Sunday 27 January 2013

New Build Tommorow, Inventory Issues

Been writing and working on the set ups for the bad ends - I will miss the head explosion :( - and writing a commission for a stretchy-girl. I wanted to get the new build with the endings in out tonight, but I'm too tired - I'm trying to work out the coding and just keep making dumb mistakes and messing it up. Sorry guys, I will have head explosions banished from your lives tomorrow, with any luck.

When testing I've found a weird issue with the inventory screen that seems to occur randomly - it'll suddenly re-appear after you've closed it, with the options menu from the screen you were at before you called it up at the bottom of it. Now, renpy has a roll back feature that means when you spin your mouse wheel, you can "undo" your previous actions. I'll probably take this out when the games finished, but it's useful for testing right now.

The point is though, my mouse has a unusually loose mouse wheel, and I catch it by accident sometimes, so I'm not sure if I'm maybe giving it a slight re-wind and fast-forward that's causing this glitch, or if it has another cause altogether. Has it happened to anyone else?

Also, someone said the sewer wasn't appearing for them, but it seems to work fine for me. Everyone else got it?

 Okay, hopefully new build tomorrow, donation drive still on, will write mutants for money, please help us keep our landlord from hating us, yada-yada.

Saturday 26 January 2013

New Build - V0.087 - What Have I Got In My Pocket? Edition

Okay, new build uploading as I type this. And I just realised, I forgot to fix the Research Librarian or the library typos. Shit. Oh well, they'll get fixed tomorrow.

 Spent an absurd amount of the day messing round trying to get health bars and an inventory screen to work. The inventory screen is GO, the health bars not so. If you want to have an on screen health bar though, you can turn it on through the Test Characters base menu. No bars for in combat or for lust yet, though.

 Stuff that IS in there -

* Open Anywhere (except in combat) stat screen! You will now find a little brown button in the bottom left corner of the screen. Click on it to open your stat/inventory screen! Tells you all your stats, and some other useful stuff, and will let you meditate outside of combat if you have that skill, and...

* Energy drinks! You start with one in your backpack, because I am kind, and can find some more by scavenging on Westside and the SeaFront. They act as health boosts, and can be consumed from the stat screen. I had lots of silly fun setting up the random names and tastes for them.

* Base Fortifying! While there's no actual *need* to yet, as I've yet to implement any night time attacks, you can now fortify your base once you've found the right tools and equipment.. You can do it at night instead of training, and find the equipment to do so by scavenging on Westside.

* New one-time enemy in the library, written by the Pie Wife. You can find her in the Erotic Geography section.

* In case you didn't see the test build yesterday, you can now get into the sewers from the sea front. Only one new enemy to meet down there so far.

 No new enemies today, sorry. I've got some stuff written up, but need to get some sleep. Todays been a game-design kind of day, so I'll make tomorrow a game-content day.

Okay, Uploads!

http://www.mediafire.com/?o5t4zur5th0leca - Windows/Mac/Linux combined

http://www.mediafire.com/?48n22bp8h41edrz - Windows only z7ip for those who have problems with winrar (Is this still an issue?)


What with the inventory screen being new to me and all, there's a pretty good chance it could bug out. Let me know about any weirdness.


 Rent-Paying-Donation-Drive is still in effect - if you can afford to help us out a little, please do. The link is in the side bar. Thanks for all the support, good words and feedback. You all continue to rock.


The State of Play

Okay, so TheDarkMaster has graciously and awesomely offered to take over Rasna coding, to save my sanity. Thanks guy. He's doing this out of the goodness of his heart though, so there's no time frame on it getting done. Until it is, I guess I'm going to close the Corner Shop in future builds until it's all ready.

Been working mostly on putting health bars into the game today, and I sort of have them working except for the fact that they want to appear on top of each other. Still, they'll be nice when they are done. I've also been messing around with some new enemies, and a system to fortify your base.

So, a question - what work would you most like to see done on the game? I'm tending to flit around from bit to bit randomly at the moment, which I guess is not efficient. Would you rather I worked on the front end stuff like the health bars and generally making the UI more attractive and nice, or is the look of the thing less important than the actual content of the game, and you'd rather I just added more mutants/areas/etc?

New build later with any luck.

Friday 25 January 2013

Test Build - Sewer Maze

Got a lot less put into the game today than I'd hoped, for a few reasons, a stinking headache that didn't shift til the afternoon being one of them. Still, got a fair bit written that's just not worked into the game yet, so don't feel too bad. Kind of a test build here - not an official build because Rasna is totally broke, I ripped out all her stuff and I'm still in the process of rebuilding her. It's taking a while because I have come to hate her, her and her stupid overcomplicated variables. Once I have her working, I never want to see, think or hear about her again. I'm half tempted to put a word limit on any future submissions to keep from getting into a situation like this again. I don't want to sound ungrateful, and I love getting submissions for the game, but man, these scenes are a pain to get working.

So yeah, stay out of Rasna's shop in this build. What SHOULD be working, at least hopefully, is the first rush of the sewer maze. There's only one new enemy in there, an ordinary girl who changes into a red goo girl after about day 20. You should be able to meet her just running through the corridors next to the first "chamber" in the sewers, the one marked with an S.

Oh, also, the sewers are only accessible after enough rain has fallen - the test character starts with a "rain boost" if you want to get straight in. If you could have a poke around and tell me if they are too annoying or actively broke anywhere, that'd be a help, but if you want to wait until they are properly populated, that's cool. Really wasn't expecting the sewers to take so long to set up, I thought I'd have the "knack" for dungeon building after doing the library. Gimme a other two or three dungeons, and I've be shitting them out.


http://www.mediafire.com/?wqv8dwrq9nga2pi


That's the combo build for everything, mac, windows and linux,  not linking this on the download page as it's just really a test for the sewers. The fingers in the spooky house should be working in this too, but I don't think I've fixed any of the other issues - research librarian will still blank on defeat, for instance. Hopefully tomorrow I can focus a bit more and get some of the stuff I've written actually into a build.

Oh, spruced up the blog a bit too. Is everything readable?

Donation drive is still on, please support us if you can, another "proper" build release tomorrow.

Thursday 24 January 2013

"You should see it down there - hundreds of miles of drains.."

I've got a plaaaan!

Okay, ended up spending pretty much the entire day building the sewer maze, took way longer than I expected and it is now three AM. Guess that's a lesson to me. It's pretty much done now though, and adds a substantial chunk to the game, which is nice. The town's really growing.

It was going to be smaller than the library, but it's pretty much comparable in size, I think, and has room for more expansion - eventually, it'll probably be useful as a "rat run" to get around town quicker and (maybe) safer - like the other dungeons time doesn't pass in the sewers as it does in the overworld.

There's absolutely nothing to do down there until I write some goo-girls though, so I haven't uploaded a new version. Tomorrow I will iron any ongoing problems from the last build like the enemies not triggering, get Rasna working (I hope - TheDarkMaster has been kind enough to make me a framework that should make her work right, so she'll be Finally Sorted for Good and All) and add a goo girl or two the the sewers so I can sort out how we'll handle escaping and enemies and all down there. I hope to have a build up for early evening.

Current game stats -

The game contains 716 screens of dialogue.
These screens contain a total of 44,147 words,
for an average of 61.7 words per screen.
The game contains 125 menus.


Thanks for all the support, feedback, suggestions etc. You guys rock.

Wednesday 23 January 2013

Weekend of Work

Okay, so I'm free of ultra-tight-deadline obligations, and free till Monday. So we have four days for MMM work, because it is fun. Primary obligations are to get Rasna working and to get a sewer system and some goo girls going, but I'll probably be pecking at other bits too.

Something I was wondering - when I make up and write characters for the game, a whole lot of the time they're based, or at least inspired by, celebrities I have or have had crushes on (note to the Pie Wife - none were ever as sexy as you, natch.). The bossy redhead was Karen Gillan, the blue goo girl is Sophie Dahl, the angry librarian is Shirley Henderson.. stuff like that.

So, point is, any celebrities you would like to see be incorporated - after a fashion - into the game? Suggesting a person isn't a definite of getting them into the game, and bear in mind I switched off from pop culture in about 2005. But, you know, inspiration is inspiration.

Update soon, thanks to fen for the link, thanks to everyone who donated for their support - we're still short of rent, but if things keep going as they are, we won't be.

Thanks guys.

Sunday 20 January 2013

New Build, V0085 - Ex Libris. Also, Help.


Spider goth, spider goth, does whatever rhymes with goth. Coughs, I guess.

Okay, new build at last. Sorry for the delays, life got kind of awful.

Windows, Linux and Mac combined
http://www.mediafire.com/?jrf6kz6z32y7h5d

Windows 7zip version
http://www.mediafire.com/?yliio40w76tiibo


New stuff in this version -

* The library! Should be fully explorable, and lets you complete the first art of Selenas quest. NOTE - this won't stop Selena "turning". Yet. There's be more steps to that. The library is pretty tough, so there's a beefgate to pass before you get in - you'll need int, strength or skill up to 12. The libraries pretty huge, probably about as big as the rest of the game world put together. I think I might have gone a little overboard, but I wanted a good "dungeon".

* New mobs - four librarians, two (I think) new enemies on the streets, and one new encounter in the spooky house. The Pie Wife helped me write some of them, which is pretty ace.

* New NPC - a character written by MetalMouth can be met on the Westside estate. It's a pretty sweet encounter, and has lots of potential for expansion.

* New graphics - A few more by Shaona - the spider goth here, a slew of stuff for Rasna, and the swollen nerd. Also the first one by Alder, who has drawn the scorpion girl for us. Hooray for our awesome artists.


* Usual minor bug fixes and stuff.

As usual, it's pretty possible that some stuff will be ropey or borked, so hit me with your bug reports.

Things that aren't working yet -

* Rasna. Rasna is my albatross. Tried for hours to get her to work, and just ended up messing the code even worse and getting even more confused and at one memorable point, breaking the entire program without understanding why at all. I'm going to rip out all the code to do with her and re do it from scratch, like I should have done to start with.

* I started setting up another NPC, a female journalist who is immune to the outbreak, but didn't get much apart for the initial encounter done, so she's deactivated for now. You could look her up in the code if you really want to see her, I guess.

* Still no "bad" endings, too much infection still just results in head explosion. I'll have to get on those as a priority.

So yeah, let me know what you think and what works and does not. And one more thing.

I'm currently in my last year of schoolin', and the Pie Wife is currently out of work and due to circumstances, can't get unemployment monies. If you enjoy playing the game, and you can afford it, we'd appreciate it a lot if you could throw us a crust for it. The game is always going to be free to download, so think of it as a kind of honour system - if you play it a lot, it'd be nice to show your support. And if you could do that right now, maybe we will actually be able to pay our rent this month. Which would be a load off our minds, and a less stressed Pie means more work on the game. If you can't afford it, that's cool, believe me I understand. If you know a friend or online community who might like it though, you could let them know, 'cause that'd be an ace way of helping too.

Thanks a lot guys. Hope you enjoy the library.


Sunday 13 January 2013

Technohorrors

Technology causes delays, sorry guys. New version is good to go, and will be up as soon as I actually get the damn thing to upload.

Stuff to look forward to for when it does - apart from the library and librarians, a couple new arts, there's a couple other new enemies, one for the spooky house and one out-and-about one, an ace new npc contributed by MetalMouth and the beginnings of another new one by me.

Need to go sleep now and I'm tired of trying to make the upload work - keeps doing the same thing of almost getting there and stopping. I'll get it up by the end of tomorrow, even if it means finding a new place or way to host it.

Saturday 12 January 2013

Library almost done, update soon

Okay, *finally* seem to have got all the mis-links and things ironed out of the library, and added enough little bits of description that it feels at least a little like an actual place. Now I just need to add a few librarians and nerds, stick Selenas books in the appropriate place, and we're good to go. Hopefully I'll have the new build with the library ready and uploaded by the end of Sunday, Europe time.

Looking forward to seeing what you all make of it, it's definitely the most  in depth addition to the game so far.

Sunday 6 January 2013

Still Alive

Been busy as all heck, but managed to snag little bits of time to work on the game. I've been working on the library, and I might have gone a bit overboard - it's going to serve as one of the games major "dungeons", containing the Helping Selena quest and probably a couple more mini quests, so I wanted it to be a biggie, but I've ended up with a 25 room monster. That's more "rooms" than the entire rest of the town so far.

Unlike the Spooky House, the Library is totally (and hopefully easily) mappable once you've worked out it's structure, and there's plenty of hints. I'm just wondering if I needed it to be so big - do you guys really care much about gameplay and puzzles, or are you just here for the monster girls?

Anyway, it should hopefully be done soon, and I'll have a new build up with the library and at least the first step of Selenas quest in in a day or so with any luck. I've worked out a way I'm comfy with to take donations, but wanted to wait until I had new content for you guys before I put that up. Just felt less beggarly that way.

So yeah, that's the state of things. Now I'm going to go back to checking all my library rooms are linked up right.