Saturday 30 May 2020

Incubus Island Monthly Goal #3

It's June already! Lets go over the goals I set for May and see how I did:

1) Create the buy/sell interface

Crafting interface. Currently all the
craftables are shoved into a single
screen, so forgeries and other data
items are alongside chems and drugs,
tech-based creations etc. Will split
these up, eventually.
I have created such an interface. The buying prices are calculated based on the player's barter skill, as are the selling prices (obviously, the barter skill is irrelevant in cases where you're buying from vending machines). Moreover, for all items there will be a bulk purchase option, enabling further savings. In the item database, every item has a base 'cost' which represents what they are worth in KRED (the post-national currency used in II), from which their sale price and bartered purchase price are derived.

More interestingly, the 'shop interface' can also function as a crafting interface. The player will be able to create items based on items they posses and their level in the relevant skill. I kinda just did this on a whim, but it works almost perfectly. For crafting an item, there are three variables: Ingredients, Requirements, and Skills. Ingredients are self-explanatory; Requirements are the equipment and recipes needed to create the item (ie: possessions that are needed, like Ingredients, but are not depleted during crafting); Skills are the skill levels necessary to craft the item. For example, to produce a poison dart for your dart gun you might need to use some Utaran wasp venom, a dart, have a Chemistry skill of 6, and posses the Poison Dart Recipe.

2) Start implementing one of the main characters

I didn't do this at all. All the scenario/event based stuff I did was to test everything else here, and aside from building her location and creating her NPC data, I didn't really create anything to do with her story. I gotta own this, I failed to reach my goal here.

Objective: Failed

3) Health, Stamina, 'Mana', and other formulas (XP, skill level, etc)

Done. Here are a few of the formulas (LV is the player's Level, E is Endurance, S is Strength, A is Agility, I is Intelligence, P is Perception) (points for whoever guesses what RPG franchise I'm inspired by here):

Max HP (Health Points) formula is   E*2+S + LV*(E/2+2)

Max SP (Stamina Points) formula is   E+A + LV*(A/2)

Max MP (Mana Mental Points) formula is   I*2 + LV*(P/2)

For XP/Level and Skill/Skill Level, the formulas are a little more complicated, and I'll probably tweak them a lot as I go. The main point is that unlike in IC where you'd gain 1 skill level for every 5 points of whatever skill XP (sex/brutality/incubus/hypno), in II each successive level requires more skill XP. This is closer to how most RPGs function. 

Every level increase increases your maximum this-and-that as the formulas indicate above. I also have it so every nth level you get a perk point, though there's no way to spend them yet. The player levels up when they sleep - this is a thing from older RPGs I've played, and I rather like it. Makes the chracter's growth feel realer somehow, like it's a function of literal experience rather than numbers going up.

4) More consistent aesthetic

Done. It's actually a little too consistent right now, but that's an easy problem to solve if it annoys me.

5) Equip-able items (clothing for now).

Clothes are now equippable. I've made it so you can change clothing at home and other fixed locations (in a changeroom for example). It's incredibly easy - in fact requires no additional programming at all - to add extra clothing types (right now I have 'outfit' for general clothing, 'accessory' for things like sunglasses, and 'alternate' as a slot for the item you'll keep handy to change into when required, ie swim suit, scuba gear, things like that), the game will automatically know based on a clothing item's subcategory. Like if an item's subcategory is 'hat' then a hat slot will be created on the character's data as soon as he tries on the item.


Other Things I Did


Scheduler - I had an event delayer already made, but now everything can be created according to a schedule. It's also able to do all kinds of other things. In IC, if you got a follow-up text message, or if there was an article or whatever about what you did, you'd potentially get it immediately. The only thing delaying it is if there were too many other such items in the queue, or by random variance. I want to have this work properly this time around.

Some of the triggers will be automatic. For example, if you murder someone, there will be a news item automatically generated about their death that will come in a couple of days. 

<<schedule news "Tonight on the news, bla bla bla.|But first, local man claims bla bla bla.|Then some other thing." 5 >>

This creates a TV news segment will, after 5 days, appear the next time the player watches TV. The pipe character ('|') separates the two anchors's dialogue. I use this type of string a lot to create 'quick conversations' the game will reinterpret and format properly when it uses it. 

<<schedule socialmedia "Did you see about that thing that happened?|The thing with the guy and the girl?|Yeah, that!|Yeah! So fucked up!" 2 >>

This creates a conversation witnessed on social media, which the player can come across if he goes online in 2 or more days. 

<<schedule email "There is no subject line here.|I'm writing to tell you that not much thought was put into this example email. Also, I think I'm pregnant.|Jane" 21 >>

This creates an email the player will receive in 3 weeks. 

<<schedule delivery suntanlotion 4 >>

You can order items and have them delivered to you. This is how I would tell the game to deliver some suntan lotion to the player's appartment, to arrive in 4 days. 

<<schedule event horsepunch_weeklater 7 >>

This cues up an event called 'horsepunch_weeklater', which happens 7 days hence. I assume this randomly named event would deal with the aftermath of that time the player punched a horse. 

<<schedule hookup teacher >>

Here's a hookup being scheduled with the 'teacher' character. Which leads to...

Hookup system - I made a 'booty call' system in IC, and this is this game's equivalent, except it's better in every way because it's affected by skills and decisions. If she's a character you want to keep in your contact list (and improve your relationship with, for whatever reason (ie. so she'll be your gf, so she'll work for you, etc)), you can choose to prioritize her pleasure; if she's a pump-and-dump you can treat her poorly and possibly make her angry. You can slip off the condom without her noticing if you're stealthy enough, or coerce her into letting you not use one - again, options that risk worsening or terminating your relationship with her.

Storage - I created a storage interface for depositing and retrieving items. Simple enough. Player can store goods at home, possibly other locations. Might be a maximum capacity if at any point there seems to be a point. 

I also made a bunch of items


June's Goals

1) Implement one of the major characters - I failed this one this month, would like to get it done.

2) Finish off the content I've put in so far - To test ideas I've put in some scenes, but a few have yet to be finished. It's a thing that builds and is at the back of my mind, all these loose ends that need to be tied, tasks that need to be checked off my list. Time to do them. 

3) Create places and contexts and start putting content into them - I have content mostly completed for a variety of circumstances that don't exist yet. I will create those circumstances. For example, there's going to be a way to meet girls online on various dating platforms (it'll be nothing like the version of this in IC, I promise!). I have some of the content made for these girls (it's not madlibbed like in IC), so I want to create the dating interface so that I can put the content into the game. 

4) Create 2 scenarios. - I keep getting ideas and shelving them for later. I'll unshelve two and write/code them.


Previous Poll - Favorite Wedding


Enough votes to look at this. I'm a tad surprised to see Shinoa's ending in there, but I'm even more surprised by O'Shay's ranking. I didn't think her marriage ending was that interesting, though someone suggested that it was a fondness of Molly Jane that put her high in both this and the ending rankings. The mother/daughter being in the top 5 suggests I should stay the course on that kind of content for II.

I prefer O'Shay's Dirty Cop ending to her Marriage ending, so that's the one that's gonna be canon.


Next Poll - ???

I was trying to find a poll system that would let me do more interesting polls that would gather various numerical ratings (i.e. "On a scale of evilness between 1 and 100, where 1 is being rude to someone and 100 is cold blooded murder, how do you rate the following actions:") but to do that I'd have to sign up for some massive survey thing and learn how to use it. 

This leaves me without an idea for a poll at the moment, I'll post one if/when I think of one.

20 comments:

  1. Don’t be too hard on yourself for the main character’s thing. Even big studios suffer from delays. The work you produce is important to a lot of people, but projects like this take time, and the people that this is important to care enough to know that good work takes more time than rushed work. It may be a kinda sad and a little funny that we as consumers and you as the developer have so much invested into work of this nature, but everyone has “their thing”, and your work lets us entertain unique and enthralling experiences. Keep up the great work. Don’t burn yourself out working too hard though. I look forward to the next update.

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    1. Yeah, thought in my case there will be rushed parts and parts I took a lot of time on, depending on my whims - I'll own that fact. The goal with this blog is to make sure I do things in an order that is conducive to the game taking shape at a consistent rate. I could easily pour hours of dev time into stuff that won't be useful until after the game has grown much larger, which means I'll have spent time advancing development only theoretically, so I gotta keep my impulses in check. Creating a questline (like the one I didn't get started on) will help me better understand how to create such content, and how certain systems should be created to connect this content to other content. So I ought to do it.

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  2. I think it's interesting to note that both the Shinoa marriage and the Princess Falia marriage are more difficult/complex to achieve than most of the standard marriage endings, so maybe people are looking for complexity. This is also true, to some extent, of the your mom & your daughter marriages. As for O'Shay's wedding bells ending, personally I don't remember it well, but the Dirty Cop ending has you getting married to her so people might have conflated the two.

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    Replies
    1. I think you may be right on all accounts.

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  3. Any plans to include something like the harem system from IC, maybe with some expansions e.g. more opportunities to recruit girls and more interactions once they've been added?

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    1. The harem/brothel/porn/whatever systems in IC were all throwtogethers that I did on a whim. For II I intend to have similar systems, but they'll make more sense and serve more of a purpose. Game probably won't launch with harem, will probably launch with brothel.

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  4. Looking forward to seeing what you do with the hookup system.

    Would be great if the system relies less on rng and more on your stats, gear and wealth.

    For example characters would have randomized traits which the player could infer based on some clues on their profile page or responses in dialogue.

    Perception could help players infer responses correctly or incorrectly if perception is low while stats, gear and equipment create new ways of managing a situation that gives a percentage chance of success based on the a number of factors.

    I.e Defending a pacifist peace loving girl from a harrasser using your fist rather than charm/wealth would be a lot less impressive to her even if you successfully beat the harrasser.

    Really hyped on your new game based on the foundations you are setting up for the game.

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    Replies
    1. It would also be cool if it were possible to turn a random generated npc into a "named" NPC that uses sex scenes that matches the character's image.

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    2. You got some ideas.

      For repeated content (ie interactions that are not specific to individual characters) my intent is to add variance and possibilities dependent on your stats, how evil you are, her traits, etc. Player's perception is intended to help the player identify her traits, though I haven't implemented that in anything yet.

      I haven't determined if I'll have truly 'random' characters that can be brought into subsequent encounters/whatever, or if I'll just have named characters for that, or if there will be 'archetypes', ie generic girls based on a set of models who serve as archetypes, ie blonde teen, asian milf, etc. Something I'll look into as I create these systems.

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    3. If you are thinking of 'random' characters, Adam and Gaia by beornwahl has a decent simple set up where your "offsprings" are randomly generated characters take from a series of available archetype.

      https://f95zone.to/threads/adam-and-gaia-v2-3-14-beornwahl.6362/

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    4. You can breed in that game? That sounds interesting, I should try that at some point.

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  5. Glad to see you put in the work! Hope there's more hypno content in this new project !

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  6. Just read up on this blog. Enjoyed Incubus City and this seem to be shaping up to be a proper sequel. Too few devs in the genre focus on game mechanics.

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    1. They'd probably like to but it takes so much effort getting content done and having every thing just bare minimum work.

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  7. Hi, loved Incubus City and am following the development of this game as well, but can't say I understand completely the concept. What exactly is the premise, the same character from IC moved to an island with Crooked cop? Will there be time limits and day limits like before? Is it more free range and open? When do you expect first release to be available? Will you keep rape as one of the focal points of the game?

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    1. 1) New character, decades later. Some old characters might reappear.
      2) There might be a limit, but it will be extendable. Far longer timeframe than IC, at the very least.
      3) More open, more things to do, have more of a story.
      4) No idea on release date. Probably I will release an alpha when my level of satisfaction and impatience are equally high.
      5) Rape and pregnancy, yes. But while IC was written from assumption that the protagonist was a predator, II starts with the assumption that the protagonist is relatively normal. Certain 'evil' options will thus not be do-able when you start, you have to errode your moral character a bit first (plenty of opportunities to do so will be presented).

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  8. bit of a random questio; how old is the protagonist in this going to be? assuming it's not the player's choice.

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    1. The premise is college age or recent college graduate. You'll pick your backstory during the character creation process. I don't have anything against letting the player pick their age, if there's a demand for that. (Every NPC has an age property attached to them.)

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  9. Out of curiosity will the woman in the news segments be an option to fuck?

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