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Wyrmez
2015/07/28
(Tue)
14:17:30
No.
17461
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>>17423
No: I will use Beaver’s current AC art, and then I plan to commission him through Patreon if the game gains traction. You have a tentative plan of that a few posts above :) But yeah, I would love to bring more artists (and some of their OC characters) to the game if they feel interested enough. Any ideas?
>>17434
Already done. :)
You see, each Character is very defined, in terms of anatomy and species, this being a rather 'intense' game in terms of physical events. And because I do want my girls athletic and busty, but others may do want the opposite, and others may want something else, I coded them so their attributes could be *changed*.
For example: there is a very basic building to be built in the first turns of the game: the Cafeteria. It provides a very basic (+1) quantity of Health, which is another pseudo-resource (the difference between Resources and those minor ones is that while your actions and their consequences can either modify your Reputation or Energy levels, the other resources are modified by the actions and consequences of your assets and buildings). The Cafeteria is also a very special Building, which also provides a new set of Rules to be micro-managed, regarding what kind of food do you provide to them.
At first, you can either provide normal food (no modifiers), slightly more healthy food, with a better proportion of proteins and carbohydrates (more expensive in Energy), or fast food from an unsanctioned provider (slight-to-mid Reputation decrease, but the provider 'gifts' you with an steady Energy boost, and random other 'gifts' over time).
The food menus, however, also affect your girls over time: their physical attributes will be affected, and they will change their Shape if they eat too much junk-food, or if they do workout a lot at the Gym (another interesting building).
As you progress and develop Technologies, new opportunities open: Vanguard provides lots of interesting bioengineered hormones and genetic reshapers intended to repurpose the girls' bodies to your liking. USAC provides state-of-the-art drugs and behavior-modifying substances to slowly reshape their minds as you see fit.
The rules are not conflictive (not *all*), so you can use Vanguard tech to make them all grow gravity-defying E Cups, while using USAC tech to permanently reduce their IQ.
As you can see, you have to balance your goals: if you plan to make them mindless zombie assassins, reducing or removing their thoughts through drugs seems perfectly fine... But then don't complain if Princess gets killed in a mission where her Hacking skills were needed.
The effects of such Rules are, however, minor, in comparison to your own actions: providing the girls with the best healthy food in the game brings a massive amount of Health per turn (+5), but you will need a Gym and you will have to carefully construct the school schedule if you want them all as fit as Leaf (or more). And some girls are more resistant to body changes than others, and may need something else to trigger them over...
In regards to the art, there are easier and not-so-easier ways to do it: for character profiles, I had thought to commission Beaver to perform a ‘base’ layer of each girl, and then overlay art layers as needed: it’s common in similar games where you have different outfits, expressions, and body changes.
However, for Scenes, continuity becomes a problem: I would have to commission Beaver for *all* physical changes to be included in a particular scene. That can be either easy, or simply unfeasible: take for example an scene where Princess is getting gangraped. I have to commission the Scene itself of Princess getting skewered. Then I must ask for all potential body shapes to be addressed (athletic, fat, etc), outfits (school, agent, stealth), and decorations (semen, blood, unicorn ichor), and so on. Each Scene would have a LOT of work in the art department… Which it is really fine by me, but it is something to be thought over carefully.
For now, and at mid-range, expect simple Scenes where they are static in regards to the specific changes in your angels (in the previous example, you would see the gangbang, but not changes in her body, for example). In the profile pictures, I do hope to address and include all art changes. :)
In regards to Attitudes… I like your scheme: right now, they have an obedience variable, which determines if they are going to follow your commands, or not. Some of the girls are more (Leaf) resistant than others (Princess), but you can use multiple ways (described some above) to coerce them to submission. Important thing: if Obedience is very low, they won’t attend classes (will not improve), won’t do missions (will not improve, will not obtain goodies and extra benefits), and will adversely affect your Reputation.
Could you provide me a further description of your physical and mental changes ideas? I really like your attitudes scheme: where you would get a girl Broken, or Loyal? How would they change their status (if possible?)
>>17455
Hah. Interesting Victory. It should be interesting, then, if you could *find* a way in the game to do that, wouldn't it? ;) Remember, there are two VISIBLE Victories. Maybe there are a few more, that you have first to discover before you can try to achieve them...
In regards to the 'dummy' angel for training settings: good idea, but I'm already oversized in terms of characters: as you can see, the game is very large: I do not want to include *more* characters for now (because that would require more text lines/coding/design).
But your training question merits a more throughout answer, because I hinted about it, but I didn't quite detail how it worked: in a few days I will post a spreadsheet outlining the list of available Buildings. Some of them (the idea is to have them all, but... Please! For 2.0, perhaps) can be 'commandeered': that is, when you hire a Teacher, you can leave him in your Teaching List (providing base amounts of boosting to the girls' academical skills), or you can place him in one of these buildings. You lose these base amounts of boosting, but you gain a very powerful and local boost to the building... Also ENABLING the extra capabilities of such building itself.
There are two of those that I can talk right now, being coded and outlined: the Laboratory, and the Gym. They require different amounts of Reputation and Energy to be built, and are slightly dense in terms of turns-to-completion in comparison with the rest of the buildings in their tier. When built, they provide base stats (for example, the Gym provides +1 to all Athletic skill learning) over time. Like with the cantina, they also provide Rules (the gym allows for a new kind of clothing uniform, *fitness* clothing) and so on.
They, however, are unique because they have an slot for a teacher, and another one for a 'monitor': each has unique requirements (for example, the Teacher slot for the Labo requires a very high level of Computing and Sciences, and for now, only Doc would be able to get in), so you can't put LT as the head Professor of the Labo (that would be fun, though).
When placed, the Laboratory gets a sizable boost, and also you get a new panel in the game: Research. You have access to the tech tree, and you can then research new techs. Your research speed will increase if you upgrade your labo, and also if your teacher increases its level over time... And if you provide him with a Monitor: an student which will became the teacher's aide, extra boosting their specific skills, but almost detaining her development in the rest.
An example: you build the Gym, and place LT as the Teacher. Sizable boost to several athletic skill learning to students, extra Health (for fitness), and you get access to the Training tree, where you can choose how to develop the physical bodies and skills of your girls ;) But for Cocksucking Training, you will have to wait at least 30 turns... And you don't want to wait, so you place Leaf as LT's aide. Leaf will almost stop improving at virtually anything else but athletics, and will provide an extra +25% boost to research time, rendering your wait to a more manageable 22 turns. And you will get at least one Scene of Leaf getting intensive and private lessons of LT on said fitness skill ;)
Daaamn, my posts are very long: sorry. But a last comment: I see you’re getting interested, so I’ll try to speed things a bit along these days and provide the building and techs lists for you to review and comment: each one has a Cost (Production, your capacity to develop and build structures or physical objects, or Research, your capacity to investigate new technologies and sciences), a Maintenance (in Energy terms), a Requirement (often a prior Tech, but perhaps also a Minimum Energy/Reputation or other resource), a Teacher/Aide slot, and the Effect (a boost to a resource development, more than often), and a Description. You could help me fill the gaps on some of the buildings, and specifically, in the Description setting (cool narrative stuff!) ;)
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