuff while others will want more depth, so it has to be simple enough to understand and use but not so simple it’s uninteresting. I want to get that right, since so much of the game’s mechanics and meaning rest on how the player sees and utilises characters.

I hope everyone’s new year is treating them well. Thank you to everyone still showing their support, it means more than I can express. We’ll get there.

Mid-January Update

Hey guys,

Thankfully I’m now back online, new machine is here and working. Understandably with the holiday season and covid it took much longer to get here, but at least it now is and arrived undamaged. Praise be to the postal workforce.

However there’s still some work to do with it, I don’t yet have my email client set up yet for sending out the emails for each update, and there’s a lot of other software that needs downloading and setting up. I should be done with that within a couple days, by which time I can get myself back up to speed and resume programming.

I hope everyone’s keeping safe, wearing masks, and looking out for one another.

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.

Mid-November Update

Hey guys,

Only a short update today, it’s been a difficult month. A friend got covid, my nephew got covid, a pet died, the list goes on. I’ve not been in a great space mentally, though I have at least gotten the majority of work done on that commission I mentioned last time that will be the last on my list.

I am eager to get back to coding again, once I have the capacity for it. I need my entire brain to make any semblance of progress. Turns out programming’s really hard, but I am getting there little by little, and I have friends who are able to help me when I get stuck.

On the plus side, time away has given me fresh eyes on what I’ve been working on for character attributes and stats. I think there’s a good amount of work here still yet to do in order to boil everything down to its most essential parts. I want there to be depth so that players can make their characters how they want, but not so much that it requires looking over screens full of numbers all the time. If anyone has some recommendations on simple but effective RPG systems, tabletop or videogames, feel free to post them; I can always do with more material to look at.