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>>17467
That's great! Please bring him here, and let's see if this is interesting enough for him! :)

>>17470
Okay, lots of feedback here. Replying:

- It would be cool to see the changes, and you will see how her stats change, along with the effect on multiple Scenes. But in actual art, it depends on the commissions to Beaver and any other artists... The same goes with facial expressions, or any other alterations to the actual art scenes. However: I have already coded how to apply those changes to Boxes and Character Sets both, in advance of the art itself ;)

- I have throughly read your attitude changes, and these are my ideas: I think I am going to create a new variable (attitude) which is on itself based on the actual values of Obedience, Libido, Loyalty, Suspicion, and Happiness. You see, five variables creating a radar chart of overall attitude: the variables draw different areas, and those areas are used to draw a plethora of different attitude status. These Attitudes are then used as any other Scene-altering variables: you would, for example, wait for Princess to be Broken before actually be able to perform a Gangbang Training over her (or maybe not ;)). It is truly a great idea to bring narrative and cohesion to the game, and I thank you lots for it :)

- And you have (perhaps unavertedly) brought another idea, which I'm eager to implement, as it solves another issue for me: before, it was somewhat tiring to actually see Scenes of the girls in their training: as I said before, you had to place a girl as the Aide, start a Training, and then hoped that you would be lucky enough to watch her training Scene in the next turn. Buuuut there's another way, and is to actually place slots on the Training Courses: for example, Cocksucking training --once developed-- provides a new setting, besides ruling (I have to think, however, *where* to place this): you can actually place girls in the Slot, and click over 'Train' to force upon them a 'special training session' on the selected course, which will always show at the end of the turn. To prevent abuse, this feature will quickly deplete both the trainer and the trainees' Stamina, at the expense of greatly enhanced boosts to their development and stats. It's quite cool, so thank you!

- Breaking a girl: weeeell, here we being to tread on interesting lands: I reccomend you to read about the BITE model (httpx://www.freedomofmind.com/Info/BITE/bitemodel.php) which is basically a *template* on how to modify the behavior of someone. You could get lots of ideas here. But for now, in the game, it is modeled like this: when girls succeed in Missions, they get Experience (enough experience allows you to buy increased abilities/stats/traits/objects/ and none of this is yet coded, mind you), and they get affected by the Bonuses they accumulated through the mission. If they fail, they can die (if that is activated), and they will suffer a severe blow to her Happiness (and perhaps other Attitude variables). Obedience and Loyalty tend to rise up with victories, and tend to fall down with defeats. Suspicion arises when you try to do something the girl is completely against (visible Vanguard training/objects/procedures/missions to an USAC girl, and viceversa), or if you get careless enough (as girls get more competent, so do their capability of making better questions: if you haven't upgraded enough your Laboratory and brought enough Hacking defenses, and Princess has evolved her Hacking enough, she *could* bring a Scene where she finds something about you...). This depends on how bad are your Academy characteristics. For example, negative Health provides significant deboost to Stamina and the overall development of all characters, and MASSIVE negative Health and guro activated should bring a grisly death by contaminated foods, for example. Bring out your imagination ;)

- You have actually deduced a bit of the training scheme: girls are taught 'mundane academics' at day, and 'covert' at night. You can't do many of both at the same time, or you will exhaust them (and raise significant Suspicion). That's another area for players to micromanage.

- The interrogator scenes are cool, and are already noted. But for now, I do not want to add building/tech complexity for the game, because it is already complex enough as it is. But it would be interesting after 1.0, to include another layer within training.

- Romancing: ahhh, everyone asks about this :D To romance a girl, you have to provoke a very high Loyalty, as you said. This opens a potential set of Scenes and missions, which begin to raise a sixth, hidden Attitude layer: Love. However, this is not easy, because it won't happen if, for example, your player character is a guy, and you're trying to romance Bubblegum, an outright lesbian in my universe. You will have to 'bring her to the other side' with some foul science ;) Love acts as a 'multiplier' of positive Attitudes (Loyalty, Obedience, Libido, Happiness) and a 'minimiser' of negative ones (Suspicion). But to make an harem end more difficult, I shall have to bring to mind how can I code antagonisms among girls (and guys): you make ONLY Calamity love you and Bubblegum will hate you (the Love attitude is polar, so it can be moved towards undying Love or outright Hate, just like in real life), and viceversa: it is the whole package, or creating a potential enemy (which can be interesting)...

- In your last paragraphs you have described how Scenes work: at the end of each turn, and all variables are calculated, you 'activate' some Scenes, than are then played: if you build the Dormitory, upgrade it enough, and make all girls insanely aroused and bisexual, you will have a very large chance to bring forth an Orgy Scene.
Post number No.17595
Board Gore & Death
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