images/places/ (job background images)
images/events/jobbartender (all)
files/ (one of the css files has been updated, can't remember which)
Sup bitches. It's almost the ides of March (beware!) and I haven't released my monthly newsletter thing. I ten to go overlong with these so let me give brevity a shot this time around.
GOALS
1) Release a new html for II probably with a zip that includes new images for the content.
2) Make some kind of dent in the job system. Some of it relies on how my changer experiment goes but I think I can get the skeleton of it going - finding jobs, doing shifts, getting paid, minor mini-events to spice things up. Nothing huge but some necessary groundwork. 3) Some bugfixes for IC. Atributz has been diligently cataloguing my various coding fuckups as he translates the game to Russian so I got no excuse not to fix 'em.
Release a new html for II
Got this done as you've seen.
Make some kind of dent in the job system.
| When you're doing jobs an image like this relevant to said job will display in the background. I ought to come up with little references to put in these. This one is for tutoring. |
I have it set up and running ok and have created two jobs. It's currently very simple but it features simple promotions, a payscale based on rank and stats (subequently I will have it also involve skill levels and provide skill boosts). Each job tracks your advancement (basically job XP for promotions), corruption (the level at which you've compromised the staff or clientele of a profession, which might be used in determining which events trigger), suspicion (represents how close you are to being fired).
I've also created a means of launching job-specific events the same way I would do location-specific events (by tagging them job-jobname-event (eg. job-bartender-event)). Eventually I will have these events have other criteria as well, like level of corruption, rank, etc.
All jobs are run from the 'Job' passage and pull data from job.json passage to inform how they work (ie how much a job pays, how much rank / skill / stats affect payout, pay rate, things your boss says to you under certain circumstances, etc)
The bartender job you get at the dive bar after involving yourself with the local denizens sufficiently that the bartender recognizes you. The bartender job is the only one that has its own event a 'changer event' (ie an event that can have all its details be altered each time you play it so it tells a different story using the same structure), though it's a very simple event I got needlessly complicated with (I will probably gut and recycle the template for some recurring event more suitable for the amount of coding I did for it).
The tutor job you get at the college, Utara U, currently with no prerequisites. Working at this job might provide you with school credit and perhaps access to other facilities - but also, if you get fired from it in a particularly egregious way, you'll probably get banned from college grounds. (That's what to expect, but at the moment its very barebones.)
Here's some code:
To hire the player for a job, I would use this code:
<<hired bouncer >>
Obviously a fired version of this will exist, but I want being fired to include some fanfare which I'm not ready to get into yet. (I also want being fired from a job not necessarily being a minus, like maybe the only way to get one job is to get fired from another certain job and then brag about it to someone.)
The jobs are defined like this:
<<set setup.JOBS.bartender = {
name: "bartender",
description: "Serve customers drinks and mop floors.",
skill: "",
stat: "C",
pay_base: 50,
pay_stat: 0.1,
pay_skill: 0.1,
pay_rank: 0.1,
time_start: 9,
time_end: 23.5,
shiftlength: 8,
boss_name: "Boss",
boss_stand: "man-strong",
boss_quips_firstday: "...",
boss_quips_goodjob: "...",
boss_quips_badjob: "...",
boss_quips_prattle: "...",
} >>
You can somewhat infer what most of these do. The quips at the bottom I remove for the sake of brevity - they will be |-divided strings like used elsewhere in the game from which the game picks random quotes.
Obv a lot of work to do here, like each shift needs some sort of randomly-generated flavor text for example. But it's there and it works.
I will have this for upload sometime soon, for some reason I cannot upload at the moment.
Some bugfixes for IC
I've done a few but I'd like to do more before I release it; and actually it might be a full release rather than a html patch. I will explain:
1) I'm also going to be releasing replacement images for the missing daughter subfolders. I don't know if I officially explained that, but the porn production company that did those images was found to be of a level of scumminess so severe that they'd fit right in in the IC universe, and I thought it was better to take them out.
2) I'll be incorporating some of Crimson Samurai's Enhanced Edition content into the main game. Crimson Samurai is working on a new game btw, I will shill it when I publish the new re-incorporated edition of IC.
Probably in a few days I'll decide one way or the other; if it's just a patch then the full-release with the below stuff will come out in a week or two.
OTHER STUFF
| This is the map exploration interface I toyed with. Probably will never appear as such in-game. |
Anyway I've written and somewhat coded extensions for one of the existing storylines - which will tie this game's story into the previous's in a way that might not be immediately obvious.
I tweaked the beach photography feature and added some content. It's probably not clear what this feature is for at present but photography will be a skill you will be able to make money with both as an artistic endeavour and as a journalistic/espionage one, so practice will be useful.
I also experimented a bit with the map system. I'm a bit torn on how to do it - I want a system where you go north/south/east/west to find places but once they are found you can fast travel to them (with the time elapsed and stamina lost proportionate to the distance) but part of me says this is a dumb idea so idk for now.
NEXT GOALS
Only a half-month left so I'll make some modest goals:
1) Experiment with the job system and make it more robust. Add a storyline for the bartender one and some of the changer event I mean to do for the tutor one.
2) The IC bugfix and possibly adding Crimson Samurai's stuff into the base game. See section above.
I think the month after I'll take a step back and figure out what the best thing to focus on for the game will be.
Fixed some bugs, added a 3-part scenario (meant for later in the game in a nonexistant context, but for now you can trigger it at the pawn shop).
This might be annoying but to get new images you can right click the certain folders in the images folder using the folder link below and download it as a zip, then place its contents properly in your own folder. In future I'll try to figure out a better way that doesn't involve me re-uploading the entire game in a zip - I just find that process so annoying.
For the new stuff to show up right, you'll need to download the following folders:
images/npcs/conwoman
images/npcs/congirl
images/events/conwomen/
You may also want to download the files/ folder as well, some of the css has certainly update.
Edit: I changed the above text for clarity's sake.
Entire folder: Mega
Just html: Mega
| There's actually 9 versions of this png based on who the player impregnates and another set of circumstances. |
Last I posted one of these, I said I would clear some of the bugs out of II and release a new html of it (which I intended to do before Christmas). Turns out I did this, but forgot to actually upload and announce it, and subsequently have edited the game further, possibly ensuring new bugs that might defeat the purpose of my releasing it. So what I think I'm going to do is in the next week try to fix up and release a new version of the game which will include new additions.
One of the new additions is a scenario is a 3-part scenario (titled 'conwomen') that's based on an amusing/embarrassing thing that happened to a friend of mine while travelling. This will probably not occur until maybe the 2nd week of a playthrough once the game is done, but right now I don't have the location to provide it proper context so it's available at the pawn shop in the market (chosen arbitrarily) from day 1. The third part also allows an opportunity to do some evil, which the game is relatively short on at the moment.
I have also done significant writing and photoshopping for the prologue scenario. If you recall, I hated the initial version of it; I have both streamlined and expanded it now as well as changed a key component. I won't put it into the game until it's reasonably coherent and all the images are done, and also until the game is far along enough to justify having a prologue (an unfinished imageless version will be findable in the game for Twine hackers if you're curious but why bother?).
I also happened to have finished programming in a simple way to time-delay events in terms of availability (eg: the neighbors who move in next door at the motel won't appear until day 3 or so in future versions, through the addition of the tag 'day-3' to the starting passage).
I also started making what I call a 'changer' for amateur porn shoot events. A changer is what I call the type of adaptable scenario, where most of the code is the same, but data is read from a database to populate the scenario differently. So the event always has the same premise (in this case, someone either responds to an ad you place to be in a porn video with you or you successfully proposition someone you encounter in some other event for such purposes, so you hire them to do a scene) but it plays out a little differently (character, story, options available, what skill checks are required for passing, the reward or cost etc). If this brings to mind the shitty computer-generated quests from game like Skyrim ("hey can you get this book I somehow know is at the bottom of this random flooded rotting tomb?") don't worry about that, I'm not doing any of that shit. I'm better than Bethesda and you can tell them I said that.
| I love this type of rad 80s airbrush art. This isn't relating to anything, I just felt like sharing. |
The others in question are mainly the dating/relationship changers (which lets characters you decide not to rape or otherwise annoy otherwise become available for various types of interactions) (I already made a changer for dating btw but it sucks and is going straight into the garbage where it belongs) and jobs. Which brings me to what I want to do this month.
I mentioned the job system numerous times including last month. I've looked into it and I basically will be starting it from scratch, which I'm fine with because I enjoy programming. The reason I want to get this system in the game is because it allows me to do all kinds of scenarios with the various contexts it provides for things that can happen. Be you a substitute teacher, a bouncer, a photographer, a bartender etc, there will be different types of stuff that could happen that would allow you to meet certain characters or experience certain things that uhhhh look it makes sense, ok? Don't stress about the details.
Sorry this is so long ("that's what I said") but I think that gives you the gist of it. Goals this month, in summary:
1) Release a new html for II probably with a zip that includes new images for the content.
2) Make some kind of dent in the job system. Some of it relies on how my changer experiment goes but I think I can get the skeleton of it going - finding jobs, doing shifts, getting paid, minor mini-events to spice things up. Nothing huge but some necessary groundwork.
3) Some bugfixes for IC. Atributz has been diligently cataloguing my various coding fuckups as he translates the game to Russian so I got no excuse not to fix 'em.
Btw variant from the discord has kindly uploaded v002 of II to a web server which people who have issues downloading it or running it might appreciate. I present it here with the disclaimer that I'm not officially supporting this instance of the game or responsible for anything you find here yadda yadda.
Honestly it's the first time I've played it without having my debug mode enabled and it's really confusing to start out imo... Something I'll look into.
Wrote a bit of custom content for some of the characters you can choose to blackmail. If you have a pitch for a concept for characters I didn't make such content, let me know.
Here's the change list:
-Fixed some issues that may have gotten you stuck on some screens.
-Fixed a few typos.
-Added Revenge Porner start.

Here it is, v0.0.2. As I went over everything I realized just how much work all of it needs. It's not as polished as I wanted, but it's playable.
I think I'm going to do a release every month going forward, just to give the project a sense of momentum and perhaps inspire me to look-over bits of content here and there and tweak them as I go along. If I spend 50% of development time on adding new stuff and 50% on refining existing stuff, that might be ideal.
I'll go into detail on what's new and what needs to be done in the November Incubus Update which should come in a few days or maybe tomorrow.
There's mainly 2 new storylines - 1 of them is almost unavoidable and the other is initiated at the bar. There's also a new location with content related to it but not technically with purpose just yet.
Anyway, I've split it between files and html. (This is so I can update the html file later without having to re-upload the images.) Dump them in the same folder and open the html to run.
*I did not create this FBOOM link and cannot authenticate if it works or not, just fyi.
While I know there's definitely bugs in this game, please let me know if there's an absence of basic functionality on your end that could indicate some oversight of mine while packaging this up.