Saturday, November 24, 2018

Greetings from Muschi Valley


Hello everyone, I thought I'd do a quick blog post since I did the Thanksgiving one early in the week. Version 16 is out for $1 supporters. This time I'm trying a new Patreon feature that allows limiting a reward to a specific tier instead of just $amount+. Hopefully doing things this way will make it even easier to find the correct release for you :D

Work has been rather challenging the last couple days, unfortunately I don't have much control over when we'll get busy. It's worth it though, as most of the time I'm left with plenty of extra time to spend on AW. Between that, the holiday, and my toddler son getting sick yet again this month, I've fallen a bit behind. Not enough to delay the release or anything, but it's worth putting out there so you all know what's going on. I might not get quite as much of the conversational stuff done as I hoped, but there will still be plenty to see in version 17. 

I'm going to create a poll asking about the dynamic avatar drawer to go along with this post. While I've received plenty of suggestions to use it, it's not normal for people to send a suggestion "hey, don't use this particular thing", lol. I want to give everyone a chance to see what they thing about the idea.

Previews!

Piercing parlor to be available in v17
Maid Job available in v17
Standardized dialog option buttons - used via quick and easy macro.
Not exactly a preview, lol

That's all for now folks, have a great weekend!

o/


Wednesday, November 21, 2018

Happy Thanksgiving


Happy Thanksgiving!

I know it's strictly a United States thing, so happy *appropriate harvest holiday* to everyone that doesn't celebrate Thanksgiving. :D

I figure that a lot of people will be busy traveling and dealing with in-laws, so may not even see an update until after the holiday is over, so I thought I'd go ahead and do the post early. We're going to have a little tropical storm type thing on thanksgiving day, to provide some extra entertainment with our food. (Tropical Storm Man-Yi)

Besty is just now getting back from his vacation to Italy, and I've been busy working on all sorts of things, mostly npc conversation-related. I also finished up the scenario system, which is basically a display independent from the main passage navigation. It's handy for interrupts, scenarios, and situations where you want finer control of potential action. I talked about it a little more in-depth in the post about the interaction system a little while back. Here's a quick screenshot:


This is just showing random stuff for testing purposes, it's like a little secondary instance of Twine/SugarCube going on, and this is just showing the different major elements that can be used. The design is fairly rough, but I was just focusing on getting the mechanical portions ready for use. I also added a new option to the system settings:


The developer build of the game has a lot of information sent to the console (press F12 to open the console in your browser). I hide this information on most release builds, as is standard practice in most situations. Generally it's not necessary to see, and printing it uses slightly more system resources. In fact, there's usually a lot of information coming out that wouldn't really make sense to anyone but us, and sometimes will make it seem like things are going wrong somehow... It IS useful when trying to find a bug or track down the source of a reported issue, thus the addition. 

The other work isn't quite as easy to show, as it's just a bunch of code. Toward the end of last week I did another round of code improvement and testing because we're working towards getting the existing framework nice and stable for our transition to phase 3 early next year. One thing I can show you though is something I fooled around with for a bit on Sunday:


I've received a lot of suggestions to try out the Dynamic Avatar Drawer. I agree that it's nice to see the look of your character, though I'm not a huge fan of the appearance of the Dynamic Avatar. The focus on transformation animations leaves the avatar without stroke lines that you'd normally see with simply shaded characters like this. It leaves features difficult to distinguish, which I think is my main stylistic issue. There are some advantages to the system though. Once all the work to convert game variables into Dynamic Avatar scale ranges is done, it's pretty simple to represent a good deal of variations to match game characters.

At some point it'd be nice to have professional art for the body portraits, but as that will probably be quite some time before it happens, this seems like a decent interim solution. (Let me know what you think!)

So that's it for now, I'm going to get back to the code mines before enjoying Thanksgiving tomorrow. 
o/




Friday, November 16, 2018

Water of Life


Hello everyone, it's that time again!

This time around I have some good/bad news, depending on your perspective. Nothing earth-shattering or overly serious, but I have made a commitment to share all my  fuck-ups with you guys so I didn't want to just gloss over it like nothing happened.

Basically, while I was sick with the flu, instead of working on what I was supposed to be working on, I decided for some reason that it would be a better idea to work on fertility. Specifically I ended up working on pregnancy as well as lactation, so now you can get pregnant in the game and sell your milk to the Farm COOP. The downside is that I ended up not working on the relationship processing for NPCs and social mechanics for the player that occur overnight, and those will still need to be done. 

Realistically it's not a huge impact to the schedule, but it is still an impact, so I wanted to share that with all of you. Of course, I asked myself partway through "why am I working on this now?" but then I realized that it would still take some work to "close up" what I started, and we'd have nothing to show for it until later. So I blew my nose and decided to just finish enough code to reach a good stopping point. And so now we have most of the fun stuff discussed in the fertility section of the game encyclopedia for conception. You can get pregnant, and the fetuses will grow, but most of the items revolving around actual pregnancy are not implemented. The milk situation is fairly straight-forward, you can now buy breast pumps, and you can sell pumped milk. Lactation is tied in to pregnancy, and lactation rates now change. (You can increase lactation by the regular stimulation of milking, and decrease it by not milking, though pregnancy will prevent you from drying up.)

After that I needed to bug test, and I discovered several issues with the way PC fertility was being calculated, and the way breasts were behaving. I added some fertility cheats to the cheat menu while I was at it; the information portion made some other testing easier, and it was a simple matter to add some of the other cheat options. So now things are working much better. I still need to add in a quick option to prevent pregnancy for players that don't want it, but I finished messing with it a couple days ago.

Here are some quick preview images:

Pump breasts action, pump selection menu. Pumps are purchased from the Bullseye Pharmacy.

A quick look at the fertility section of the cheat menu. It shows information on semen, zygotes (fertilized eggs that have not implanted), and fetuses, and has some options for setting fertility, initiating/canceling ovulation, etc.
The price of milk is currently 3 credits per 4-liter cryo-canister. It isn't enough to be very profitable for a normal woman, but those aiming toward being a HuCow should be able to make a pretty decent supplemental income with milk sales as things stand right now in the game. Milk overflows and over-full penalties have been tweaked to be more forgiving and work better.

Since finishing that up, I've been working on the scenario/scene framework, and going on some more bug hunts. I want to get the basic game framework functioning as smoothly as possible before we start the transition toward more content production early next year. Shortly I'll be starting the interaction system so that it will be possible to talk with NPCs in version 17.

Right now Besty is on vacation, but he's working on some of the ancillary items for the date system and interaction, and he also finished up the Maid Pouffiasse job, bringing the job options up to 4. :D

I'm going to get back to work, there's still much to do. Unfortunately being sick not only inspired me to go off the rails, it also made me slow at doing it... which I suppose is a good thing with that metaphor? 

Stay pervy internet,

o/








Monday, November 12, 2018

Happy Veteran's Day!


For all the awesome people supporting or watching the Accidental Woman project from countries around the world, this post has an obvious focus on the United States and our Veteran's Day holiday. Perhaps your nation has it's own holiday dedicated to its service members, but even so, it probably wouldn't hurt to take an extra moment to appreciate them today too :D

Today is the day to say thank you to all of our veterans for their sacrifice and service. Often, when we think of service members, we think of those that have died in service to our country. Memorial Day is a somber holiday for those that have paid that ultimate price for us; I think it makes Veteran's Day a much more uplifting holiday because it's a chance to appreciate those that are still alive.

I myself am a disabled veteran, and I've lost a friend and seen more injured performing their duty. It's easy to let that overshadow the commitment and sacrifice from every member of our armed forces, which is a shame in my opinion. Whether they have ever deployed, or even left the borders of the United States, volunteering for military service is a major commitment. In a very real way it is giving up one's free will--the essence of freedom itself--in service of one's country. It's going where you are told, and completing the mission, whatever the risks and whatever the cost.

In a more tangible legal sense, volunteering to serve is giving up many of the constitutional rights that you are sworn to protect. But this is far from the only sacrifice our service members make. Many work long hours with staggering workloads, often working strange shifts and giving up weekends. I can personally attest to the amount of work and stress... one of the strangest things in my transition back to civilian life was how little work civilians seemed to do. I found that in the civilian sector they often had two or three employees to do the work that was routinely assigned to a single service member. This isn't to say "civilians are lazy" or anything silly like that, after all, what business would pay the salary of two people when one was sufficient? It's just that military members are expected and required to do more. And they do, largely without complaint.

When you add in deployments that separate service members from their families, training and exercises that usually have their own share of injuries (as well as the occasional fatality), and several other compounding factors, it adds up to a heavy burden.

I sincerely believe that it is a wonderful thing that we have so many that are willing to shoulder that burden for us, and that are doing so at this very moment. I once saw a TED talk that said that being thankful and appreciating what you have is the key to happiness. I don't know how true that really is, but I do know that taking the time to appreciate our service members today, and to be thankful for all the basic freedoms that I enjoy (that so many in the world do not), transforms Veteran's Day into a happy day for me. Give it a try for yourself :D

And of course, for all my fellow veterans out there, thank you for your service. It is greatly respected and appreciated!







Saturday, November 10, 2018

Answers with Flora-chan


Flora-chan is a little character I've been fooling around with in my free time. She has tentacles!

This question was posted in a comment on Patreon by BBReady. It's a good question, and one that requires a longer answer, so I thought I'd go ahead and turn it into a blog post!

BBReady Asks: (note: edited for spelling and clarity)
This question is going to seem pretty random. But how much will the pc personality come through directly in the game-play? I don’t know how to phrase that question good so I’ll just like throw a scenario. I don’t know if there will be a scene like this or not in the game, but say that there’s a small scene in game where the PC who has a boyfriend (or doesn’t, but the point I’m trying to make works best when she’s taken) is with a straight male friend in her house or room or whatever and she needs to change tops. 
So she thinks about just changing in front of him because being in just a bra in front of someone isn’t bad anyway. But then she remembers that she’s not wearing a bra. So she has to make the choice whether she’s going to make the friend leave or just go ahead and get her tits out with him still there. Logically speaking, there are several reasons why she could choose one way or another. She could choose to make him leave because she’s faithful to her bf, because she’s just uncomfortable with taking her tits out in front of a guy she isn’t with, because she doesn’t want him to think it’s a hint, or whatever else, or a combination. Or she could choose to just go ahead and change because she’s unfaithful, or because she just wants to tease the friend, or because she’s hardcore into the idea that female tits aren’t really sacred compared to male tits so she doesn’t think anything of it, or because maybe she thinks that it is a big deal but she thinks that they’re close enough friends that she should be okay with it, or whatever else, or a combination. 
So my question is that if this scene were in the game (and i think it should be), when the player gets to make the choice would it just be two options of either ‘change’ or ‘make him leave first’ and then the player just gets to make up in their head why she chose one way or the other, or would the game come with several different options under each umbrella of those two main options that has the reasoning behind them?
 Answer:
So the PC's personality is represented in a few ways in the game. There are the main personality values (willpower, extroversion, openness, libido), the personality stats (perversion, corruption, morality, bimbo, mindbreak), and also the personality traits, some of which are chosen during character creation. To a lesser extent other stats like happiness, loneliness, stress, etc. also have effects on the character. These all have different effects (and planned effects) on the character.

In general, there are three main ways AW uses to handle the player's personality when dealing with scenes. Examples of both can be found throughout the game thus far, particularly the prologue. I'll try to use your example scenario to show how they can be used, but it's worth noting that in the actual game, breasts don't have nearly the same level of taboo as they do today. This means that exposing your breasts in this situation would be far more ambiguous and have a lot less meaning behind it. [See notes on the future below for more info!] I'm going to treat this scenario as if it did have the same significance it would today, to make the explanation (hopefully) more clear. :D

ONE: Limiting or adding choices. In general, I disfavor removing the player's choice for normal types of actions/responses. I prefer to leave a choice open, even if it results in a very negative or inconsequential outcome because of personality. If the player was really aroused and essentially a mega-slut, I wouldn't remove the option for them to send the male out of the room... It would just likely result in the player character saying something seductive instead, resulting in the guy not leaving. "Hey, you might want to step outside for a bit... I don't think I can control myself once I start taking off my clothes..." In this situation, a willpower check would probably also be involved. Adding choices based on personality can be pretty fun, but it's also easy for this to run out of control in terms of the effort required for a scene. Each scene in AW usually has between 2 and 4 times the amount of text that you actually read, because of different possibilities. Because of this, I leave extra options to fairly unique personality conditions, and generally try to work the effect into a modification of a main route instead of creating an entirely new route. 

TWO: Modifying text. This is my preferred method for integrating personality. It allows a route to be flavored in a way that matches the player character, without needing to create a ton of routes. I make use of this method a lot in the male prologue and elsewhere. Changing around a few key sentences or words can have a pretty dramatic effect on the tone of the overall route. In the example scenario, a horny but very moral person might express a certain regret at kicking the man out to change, but would also view it as making a positive or correct choice. A shy person would express relief at the man being gone, while an insecure one would worry over the man's perception of being kicked out. In these examples, the main action is the same, but the way it appears is quite different. Similarly, a girl unconcerned about nudity might simply change without putting much thought into it at all, while the text for an exhibitionist might edge toward the naughty side and include observations of the man looking at her body. A shy girl, or one concerned about propriety might change with the man in the room, but would turn around first, hiding her breasts from view while changing. Again, the effect is mostly the same as far as the route is concerned, but each has a very different feeling.

The downside to this approach is that players rarely notice it happening unless they're watching for it. 

THREE: Mechanical Interaction. In many ways, mechanics interact to change the player's status variables and other mechanics such as skill checks. These tend to represent either the impact on the player of a choice, or the ability of the player to do something. A PC that's very concerned about her boyfriend would likely experience a larger stress gain if changing with him in the room, while an unromantic or amoral character would likely experience little to no stress. A naughty PC might experience more arousal from the same act, while a shamefast character might see their arousal actually decrease. 

Also while I have you here, i have a shorter question as well. I remember you saying one time that both wardrobe malfunctions and flashing will be in the game but what about sharking?
Sharking is certainly possible to add, and I did have an idea for a random event along those lines, but it isn't going to get a lot of unique content from me. Submitting content for random events involving sharking is of course welcome (As with all sorts of other content)! There's just only so much I can write within a limited time frame. It's also possible to submit an entire quest chain involving you adventures tracking down a sharking club and sexing them into submission (or whatever outcomes, this is just an example).

Notes on the Future

The town of Appletree has a pretty obvious liberal bent when it comes to social values, which is pretty typical for places like universities, cities, and tech centers today. It's not that they're completely divorced from reality, but they definitely fall on the "open and accepting" side of the spectrum when it comes to things like sexuality and what kind of clothing is appropriate. In the greater Unified States, there has been an increasing acceptance of breasts in particular and the human body in general. It's a trend that has been around in our world for decades, and I expect it would have continued into 2032 in the AW Universe.

The Free the Nipple movement, campaigns to support public breast feeding, and growing awareness of the health risks posed by bras did a lot to change what is considered acceptable. Adoption of more European censorship standards when it comes to the human body and sexuality have also helped, though by the time "boobies were free" on broadcast television, streaming video services had already normalized nudity and sexuality in a significant way. Even the stubborn MPAA changed their rating standards in regard to sex eventually, and in 2032 PG-13 allows today's version of softcore porn or skinimax flicks, while an R rating allows what amounts to porn that isn't excessively kinky. (Too much kink, and things like bukkake, scat, and gangbangs will usually result in a NC-17 rating.)

In 2032, going braless is considered perfectly normal, as is seeing the outline of nipples under clothing in all but the most formal settings. Nipple tents are appreciated but not scorned, and modern fashion has developed a whole set of techniques to actually emphasize and show off nipples under tops and dresses. Older women--who tend to be more affected by bra-induced sag caused before these changes--do tend to be more likely to wear bras (though they tend toward more support-only styles such as shelf and quarter-cup bras).

Going completely topless is still unusual outside of certain activities. For example: wearing a bikini today is considered perfectly acceptable, but would be considered pretty strange outside of a beach/swimming/summertime situation. Similarly, in Appletree going topless while exercising, swimming, or performing some other outdoor activity would be considered perfectly normal, but you'd probably get reprimanded if you showed up to work that way. While being topless is considered normal or acceptable, this doesn't mean that every woman (or even most) go topless at all, just like how not all women today wear tiny string bikinis at the beach.

Exposing the genitals is still generally frowned upon, and blatantly exposing your genitals is still illegal in most places. There is an increased acceptance of women going commando (sans panties), again tied to health benefits. This means that obscured exposure through sheer fabric or temporary exposure due to a short skirt is much better tolerated, but still not considered "proper" in public. 

In a more general sense, things like public displays of affection are more common and considered acceptable. More sexual affection such as rubbing/groping through clothing, or slipping a hand under a garment, are also considered acceptable in the right sorts of environments (basically if it is a situation where making out/french kissing would be acceptable today). Explicit sexual activity, such as actual sex or oral sex is generally considered inappropriate or even criminal depending on the situation and how blatant it is. 

Openness has increased in a more institutional sense as well. It is increasingly common for restrooms and changing rooms to be unisex, particularly in Appletree which was basically designed around unisex facilities. Female urinals started gaining popularity before being supplanted by unisex urinals in unisex bathrooms. While it's considered normal to have naked men and women together in places like gym locker rooms and showers, the normal social prohibitions against staring at other's privates or engaging in intimate behaviors is still there. Certain groups of women--typically young--use locker rooms as a chance to "size up" the opposite sex, or even to have a competition or bet about who can cause the most erections.


Some more Flora-chan!

Friday, November 9, 2018

Save Dairy: Support HuCows!


This is all Discord's fault. 

Furious Cow Disease is the sequel to Mad Cow. It's deadlier, more contagious, and a lot more angry. It originated in Europe--a product of once again feeding cows to cows--but spread rapidly afterward. It decimated the world's cow and goat dairy industry, and has some uniquely bad effects on humans. Humans seem to be able to become intoxicated despite pasteurization, and the outcome can best be described by the simple phrase "smoking bath salts".

While areas of North and South America still have some viable uninfected herds of dairy animals, new infections have resulted in a dwindling supply of real cow milk. Real milk is also incredibly expensive, with enough for a bowl of cereal likely to set you back $15 or more. While vat meat has become popular, and quickly started replacing hazardous beef, attempts to create milk using vat mammary tissue have resulted in a product with a taste too poor for anything other than industrial use.

The remaining options are soy milk, with its own shortcomings, and breast milk. (Almond milk unfortunately became nonviable thanks to honey bee hive collapse syndrome.)

Thursday, November 8, 2018

Illness


Hello everyone.

It has been a shitty week so far, just to get that out there. My son brought home some kind of upper respiratory tract infection (viral), which got things started quite nicely over the weekend. Of course, all babies are born with a level 100 "Infect your Parents" skill, so soon I was also able to enjoy the coughing too. Fortunately, it didn't progress to the "trying to hack up a lung" stage, which tends to hit me rather hard courtesy of my damaged lungs. I was just about to start thanking my lucky stars for dodging that bullet, when I caught the plague my wife brought home. 


So here I am writing the blog post, slack-jawed and hopped up on pseudo-ephedrine. I was planning on doing a more Native American themed post, talking about the Taschijo Indians that were native to the valley. Of course, I also wanted to go over my plans for the month. I'll still do that at least, though probably a little more briefly.

November Plans

November is pretty much all about the NPCs, working on the interaction system that allows you to have conversations with random people, flirt, and basically interact with the NPCs outside of a date setting. I am also going to get the NPC relationship processing going so that the game starts keeping proper track of your relationships with NPCs over time. I also wanted to get started on the date system to allow dating, though the plan was just to get the foundation in place for actual dates in December.

The schedule looks pretty tight for the month, largely because conversations with NPCs are pretty complex to do properly. I've been trying to get work done, but I've been going... slow.  D:  It's hard to muster up the clarity of thought needed to write code quickly without a million mistakes. So, I've been working on some of the simpler items, and things like this blog post... But it still puts us behind. In addition, Besty is taking a vacation this month that he's been planning for quite some time, so he's going to be gone for a third of the month.

We may not be able to get everything we planned done, but hopefully we'll still have some solid interaction with NPCs to show you!

I'm going to go vacuum out my nose, and then get back to work on the task I was supposed to have finished yesterday (along with a couple other items I was also supposed to get done). 

Stay healthy,

o7

Saturday, November 3, 2018

Invasion Release - Version 0.16.0



The full change log pdf can be downloaded here and is included in the game download.

This has been an interesting month of development, with plenty going on. This was also the month that Besty started working full-time on the project. With our powers combined, we are Captain Planet! we managed to get a lot done. In fact, I’ve been dreading writing this change log, because there were so many things worked on this month.
This month we focused on bringing NPCs into the world, as well as fixing up that world. So now you’ll see NPCs roaming everywhere around town, though there isn’t much you can do with them directly yet. There’s also an interaction window that I talked about in the blog, which opens a lot of possibilities for us. Many areas such as jobs, achievements, and world activities have been improved and expanded. There was also a lot of general and specific bug fixing and improvements all over the place.

Speaking of bugs, we found a bunch, several of which were quite old. It takes a good deal of time to go through and methodically test everything, so if you encounter a bug, or something that just doesn’t seem to work right, please report it!

New Content

Most of the new content in this release isn’t neatly contained within a prologue, but rather is part of the world. The biggest chunk by far is the skill schools. All the schools are open, with a good deal of text describing the school and instructor, as well as content and images for specific classes when you take them. There’s a lot to see, such as learning all about the sport of Cockmongering in the Deep Drilling school. Jobs have also been expanded, with 2 additional ranks each, more daily occurrences, and even a special event in the Janitor/Services branch. We didn’t get the Maid Pouffiasse house cleaning job quite done enough to show off this time, unfortunately (v17!). There’s also a neat little arcade game you can play if you visit the Pleasure Buzzer Arcade in the Applewood Mall. There’s also more entries in the game encyclopedia!

Known Issues

·       Character templates do not work properly. They work well enough that you can continue to play, but you’ll experience errors. (Only from v15, templates from previous versions will not work.)
·       Sex scenes are still slow, though I have a better idea of what’s going on, as well as some ideas to improve things. A new loading div does help deal with this in the interim, though.
·       Some old placeholder actions remain in the home and residential areas, though they should be obvious for the most part. The only concern here is confusing the new performable actions with some old placeholders.
·       You may experience an error with your game stats (unlocks, achievements) when loading the game. If it occurs, just open the achievements page, and reset your game stats.

Change Log - Version 0.16.0

Word Count:  980,188 words            (+57,424)                   Characters: 5,685,090 symbols
Code:             76,330 lines               (+6,050)



The Seedbed Release - v1.31

Update: So all sorts of shit happened, mostly a killer migraine and then discovering this morning that someone using git as...