Tuesday, 15 March 2022

Incubus Island v0.0.4

I have done a few tweaks but the main thing is there is a job system now.

Honestly, these aren't massive additions and I wouldn't say there's much of a reason to play them at the moment, but they are below if you like.

You could just download the html file at the link below, or click Download as Zip to take everything, but the only things that changed from last version are:

images/places/ (job background images)
images/events/jobbartender (all)
files/ (one of the css files has been updated, can't remember which)

Incubus Island folder on Mega.nz


You get jobs by going to the bar and asking for one (need to have done a few events at bar) or to the college (new loc, accessible via downtown iirc, no prerequisits). Only one of them has an event associated with it. 

Monday, 14 March 2022

Incubus Update #17

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.
I've also done a bit of writing and coding for content that isn't going to be in the game for a few months. I know I said I wouldn't do that but sometimes I get an idea, am not sure if it'll work, and in my process of experimenting basically get it to the point where I feel foolish if I don't push it past a certain milestone. I don't do this often, the process is usually have idea > try to find a photoset that it fits with > come up with a new idea based on photoset that may or may not resemble my original concept > write down a few notes, some prose and maybe some quotes to use in it > leave it at that until I decide I need to add that kind of content. 

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. 

Tuesday, 8 February 2022

Incubus Island v0.0.3

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

Monday, 31 January 2022

Incubus Update #16

There's actually 9 versions of this
png based on who the player
impregnates and another set of
circumstances. 

Hello, it's been a while. 

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.
Anyway, I've done things like this porn shoot changer in the game (and IC as well) before, but with this one I'm trying to figure out the ideal way to do it so it's easy to create new ones and have some kind of consistency in how they're designed and programmed, and also for them to be as uncluttered and straightforward to edit as possible. Once I've worked it out and programmed whatever widgets and functions I need to do it right, I'll start doing others. 

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. 

Here.

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.

Sunday, 19 December 2021

Incubus City v1.11.8 - Patch

A mostly minor update, the most significant change was adding a revenge porn themed start. The Blackmail Bastard start was ok but less personal like this one, which incidentally could also function as a 'first breeding season' scenario, as it features the awakening of the protagonist to his unique nature. 

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.

Download Incubus City v1.11.8 Patch

Saturday, 20 November 2021

Incubus Update #15 - November


I completely forgot to do one of these. It's the 20th so I'll try to keep it brief, but the first thing I'll mention is that there's a new alternate version - the Enhanced Edition (not to be confused with Unofficial Extended Edition) features a new scenario (which is a 2-parter under some circumstances) and a few other changes. The author intends to continue developing and adding to it, so check it out.


Incubus Island releases

Just before this month began I released the second public version of II. I would like to do this somewhat monthly because it's a good way to motivate me to fix bugs people report quickly, so that I don't forget to later and lose track of them. It also means I can be motivated to looking over this or that scenario and checking it for bugs, missing prose, out of date coding (such as using the fuck widget incorrectly in a way that could result in the player becoming pregnant) and whatever other defects I find.

When I released it I wasn't fully satisfied, having found that there was more content in the game than I remembered making (lol) and much of it needed a few more passes. Since then I haven't actually done those passes, but I'll pass over one or two of the scenarios before end of month and release a new html. 


(Jeni Angel)

Smut peddler

What I have been doing is writing and designing content for the pornographer part of the game, wherein you can become well known enough for the content you upload to be contacted the Utara's leading pornography studio and find employment therein and becoming embroiled in whatever drama you find at a family owned business like that. 

The thing about this content is that none of it will be relevant or useable for a while, but I had ideas and wanted to give them form so that I knew they would work. I think they mostly do? Anyway you won't see this content implemented for a while but a chunk of it is written and I've done some photoshoppery for it. 


Jobs

I think to facilitate the above I should finally create the job/work/rent system. I may have spoken of it before but not in any detail. Let me outline all the ideas I have:
  • Jobs are acquired through story or exploration (meet the right person and ask for a job, or get offered a job through some achievement or plot point).
  • Jobs occupy a day of game-time and will be selected before leaving home every morning, whereupon you will automatically go to work and work there. (When the time/stamina system is less wishy washy there might be the ability to work morning, afternoon or night shifts, we'll see.)
  • A shift will deliver payout based on one attribute and one of two skills (which will be chosen depending on what type of workday it is, ie as a bartender most days your tips might be determined by your personality, but on busy days it's sheer volume of drinks you serve and keeping up with demand).
  • Most days working a job will be relatively uneventful, but some days will present you with mini-events where you make decisions and reap benefits or get punished accordingly. Some of these might have some sort of 'challenge', requiring you to have remembered info previously given, to make a judgement based on facts at hand, some sort of skillcheck, etc.
  • There may also be a rudimentary ranking system. If you get a job at a school, for example, you might start as a lowly teacher's assistant, but be able to rank yourself up to be guidance councilor. The type of things that can happen at each rank obviously will differ.
  • They will have at least 2 progress variables associated with them. One is how well you are doing at your job in the mind of your employer (ie promotion XP), the others I have some idea of but I'll have a clearer picture once I've started solidifying jobs. I want there to be some element of conflict in priorities, such as: pleasing boss vs getting along with coworkers, doing a good job vs exploiting the job to fulfil your desires, etc.
  • Jobs will have stories attached to them too; getting to certain levels of job progress, or making certain decisions in mini-events, or becoming a certain level of popular with coworkers or customers should do it.
  • Initially the purpose of jobs will be to not be evicted.
  • Most skills will be improvable through various means, taking courses and the like at University of Utara, going to the gym, or some other means.
I should find the traces of this system that I've previously started on, decide if I need to scrap them and start over or if I can work with them. I just need to start laying the groundwork and continue working on it so it never gathers enough dust to be trouble to excavate. (Ie I don't half-make it and forget how it works or where I was going with it, which leads to trouble.)


Goal

I do not expect to have anything real or coherent to show on any of this by end of month, and December is will likely be a writeoff for obvious reasons, though I might end up with a lot of unforseen free time as well. 

I think mainly my goal for end of month will just be fixing most of the bugs people have pointed out to me already. This sounds easy but whenever I sit down to work on a project it's easier to be led by my inclinations for creating things rather than by plan or pragmatism. Just how I am. I expect I'll continue to create at least a bit of content that will be unuseable for the time being, sometimes you just get ideas and have to give them form.


Questions for You, Dear Reader

Help me out here.

1) Have you played a Twine game that had music? Was it implemented well? If so, tell me the name of it. If it wasn't implemented well, what could have been changed to improve implementation? Please let me know. 

2) II's travel system as it is now is not great. It's supposed to function on hubs, where there's 3 neighbourhoods and within those you can navigate to specific locations, but I don't think this is clear. I put this question to the discord, and I'll put it here too: Would you prefer a map wherein you 'Go North', 'Go South', etc to get from place to place (TiTS is often cited as an example of this) or one with a 'world map' where you click on a place on a literal map (as Renpy games tend to do, such as Summertime Saga)?



Sunday, 31 October 2021

Incubus Island v0.0.2

Happy Halloween! 

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.

FILES: MEGA  MEDIAFIRE  FBOOM*

HTML: MEGA  MEDIAFIRE  FBOOM*

*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.