Hello everyone!
It feels like it's been a while, even though it hasn't even been a week. I've got some cool stuff to share with you today, as well as the usual "what's being planned for the next release" section. I'll be doing another post tomorrow or Saturday to go over the poll results, and talk a little bit more about plans for the next few months and transitioning to content mode.
Really everything we're doing at this point comes down to finishing up the essential framework, which right now means working on interactions with NPCs from conversations to romance. Here's the plan for December...
Main Objectives:
• Attractiveness calculation, normalization, and preference adjustment.
• Interaction content.
• Relationship & basic NPC processing.
• Fixing the sex scene system.
Secondary Objective:
• Date system framework.
Tertiary Objectives: (in order)
• Home system cleanup/refactor/minor improvements.
• Age Gate implementation…
• Adding a club for nightlife.
It's another tall order, but I believe we'll be able to get the main objectives done along with some of the tertiary ones for spice. The date system is the main focus of January, so while we may get some more pieces done, it probably won't be ready for version 0.18.
Progress
I've got Besty toiling away in the AW Conversation Mines, where he's setting up the paths and effect code for different conversations. That'll let me focus more on the writing for those, which is a good deal faster than doing all of it at once.
I've been working on some technical items, the first being the <<has>> macro. It's really just a much more efficient way of checking the player's traits, kinks, mutations, and etc. for logic. Structurally it's similar to the classic if, else if, else statement, but it parses game variables so you can use <<has slut bitch>>Shut up and fuck me this instant<<or>>I'm ready for you now...<</has>> which is pretty quick compared to the normal format.
After half a day with that, I dove into the sex system performance. I'm happy to say that the sex scene actions are now ten times faster. It still takes about a quarter of a second after clicking an action for the results to appear, but this is far more livable than the 2-3 seconds that it took before. The culprit turned out to be SugarCube, we were just asking it to parse too much with all the buttons and options. Basically, I cut out the middleman, and handled a lot of it with standard HTML and JS.
Writing Contest!
You can check out the details on the link to the right. (Writing Contests, under the link to the AW web page)
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