Welp, I was meaning to post this earlier this morning, but then I thought: I'll test some of this craziness, and then I can share some pictures! Basically, I spent the last several hours solving an unexpected problem. Well, mostly trying to find out what the problem even was... So anyway, here we are finally.
Besty and I have been working on the game as usual, and things are progressing well for the most part. I did end up spending more time than I had planned on finishing up the schools and then some more with fixing the issue that popped up with orifice stretching though. I'm not too far behind, so I should be able to get my main objectives accomplished for version 0.16.0. So let's cover some of the new stuff coming your way :D
Besty:
Besty has been picking things up quickly, we started out with some simpler tasks to start getting the hang of AW's gigantic pile of code, as well as some adjustment for twee and TypeScript. First up we have a better look to the end-of-week summary, to make it more readable. Then some sprucing up of the game's achievement and unlock system:
While it looks a lot better, the primary part of this was fixing things up so that achievements and unlocks are properly registered and saved.
From there, Besty's been working on job data, getting the early rough-and-dirty format properly sorted out and coded in TypeScript. That frees us up to expand the jobs, both by adding ranks, as well as by adding different jobs/careers.
ThaumX:
I've already reported on some of the stuff from earlier in the month, so I'll just cover what's new since then. There of course has been some work together with Besty, mostly on related items like the week system code and straightening out the start page load order and new-player welcome message. Then I moved on to finishing the training schools, of which there are eight. First up was adding in the code to support custom events and training/in-class text. Next was finishing the backstory for each of the schools, and adding a full array of courses to each school, at different levels and focusing on different aspects of the school's training focus.
Each course has a description, and most of them have unique course images that fit in with the description, price and schedule. Each school focuses on training one or two main skills, along with a subset of minor skills and/or exercise. Here's a selection of the images for the basic "starter" courses along with the primary skill/s they teach:
Basic Cockmongering - Deep Drilling - Oral, Prostitution - (Adult District)
SlavSquat Course - SlavSquat Academy - Athletics, Exercise, ++
Dance Freaky - Freak Dance Studio - Dancing, Exhibitionism, Exercise
Introductory Finishing Course - Mrs. Fubb's Parlor - Communication, Seduction, Aesthetics
Basic Riding - Monster Tamer Studio - Sex, Prostitution - (Adult District) [stretching]
Jobbing 101, The Oldest Profession, Organization, Finance, Problem Solving, Prostitution
Le Petite Clean - Maid Pouffiasse - Cleaning, Organization
(this school also teaches shopping and cooking in other courses)
So that's fun, the images probably make a bit more sense when combined with the school and course's text and other courses though...
Monster Tamer Studio brought up a good opportunity to test out something that I made possible by building the Omni System last month. Orifice Stretching. I've discussed it briefly before, so I won't go into too much detail...
Basically the stretching code is setup to allow a degree of natural "stretching" before permanent changes occur, along with a decrease in stretching over time. It also of course will warn when something is simply impossible, and will allow a painful level of stretching. Of course you can also slowly stretch things out... The system accounts for moisture/lubrication, and some other factors like the elastic mutation. Pretty detailed overall, though other games (like TiTS) also have detailed systems to show this. What sets AW apart is using the omni system to manage the timing for recovery.
while checking a counter for a couple of orifices regularly isn't a big deal, doing so for hundreds of characters at once would quickly slow things down. Instead, the omni system is able to manage only the characters that need it, thereby making the mechanic viable for NPCs.
That's it for now!
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