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Preview
Jailen
2016/06/17
(Fri)
20:29:55
No.
27821
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>>27797
Yep: just say so =) Version 0 through 1 (Pre-release versions) will be available to download, discuss, and review by anyone who wants to make me iron out bugs and the game mechanic itself.
>>27810
I... Plan to do so, eventually. My own 'history' involves each Agent, but not every Agent is needed to get it to end. Consider Mass Effect 2: the choices you make recruiting, training, involving, (and perhaps killing) Agents will heavily affect the Endgame. You, as the player, are the protagonist, but you will lose significant pieces of information (and sex) if, for example, you don't train Princess enough, or allow her to be killed swiftly.
But it is *my* history. Nothing will stop you from creating your own canon and characters, and even sharing it with others. The game, in fact, is designed to inspire and encourage others to do so. And regarding games... Well, creating the engine and properly managing all the math is not easy. However, once successfully accomplished, I *could* easily fork the engine to create --let's say-- A Korra Academy. Not that I've not thought about it, you know ;)
>>27819
Sure I am! Allow me to ellaborate on this:
Each character is contained within a .facharacter file, which is in fact a folder bundle containing any relevant images, metainformation, and a few specific keys within an XML file which properly describes the character. Let's, for example, think of the "Bubblegum.facharacter". The game will load any assets contained within the package application, but you will be able to select specific folders for the game to explore and seize more assets you may have created. In your preferences, you can also choose whatever specific assets you want to load in a game (assets, currently being Characters, Buildings, and Items, are packaged in Sets, 'faset'), picking entire Sets ("I want to load the Fairweather Canon Set, plus the DC Characters Set), or specific assets ("I only want Korra from the Avatar Set, and Hermione from the Harry Potter Set). Then, when you run a new play, the game will check out those assets against your preferences, and *only load them* if they pass your specific requisites. In the previous example, Bubblegum has an specific, unique hash formed from those characteristics contained in its file. When a Scene requiring that Bubblegum is about to unfold because of your actions (e.g, Bubblegum is gonna be gangbanged by wild mutant monkeys), the engine ensures that you allow "gangbang" scenes to unfold, that you have "Bubblegum" as a Character and Student within the game (and for that, the previous Bubblegum asset must already have been loaded), and so on. If not, the game simply ignores that scene whatsoever, and no effects are carried down to your game.
You only need to edit the XML and the contents to create new Characters: I will publish an API Documentation about it, but (of course) expect it to fully change from 0.1 to 1.0 as we find together what works, what does not work, and what should be included.
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Gore & Death
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