Checking In And News!

Hey everyone! I hope everyone is doing well, especially with Covid running rampant across the world. Make sure you are staying safe and taking all the necessary precautions to keep you and your family’s safe ^_^

NEWBIES N’ OLDIES
Before getting started with the check-in and the news, I first wanted to thank all the new patrons who have joined over the last two months! So please say hello to the following individuals…
Tom W.
Brendan G.
Astra116
Avix V.
Domiel

Aexonia
Blake
Clayton D.R.
Wither Sans
and finally, Ben

Thank you so much for your generous donations toward the development of my games and my little company-thing, Adventure and Mischief Studios! It’s patronage like yours that help keep us indie-devs afloat so that we can continue bringing you original and quality content!

I also would like to thank those of you have been sticking through these quieter times of development while the new engine is being created. You’ve helped support my family and I, as well as all the work I’ve been doing and all the work the new engine creator has been doing. So I just wanted to take a moment and remind you all that you are very appreciated and hopefully all the waiting will be worth it.

CHECKING-IN
I do apologize for not checking-in a little sooner than this but honestly, there’s been nothing substantial to report, at least until now. The new engine for Apocamorphosis is about half-way through development with most of the harder-to-code systems already in place. This means the easier, more fun aspects lie ahead and of course polishing and testing once the prototype is ready.

Keep in mind, Apocamorphosis will be moving away from Quest and into a more browser-based setting; meaning it’ll be more light-weight, will support more functions and be available for every operating system.

During all of this, I’ve been tossing around ideas to herald the rebirth of the game, such as a semi-new title and a lot of other things I’ve been meaning to focus on when I was originally finishing the remaster. I’ve also been tossing around other ideas that I’ll likely make into a couple of polls that I think all of you will be interested in. I would certainly love some feedback with those when the time comes.

In addition, I’ve been working on several scenes while the engine is being developed. New sex scenes have been written, I’m currently working on the new events and the directions the player can go at the very beginning of the game. Of course, nothing has been coded or expanded on outside of the general writing because the coding for the engine will be slightly different. Notes are being made though so I’ll know what to do when the time comes. I plan on remastering the rest of the items as well during this time so that when the new engine is released you’ll have a ton of new content to explore. I’m hoping to have at least ten of the first fifteen encounters finished (currently working on 2 atm) but if I can get a good pace going there might be more (some are longer than others though with more in-depth choices to be made)!

That’s really about it. I’m still working on writing those scenes and remastering items while the engine designer is slaving away at bringing the engine and it’s UI to life. We’ve hit about the half-way point now and hope to have a working prototype ready by the end of summer. You know the old saying though… “The best laid schemes o’ mice an’ men / Gang aft a-gley.” — or if you’re more familiar with the modern translations: “The best-laid plans of mice and men often go awry” meaning no matter many dead-lines are set. I can’t promise or guarantee exact figures or dates. It’s coming though! ^_^

Anonynn.

Good News!

Hey everyone!

I apologize about the lack of posts lately. I just haven’t had anything major to report in the last couple of months with either AMS Studios or Apocamorphosis itself. But that has finally changed! I hope you find the following news something wonderful to look forward to.

Keep in mind though, I have a lot to say and a lot to explain. So if you aren’t interested in hearing what got us to this point, just skip to the GOOD NEWS section.

PATRONS
Before I get into that though, I have a lot of new and old patrons to thank for their donations during this moderate haitus. Thank you very much to these individuals listed below!

Tyler C.
Anlanar
Herman K.
Paul R.
Kayleigh B.
Cecil K.
20XX
Ronnie M

and Jonah

And thank you all for your continued support and donations during these hard times! My family and I greatly appreciate you and hope to find a way to pay back all this wonderful generosity in the next coming months πŸ™‚

HOW DID WE GET HERE?
Now then. The last you guys heard I was going through a bit of a funk/depression. I wasn’t sure what to do with myself since I had to stop writing on Quest which ultimately halted Apocamorphosis’ production. I just kind of felt like I lost a big piece of myself and my focus when I had to take a break.

As many of you know, during all of this I was trying to go a couple of different routes; most of which ended with little to no results to say the least. Here are some of the greatest hits:

1) 4 programmers that took about 2 months+ to find or who had directly asked to work on the Save System for Apocamorphosis—all bailed or flaked out after a few weeks. Some never even got started but led me to believe they were working.

So that sucked.

2) One of the main programmers for Quest mentioned (several months before all this started) that he was working on a new Save System for Quest which would change the way the games saved and thus would solve Apocamorphosis’ save problems.

Several months of procrastination later, he mentioned he finally got to work on it and was making a lot of progress. I decide, hey, he’s finally working on it and he’s provided a page dedicated to the system. Great news, right? I thought so too. So I kept working figuring it would be an easy fix.

Unfortunately, he ran into several issues and problems that hindered a lot of his progress and then he lost a huge chunk of work when his computer crashed. Well, a couple of months later after finding out all of this, he basically mentioned that it could be several more months—possibly a year or more before he’d even be able to have a working prototype for me to test.

I finally decide…to hell with Quest. If they can’t spare enough man power to create a working save system, then the engine wasn’t worth my time and energy. Apocamorphosis deserved much better and I felt my patrons and supports did too. SO — long story short. I just….stopped.

The problem was if I kept working in Quest—none of the issues with the save system would ever be solved and I would just keep getting deeper and deeper into the game with no solution in sight. I was tired of fighting Quest. So Apocamorphosis production stopped.

3) To fill these new gaps of time, I decided to look for a new engine to transfer Apocamorphosis into which ultimately boiled down to Inform 7 and Unity. Both are respectable engines and both seemed like reliable candidates to continue Apocamorphosis on so I started getting my feet wet by creating mini-games and seeing which of the two was the most compatiable with the style of coding I’d grown accustomed to.

Needless to say, I poured a lot of energy into creating SPACE OPERA 2320 but I wasn’t super pleased with the result. Sure, it’s a challenging game and has some fun action in it—-but that was it. That was pretty much all I learned how to do after several months of coding in it.

I just couldn’t make it more interesting than that.

It also didn’t fill my Apocamorphosis void.

After that, I shifted my attention to Inform 7 and began learning that next. It only took a month/month 1/2 though before I decided that the engine was far too strange and way out of my comfort levels to program in. It was also very difficult to find help in. But hey, the engine itself seems solid and I can recommend it as a learning tool for creating text adventures. If you’re interested. Give it a shot. http://inform7.com/ <– You can download it here.

If you’ve made it this far, you’re a champion….or used to my long rants/spleels. Either way, you’re about to be rewarded for your efforts. This has all led to my GOOD NEWS.

GOOD NEWS *trumpets*:
So what’s been new, you ask? Well, about a month and a half ago, I actually went and hired someone to design a brand new engine for Apocamorphosis from scratch using Quest as a basis for the coding. The cool thing is that this engine will allow the game to be played via any browser for any operating system which means the game will no longer be limited to Windows only and it will have a reliable save system.

Not only that, but it will also have an updated UI, updated inventory interface; something more sleek and streamline but will be coded very similarly to Quest behind the scenes which means it won’t take too long to transfer the game over to the new engine once it’s fully completed.

The bad news about this is that I currently do not have a timeline of when the engine will be completed. I have a rough estimate, maybe 2-3 months but it could turn out to be a little more or a little less.

So while this programmer is designing the engine and working on the tweaks, I’ve begun writing for the game again. Currently, I’m writing transformations items and remastering all the regular items so that when the engine is ready to go and the game is transferred over, I’ll be able to focus on looking forward and increasing content with every update.

That’s where we are at though. I’ll show you a preview of what we have so far but keep in mind this is about a month old and the final product will not look like this. It’s just simplified for the time being to get the basic framework in.

Pretty wild, huh? So yeah, that’s what we have to look forward to. I also have a lot of ideas about the interface and hopefully it won’t be too much trouble to implement them >:) But should really help bring the world of the game to life! Bwahaha! Not spoiling anything else though.

That’s pretty much it for this post. I’ll be staying in better contact and will report when I have something meaningful to say or something substantial to tell you guys. There is another updated version of the video above coming to me soon and if I’m feeling generous I’ll share ^_~ hehe

As always, if you guys have any questions or concerns please feel free to voice them and I’ll be happy to get back to you.

Anonynn.

News and Progress Report

Hey everyone,

I apologize about the radio silence as of late.

I’m guess I’m going through a bit of a funk or maybe it’s depression or something. Actually, this is my third attempt to write a message to update you all on what’s been going on and the status of AMS and such. Luckily, I have good news and meh news. Stick around for more information πŸ˜›

THE SYMBOL AND INFORM 7
First off, I haven’t been working much on “The Symbol” after I finished the character examine screen and some other minor code in it that had to do with aesthetics. Truth is…my heart just doesn’t feel invested in Inform 7 and the engine itself feels incredibly clunky to me. Sure, it’s somewhat intuitive (maybe) but I feel like trying to code anything in it is a constant struggle. Ugh.

This was the meh news. Now onto the good!

ADVENTURE AND MISCHIEF STUDIOS + APOCAMORPHOSIS
Now onto the good news!

After wallowing in depression for a while or just general loathing for my failures. I decided to make better use of my time.

I’m not really one to let myself be defeated but sometimes things do get the better of me and I become stagnant…..but only for a while. Afterward, I get determined and angry to fix any problems plaguing me and begin to do so one at a time.

So here we are. I’m not saying things are officially moving forward yet but the good news I wanted to share is that…YES. I am still moving forward with Apocamorphosis and I still am moving away from the abomination of Quest.

It’s left me pretty bitter. But I had an idea and wanted to share. I officially hired some programmers about three or four days ago who are currently working on a customized engine for Apocamorphosis (and any other game I decide to created). The code will be based around the existing code of Quest but with updated programming, aesthetics and the capacity to save.

The best part about this is that since I’m basing the programming around Quest, I may not have a lot of trouble transferring it over to the new engine. Yes, naturally I’ll probably have to recode SOME stuff in it but it should prove to be a very smooth transition once the engine is completed. I’ll keep you guys up-to-date on that.

What you can take away from this is Apocamorphosis is NOT dead and neither am I. I’ve just been trying to find a means to bring the game to a better engine and I hopefully have found a custom one that will allow me to do a lot more like I originally planned πŸ™‚

DONATORS
To those new people who have donated and not heard from me, I truly apologize but depression can be a real bitch to deal with and though I saw the emails, I haven’t really had the heart to reply to those people. Hopefully, that will start to turn around once I rise up out of this and start focusing again on game development. I’ve just felt so empty since being forced to halt AMS.

To those who’ve continued their donations. I really appreciate it. You have no idea how much you’ve been helping me push through this. Hopefully with the development of the new engine your continued support will be rewarded.

Anonynn.

PS – If you have ANY questions about anything going on with me or the game in general or you just want to chat, please feel free to send me messages. I’ll be happy to respond.

Progress Report!

Hey everyone!

I just wanted to provide a quick status report for where I am in terms of development projects etc and what is coming in the immediate future ^_^ .

If you haven’t heard yet, I’m developing an adult microgame called, “The Symbol” which is a superhero/sim-life sort of adventure on Inform 7.

This is to help me get familiar with Inform as an engine and then I’ll decide if it’s the right engine to port Apocamorphosis over to. But honestly, so far it’s a big no! LOL. I’m going to keep working on it though and see if things get easier.

The Symbol
Anyway, the game will be about balancing your life between superhero work and normal life. You’ll be able to have a family if you choose, give up on hero work altogether or only go out very intermittently, meet up with friends or lovers, work with other superheroes or eventually become a villain. It’ll have straight, bi or lesbian romances or you’ll have the option of staying single.

The game isn’t planned to be super description heavy like Apocamorphosis so it should be fast to write and to create new scenes and scene variations for as well.

I plan to have the first version ready by the end of this month or the beginning of next.

Momentum
I’m also trying my hand at a side-scroller Unity game that will be released for mobile called “Momentum”. I don’t want to release any details about it or anything yet but hopefully you’ll see it in the future πŸ™‚ I’ll give more details once the game is further in development.

That’s pretty much it for the time being πŸ™‚ As always if you have any questions let me know.

I also would like to thank those who are donating to the Studio so that I can continue developing games during Apocamorphosis’ haitus.

Anonynn.



Space Opera 2320v.10 Download

Hey all!

So this is my first Unity game and my first FPS game.

It’s a bit rough around the edges and challenging but should prove to be somewhat entertaining for 30-40 minutes, I think (for a first time playthrough). If you have trouble with it, let me know and I’ll do my best to offer advice or help πŸ™‚ I should have a trailer for it coming soon!

Also, try to ignore the floor glitch (you can see through it sometimes but you won’t notice after a bit). I think what happened is the assets got broken or destroyed when I was tinkering around and I did my best to rebuild them with my limited knowledge of Unity code.

My Recommendations:
1) Put on a kickass playlist.
2) Be patient and focus!

Also, there are…2 major hidden areas with lots of Health. If you can find them, let me know ^_^
________________________________

I plan on releasing another Unity game in the near future. It might be Space Opera 2320v2.0 OR it could be another game from a different genre altogether like a side-scroller or racing game. I haven’t decided. I think I want another crack at an FPS game though to be honest πŸ™‚

I’m also working on Inform 7 by going through some tutorials and should be at least starting my new game “The Symbol” in a couple of weeks or less (I’m actually itching to start). Hopefully, it’ll give me enough experience to start transferring Apocamorphosis if that’s the engine I choose to use.

For now! I hope you enjoy Space Opera 2320! You can find the synopsis on the main page of the game or on the main page of Patreon.

DOWNLOAD HERE

Anonynn.

Game News, Page News, New News!

Hey everyone!

I’m more or less back now officially, I think.

I’ll explain below to clear up anything that might have been lost in translation or glossed over because it was the holiday season and everyone was likely exhausted or dealing with a lot of emotional stuff.

QUEST SAVES
As you may have read in my last post, the guy working on the new “Quest Save System” had yet another setback. Not really his fault, he’s just dealing with a lot of complicated coding that was half-assed built with fixes over fixes over fixes. Frankly, he predicted another couple of months to half-a-year to get it into testing.

I’m not waiting for that. I’m done waiting. I’m done crossing my fingers in hope that something will come along. All of you and myself included, deserve better.

So, I’m completely done with Quest and abandoning the platform entirely until they can get their shit together. This basically means I’m moving Apocamorphosis over to another, more reliable and established platform. I’m thinking either Unity or Inform 7.

UNITY AND INFORM 7
Now because I don’t know Unity coding or how Inform works, I’ve been delving into them both little by little over the past month or so.

My plan is to create 1 or 2 small microgames in both platforms so that I can get more familiar with these engines before I decide which one I want to port Apocamorphosis to.

My first Unity microgame is basically completed. It’s a 20-30 minute first person shooter (FPS) that is a bit rough around the edges but challenging. It’s called ‘SPACE OPERA 2320‘ v1.0.

I want to release v1.0 in the next few days on Patreon for $3+ patreons (same cost as Apocamorphosis).

Please keep an eye out for it and let me know what you think of it.
________
I’ve also mostly planned out my first Inform 7 microgame which is an adult/fantasy superhero/lifesim story called, ‘The Symbol‘. It won’t have epic/vast descriptions or anything like that since I’m just making it to get acquainted with Inform but it will have varied gameplay; a couple of nifty mechanics regarding corruption, sex, pregnancy, family, as well as managing ordinary life vs hero life work.

It should be a fun experience!

APOCAMORPHOSIS
Am I done with Apocamorphosis? Not in the least. It’s still my baby and I have so much fun working on it. However, I’m not going to work on it, or update it again until I decide between Inform or Unity. The reason being is there will be less to port over to a new engine if I stop here and resume once it’s fully ported.

I’ll let you guys know the moment I begin porting it over though since I’ll likely have finished by 2-3 microgames and will know enough about the engines to begin the process.

PATREON / TXTAMS
Because I’m expanding Adventure and Mischief Studios to encompass more than just Apocamorphosis and that all these games will be available for Player’s to pick up at anytime, I’m probably going to change around how the pages and the website look so that ALL of the IP’s get equal attention.

Just wanted to give a heads-up about that.
_________________

I think that’s about it…If you have any questions about any of this, please feel free to contact me as per the usual ways! I’m still around, still designing games and should be back to Apocamorphosis the moment I know one of the other systems well enough to port it. It shouldn’t take long once the process is started!

Anonynn.

Update AMSv0.35B BETA, New Patrons, Important News

Hey all!

I apologize about the delay.

I was supposed to have this update ready by the 15-16th but ran into a couple of errors at the last minute that I wanted to sort out.

If I didn’t fix them it would have made the update pointless seeing as it was coming from the major system I’ve been working on which was rendering it unusable xD But anyway! 99% of them have been dealt with so let’s do this!

PATRONS===========
First off, I would like to dedicate this update to the following individuals who helped support the game this month and my family as well.

Mithrim
Nathan H.
TheEngGuy
StarcraftJunkie
Million
Bradie F.
Tyler C.

Thank you guys so much for your donations. It’s greatly appreciated! As I always say, if any of you out there need to talk to me about the game or anything else in general, especially around the holiday season, please don’t hesitate to get in contact with me.

There are a myriad of sources on the front page of the Patreon Page to do so from — so just check that out if you are interested in speaking with me. Plus, I like when fans of the game stop and say hi ^_^

IMPORTANT NEWS===========
1) Art
So I finally heard back from my background/character artist, Alexis Rillera. Apparently, she just got a little burned out with all the commissions she does, so she needed to take a couple of months off. But now she’s back and working on the next picture of Freya (and Nieva) from the Caravan. Yay! I was very glad to hear she was alright! ^_^

I’m also going to start commissioning lewd art in terms of like giving birth, groping etc as well.

2) Save System
As you all know there is a NEW SAVE SYSTEM being developed for Quest — the need of which was originally inspired by Apocamorphosis. You can follow the conversation HERE.

Unfortunately, the programmer’s computer crashed and he lost some data but said that he should have something usable soon as nothing super vital was lost. I interpret this as he might not have anything ready for another couple of weeks. Fingers crossed that I’m wrong.

In any case, the new save system is coming but I have no ETA on when. Soon, is all I know.

3) Unity
Because of this setback however, I’ve decided to start officially trying to learn UNITY in an attempt to eventually rebuild AMS. Obviously, I have no experience with this, so immediately transferring Apocamorphosis over to Unity would be laughable since it’s entirely different structure altogether.

BUT I’m going to try making a couple of simple games here and there—some text, some not just to get my feet wet in the program and to follow some tutorials. As I create these little games, I will share them.

This ultimately means that the “AMS Programming” series I was going to start will be put on a temporary haitus as all my free time away from building the game will be playing around in Unity and learning to code in it. ((Which kind of sucks since I had Episode 2 nearly complete but priorities are priorities)).

3 1/2) Unity Cont.
The reasoning behind wanting to learn Unity is that it IS a more reliable program than Quest is and is made for big complex games. My is 110k lines of code so far and over 1.8 million words and I’ve barely scratched the surface of Chapter 2. The game is only going to get bigger—and simply put, Quest wasn’t made for a game that size.

For now, I can keep breaking it into separated libraries which reduce the stain on the system itself while I learn Unity and eventually I’ll have enough knowledge to slowly transfer pieces of the game over to the other system so when I end one, the new one will pick up right where I left off. Pretty nice plan, huh?

So don’t go abandoning Quest yet or thinking this transition will be instantaneous. It’ll take months and months of learning Unity before I can even begin transferring files and libraries over πŸ™‚ In the meantime, I’ll be continuing like normal and developing the game for Quest. I just wanted you guys to know what the plan was.

UPDATE ===========
Before I post the changelog — I may have done something a little sneaky…and I really apologize but I needed to do it because it’s been bugging the hell out of me for some time now. For the past couple of updates, if you’ve noticed I’ve been rebuilding different facets of the game; interface, systems therein and so on to make them more intuitive, more simple to use and actually completed…

Instead of remastering the items like I was supposed to be doing (and don’t worry I WILL get to that), I instead worked on Entice. I rebuilt and reprogrammed 1/3 of the new Entice v2.0 system and I’m happy to say, it’s finally usable in the game against every enemy (to an extent). It’s explained further in the changelog. But yeah. This section I’m releasing is roughly, 15-20k words.

However, keep in mind this is a very, very rough build for Entice as I’m still in the middle of fixing errors and adjusting the scripts so they aren’t so gigantic. I also already know about this error… {gender this:yada yada yada} <— it will be fixed soon so please don’t report it to me, hahaa.

But that should be the extent of the major problems. That was actually the reason for the delay in this update; three very major problems were wrong and I didn’t want to release the beta of Entice with it working so wonky. ^_~

Anyway, details about it are in the changelog — and they are a doozie, so check it out and let me know what you think!

v0.35B

Game Expansion
Event: “Robbery” has been mostly written but is not coded into the game yet.

I’ve begun writing for another Event called “Cabin”. This event is at the beginning stages of description and therefore isn’t coded into the game yet.

Entice Part 1 of 3 is officially in the game. Check out the Combat Section below.

Bug Fixes/Changes
The Help Guide has received another revamp. The changes are listed below.
All sections now have a recall that brings them back to the Help Guide main menu once they are finished reading a selected passage.
The Blog website has been replaced with the http://www.txtams.com website.
The Questing System v1.5 section has been renamed to Quest Log v1.5.
The Quests section has been removed and combined with the Quest Log v1.5 selection. A new menu has been added as well. Several passages have also been rewritten within it.
The Useful Commands section had been completely redone and simplified and reorganized as well.
The entire Help Guide has been moved to it’s own function to reduce the strain put on Quest when loading it’s huge code.
The entire Help Guide has been reorganized for easier searches. It now appears in the following order:
Changing Font Size
Searching Rooms
Useful Commands
Stat Guide
Skill Guide
Mood Guide
Combat Guide
Player Status Conditions
Difficulty Modes
Save System
Bad Ends
Resting
Weather-Seasons-Time of Day-Location
Crafting System
Harvest-Destroy-Repair
Quest Log v1.5
Relationship System v3.0
Player Titles
Premade Characters
Special Thanks

I fixed an absolute myriad of problems occuring with the new Entice; spelling problems, brackets problems, code errors and much, much more. I also fixed Function errors regarding it, menu problems and ‘this’ problems. Needless to say, it was a friggin nightmare to fix and recode but totally worth the time and energy I put into it.

Combat
I have written and coded Male and Female Zombie, Special Attacks, including successful hit and miss variations. Both also have some minor variations within the scripting as well for variety. Male and Female Zombies also can no longer “Entice” the Player either since I imagine that would take a conscious mind to set out to accomplish and all the Zombies want to do is kill and sex you. Male and Female Zombie, Special Attacks are also slightly different between Males and Females.
Female Zombies, Special Attacks can do about 1 to 4 damage and Male Zombies, Special Attacks can do about 2 to 5 damage. Females have a 25% chance to also cause a Sick Status Condition as well and Males have a 35% to cause a Sick Status Condition.
Male and Female Zombie, Special Attacks start with a 100% success rate. You can lower this success rate with the following attributes.
41 to 50 Agility – 100%
31 to 40 Agility – 80%
21 to 30 Agility – 60%
11 to 20 Agility – 40%
1 to 10 Agility – 20%
The Skill Tree Perk, “Ghost” will also reduce this chance by -5%
The Background, “Guardsman” will further reduce the chance by -5%

Entice is now officially in the game (at least one/third of it). Yay! Here are the details!
I completely gutted the old system so now this is Entice v2.0. I removed all of the old code and all the systems associated with it as well and rebuilt everything from the ground up. Essentially, there are two major pieces involving the new system.
1) Building Lust
2) Having Sex
What this means is both the Player and MOST enemy’s have a Lust counter. Enemies for the Halloween event, “Hallow’s Shroud” for example, cannot be Enticed and cannot Entice the Player in return. The same goes for the Pale Abomination. The exception to this is that Zombie enemies CAN be Enticed but cannot Entice the Player in return (because gross)! This means there are three types of enemies…
1) Unable to Be Enticed/Unable to Entice
2) Able to be Enticed/Unable to Entice
3) Able to be Enticed/Can Entice the Player.
As mentioned, both Enemies and the Player have a Lust Counter. If the Lust Counter is ‘9 or under’ the game will take the Player’s Gender and the Enemy’s Sexuality into Account. An Enemy can be Straight, Bi or Homosexual. This will determine how much Lust they build with your Entice, if any. Upon Enticing an Enemy 1 of 4 scenarios will occur, each with three variations per Lust Level 1-4 or 5-9 for a total of 6. Each of these 6 variations are also different depending on the Player’s Gender so 12 different scenarios with numerous variables in each.
The major focus of each scenario is listed below.
Scenario 1 (50%)
Butt Focus.

Scenario 2 (33%)
Breast/Peck Focus

Scenario 3 (25%)
Facial Focus

Scenario 4 (everytime the rest don’t proc)
Genital/Body Focus

w/ these variables:
Butt Size
Lip Size
Breast Size
Hip Size
Facial Femininity/Masculinity
Nakedness
Hair Length
Gender
And several combinations of each.

If the Entice scenario SUCCEEDS and you meet the Sexuality requirements of the Enemy you’re trying to Entice, how much Lust they build is based on the following factors:
Random Lust Gain: +1, 2 or 3
If Player Lust is 5+: 50% chance +1 Extra Lust.
Charm Skill 4-7: +1 Extra Lust
Charm Skill 8-10: +2 Extra Lust
Player Title, Wellendowed: +1 Extra Lust
Player Title, Alphamale: +1 Extra Lust
Player Title, Bewitched: +1 Extra Lust
You also have a 50% chance to proc +1, 2 or 3 Player Lust as well. If you have any Resist it will negate the effect however at the cost of -1 Resist.

If a Scenario FAILS by not meeting the Sexuality requirements of an Enemy you’re trying to Entice, you will recieve between 1 to 3 damage.

If the Player uses Entice while an Enemy’s Lust is 10 and they succeed, they will be presented with two options.
1) Have Sex
2) Attack
Attack Choice: The Player will attack the opponent for 3x times the normal damage. This can miss but will be able to repeat the action until they land a hit for the same effect. After that, the Player loses the ability to Entice that Enemy again and if they are still alive their Lust returns to 0.
Have Sex: The Player is presented with a new menu containing 8 choices. These are next on my Entice to-do list and are NOT COMPLETE. They will have at least 2 variations for each Player Gender.
“Take Them From Behind”
“Take Them On All Fours”
“Take Them On Their Back”
“Move Onto Your Back”
“Let Your Mind Wander”
“Use A Toy”
“69”
“Play With Their Nipples”
“Stop Having Sex”
Each of these will have the chance to increase the Player’s Lust until it reaches 10 and then the Player will climax. The Player will have a chance to impregnate enemies as well or be impregnated by enemies. More choices may come in the future as well but I want these as starters.

Some Enemies that fall into category 3 (Able to Entice the Player) will have a Special Ability that can raise the Player’s Lust depending on their Dominant Mood and Orientation. If the Player’s Lust reaches 10 and the opponent uses this Special Ability, they have a chance to have sex with the Player. You will be allowed to Resist their advances (and you will SUCCEED if you have any Resist (at the cost of -1 or -2 Resist)) otherwise, resistance will be based on a number of factors. More on this once I get to it.

Remember if you attack an Enemy — you lose the ability to Entice them for the rest of the fight.

Transformations
The Shortification Elixir has begun it’s remaster/recode. I’ve already rewritten the main description and have gotten it ready for complete remastering/recoding.

The following items now have their skeleton coding finished and are usuable (excluding the Intelliga). All I have to do is write their basic descriptions and the body modification scenes themselves and these items will be finished.
Buttavica – Butt Size Increase
Buttminish – Butt Size Decrease
Hip Grow Plus – Hip Size Increase
Hipishrinkten – Hip Size Decrease
Mammarize – Breast Size Decrease
Lipkin – Lip Size Decrease
Intelliga – Intelligence Increase
I should have more simple stat increase/decrease items coming along soon along with all that. I want one for Strength, Agility, Maximum Health, Maximum Carry, Resist and so on. Unfortunately, they’ll be made by the company: “I Can’t Believe It’s Magic!” instead of “Like Magic!” — so they’ll be detriments/debuffs to taking them.

Stats
I’ve added a new Submit Verb to Enemies. The effects change depending on your Dominant Mood. For Sympathy/Serious Dominant Moods the Player will refuse to give up. For Sexy/Sympathy Dominant Moods, the Player takes damage x3 for one turn and instantly gains +10 Lust. It will also bring the Player to the Enemy Dominating scripts once they are written (soon). For now, it only causes the above status’ to occur.

Travel
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.

Anonynn.

MORE ENTICE TO COME!









AMS v0.35 Update + New Patrons + News

Hey everyone πŸ™‚

I’m super exhausted so I’m going to just skip to the details on this post and answer any questions you all might have about it later. Don’t hate me ^_^ !

Patrons:
Anyway, I’d like to dedicate this release to the following individuals…

Jackie
Cloudy
Nicholas R.
Kyrian
Scott B.
Charles Brown
Ajwad
MemeLord
Kuraal
and Dustin M.


Please give them a big thumbs up for helping to support the game and my family this month, I greatly appreciate your generosity and I want to personally thank each and everyone one of you for your continued support this year. As I tell you guys everyone time, if you need to talk to me about anything at all, especially coming up on the busy holiday season, please don’t hesitate to get a hold of me, even if it’s just to chat because you’re lonely or whatever.

Here is some contact information below; which can be found on both www.txtams.com in the “contact me” and www.patreon.com/anonynn on the front page.

But just in case, here are some links.

EMAIL:
Anonymousynn@gmail.com

Public Discord:
https://discord.gg/BdJYq3a

Website:
www.txtams.com

Twitter:
https://twitter.com/Anonynn1
#AMSGame
#Apocamorphosis

SubscribeStar:
https://subscribestar.adult/apocamorphosis

Stream Times; Pacific Time Zone: Post-Poned, 
Stream Channel

Don’t hesitate to use any of these to get in direct contact with me at anytime. Also, if you have questions about the game or any codes that you’ve earned these links are the best and fastest ways to get in touch. Plus, I like to meet newcomers and chat with oldies alike. So stop in to say hello if you want because I like to hear from fans πŸ™‚

NEWS:
Save System:—————————
For those who haven’t heard yet, there is a brand new Save System coming for the game in the near future. The story about this starts a long while back when I first realized that the current Save System was no longer adequate (or working), I reached out to this fantastic programmer to help design a new one from the ground up. I even offered to pay him entirely up-front. Unfortunately, he declined for severe depression reasons and that was pretty much that.

This is the reason I started reaching out to programmers in the first place to help try to create a Save System — but that turned out to be a mistake since a lot of the people I was talking to either got bombarded with real life or they were very unreliable/unprofessional.

Well, as it turns out, the same programmer I tried to hire the first time has been working on a brand new save system for Quest since I asked him. He just didn’t want the pressure of getting paid for it and meeting deadlines I guess….But I recently talked with him and the Save System is in the final stages of testing before it can be beta tested for games. AMS will be one of the first to try it out.

WHOO!

You can follow the post discussion HERE.

But anyway, this will be a completely, brand new Save System which means I’ll have to adapt AMS to it and it’ll need a lot of testing. Best thing about it to is that I can add or subtract from the game file and the save system will adapt to that without breaking saves. It’s very exciting.

Let me know what all you think about that!


Old Blog: —————————
Okay! So as I announced the last time, the Old Blog for the game is going Bye Bye, probably next month and this website will take over as the official AMS website. I’ve designed this entirely myself and have incorporated everything into an easy format and set-up. Basically, the old blog can’t compare and cannot do half of the things I’ve already done to this website!

I hope you guys have been enjoying it.

AMS v.0.35A ChangeLog:
Here is the changelog below! Lots of new things have been changed and added. Check them out!

AMS v0.35A

Game Expansion

Event: “Robbery” has been mostly written but is not coded into the game yet.

I’ve begun writing for another Event called “Cabin”. This event is at the beginning stages of description and therefore isn’t coded into the game yet.

Extensive overhaul of the Relationship System. See below!

The Chapter 1 Fire Dousing Puzzle and Endtable/Ottoman Puzzle have been updated and fixed.

New Bad End: Terminal Corruption (see below)!

New Quest Added: Quest 8: The Knight’s Medallion (see below)!

New Item: Mammaretto

New Code Skeletons for Upcoming Items (see below)

Bug Fixes/Changes

The ‘Shadow in the Trees’ event in Chapter 2 has been given a 100% encounter rate for the time being.

I increased the Font Size of the Relations Tab, the Skills Tab.

I have completely revamped the Relationship System to make it a bit easier for Player’s and myself to keep track of. The idea behind this is that now the Player only has to keep track of how many Relationship Points they have with any particular NPC, that’s it. If you don’t have enough Relationship Points with that Companion, than you cannot be intimate with them. This means every Companion has their own threshold that must be reached for intimacy.
Relationship Status: “Hostile” has been removed.
Relationship Status: “Friend” has been removed.
Relationship Status: “Friendzone” has been removed.
Dead Status has been added.
Number of Children has been added.
Companion Status has been added to all applicable NPCs.

Aaleahya’s “Confess to Her” VERB has been Removed.

Aaleahya requires 99+ Relationship Points to be kissed. Kissing her grants +5 Relationship Points and allows the Player to be Intimate which appears as a new VERB “Be Intimate” (this choice will lead to pregnancy in the future). Trying to kiss her before you’ve reached 99+ Relationship Points will cause a -5 Relationship Points.

Hannah’s Flirt VERB and Chat VERB has been removed for the time being. The newer version of her at the end of Part 1 will be where you can speak with her about other topics to raise your Relationship levels.

I have modified the Relations Tab and removed “Acquiantances” as anyone who accompanies you or that is romancable will appear there. The Relations Tab also now displays that Companion’s Relationship Scale.

All Companions now have a displayed Relationship Scale in place of the old system of Friendship, Lover, Friendzone and Hostile.

At the beginning of the Withered Snag incident that leads to Chapter 2, Hannah now starts with 100 Relationship Points.
If you deny telling her about Rold the first time, it’ll drop -10 Relationship Points. However, if you deny her the second time her Relationship Points drop to 0.
If you do tell her about Rold the first time you get +20 Relationship Points. If you decide to tell her the second time you get +10.

Charm Bonus’ have been added to all scenarios/npcs and characters that haven’t had them (ie. Aaleahya and Hannah after the explosion, Rold during the Box Event).

Like Aaleahya, Hannah after the explosion now carries the Kiss Her VERB and the Be Intimate VERB. Be Intimate can only be accessed after you Kiss Hannah (kiss her a second time if you’ve already kissed her) which means your Relationship will have be at 150 or above.

Trying to Attack Rold before he knows you will now drop his Relationship Points with you to 0. Otherwise, if you try to betray him it’ll drop you -15 Relationship Points.

The Help Guide, Relationship System v3.0 has been updated for the Player regarding how the new, more simple Relationship system works.

I have completely gutted and rewrote the Withered Snag, Living Room, Fireplace Douse VERB/Event. I wanted to make the puzzles based more on overall characteristics that could help you proceed rather than just one variable like Intelligence and then Agility.
Now, several variables affect whether or not you’ll succeed in passing the Stat Check. The base passing rate for discovering the Silver Key in the fireplace is 75%. Hunter or Thief Backgrounds earn you a +10% and an Instructor earns you a +5%. Big Saver Specialities can earn you a +6% and Fashionable Specialities can earn you +3. Player Intelligence 2 to 6 can earn you a +5% and anything from 7 and above can earn you an additional +8%. If you succeed, you discover the Silver Key and it’ll be moved into the Living Room as before. If you fail, you will not notice the Silver Key.
Either way, you are brought to the second check; the Fireplace Douse VERB/Event. The base passing rate for successfully diving through is 75%. If you have a Thief background that will earn you +10%. A Dancer Speciality will also earn a +10%. Agilty 2 to 6 will earn the Player a +3% and 7 or greater will give a +5%. Failure will end the event as the Player’s character doesn’t want to risk jumping through and hesitates for too long. Success will lead to a Yes or No choice (which no longer needs to be typed in. It’s a proper menu). Clicking “No” will end the Event. Clicking “Yes” will cause damage to the Player between 1 and 3 damage but they will succeed in reaching the Master Bedroom on the other side.

I have fixed the Withered Snag, Master Bedroom, Ottoman/End Table Puzzle Event. Again, I wanted these puzzles to be less tedious and more solveable for Player’s without sacrificing the quality. The screen properly clears with each message too.
For End Table 1: I upped the chance of discovering the numbers from 15% of the time to 75% of the time. I also high-lighted each of the numbers so they can’t be missed as easily. Once the numbers have been discovered as well, they are moved into the “Search” again scripts. For End Table 2: Again, I upped the chance of discovering the clues from 15% to 75% of the time. I also high-lighted the entire clue and moved a reminder into the “Search” again scripts. Master Ottoman: I’ve added a “Search’ hint in the Ottoman’s description without directly stating it. Fans of classic Text Adventures might appreciate it however. I’ve also removed the direct Intelligence Check and went more broad with the skills that could be utilized to solve the puzzle. It starts with a base of 65% chance of success. Having a Background of Hunter, Explorer or Instructor will given an additional +15%. Having a Speciality of Big Saver or Monkish will earn another +5% and then Player Intelligence is taken into account. 2 to 6 Intelligence will give another +5% and 7 Intelligence or greater will merit +10%. A hidden Failure count will also subtract -20% each time.
Success will grant the Player access to the Master Lockbox. Failure will result in a +1 Failure. Every failure will take -20% of success away (up to 80%/4 failures total). Master Lockbox: I’ve restructured the spacing of the text within and reduced the size of the code since most of it’s handled in a function anyway. I’ve also replaced one of the typing “yes” parts with a proper menu. I’ve also reduced the Corruption gain of this puzzle by -1. It’s now 5 Corruption to pick, 2 Corruption to fail.

Removed a couple “Corruption will end the game references.”

I removed the “Hair Dye” category from the inventory list. Hair Dye will now go into the Body Modification Category.

Hairdye has received an extensive rework: rewrite/recode.

All Miracle Grows have received extensive reworks: rewrites/recodes.

Both the Bottle of Purification and the Vial of Corruption have had their scripts completely revamped and the items have been recoded.

I reorganized the Zombie Bad End so that shorter amounts of text appear on the screen for all the different Dominant Moods. Hopefully that’ll make everything much easier to read ^_^

New Bad End: Terminal Corruption. This is a little tribute to one of my favorite series, Metroid. The tribute is from a specific game, “Metroid Prime 3: Corruption” where if you gain too much Phazon Corruption, Samus basically dies and becomes another Dark Samus. In AMS however, this Bad End can only be achieved if you are first ‘Infected with the Emtropy’ and then you take a Vial of Corruption (without having any Resist to protect you) and having over 50% Corruption. If all the criteria above is met, you have a 25% chance to get this bad end per Vial taken which will basically set the Player on the course to becoming the Knight from the Warrior Event. You essentially become mindless and have your body overtaken by the Emtropy, thus eventually causing the Apocamorphosis to occur and ending the game’s world. Pretty heavy! ((As a warning this ending is very gruesome and graphic but has several randomized sections of the transformation)).

I have gathered/compiled together all the Bad Ends that I could remember (I think I got them all) and moved them to their own seperate library. This way they are together in one place and I’ll have a record of what Bad Endings I have already and what ones still need to be written. I’ll also be able to quickly provide Player’s with lists of Bad Ends in case they want to find them on their own. These Bad Ends, include: Zombie, Vaporization, Shortification, Tallification and Terminal Corruption.

I have added a new category to the in-game Help Guide, “Bad Ends” which will detail what the Player must do in order to achieve all the Bad Ends. Do NOT read it if you don’t want spoilers. I’ll be providing the same warning in-game as well, in case the Player changes their mind about it.

The Warrior/Knight Memory Loss Event, Introduce Yourself scenario now receives the Quest: The Knight’s Medallion. The other way of receiving this Quest is by giving him a blow job in either Submissive or Dominant scenarios.

Added a new category/menu choice, “Abandon” to the Quests menu prompt. I’ve also added, “Go Back” menu choices which will recall the quests command menu. This should eliminate one extra step for the Player to check out Ongoing, Completed, Failed quests. The following quests can be Abandoned:
Quest 2: Waterworks
Quest 3: Leda’s Locket
Quest 4: Avenge Gu’ra’ta’s Honor
Quest 5: Smoke Signals
Quest 8: The Knight’s Medallion

As a not you MUST have the quest in the “Ongoing” section or you cannot abandon it. That means if the quest hasn’t been received, if it’s been failed or completed, you will be unable to drop/abandon it. Don’t worry, I’ve added plenty of ‘turn back now’ prompts in case the Player accidentally bumbles through some of the choices.
*As a second note, the quest will return to the “never having received them” status — meaning you do have the option of going back to some of them and reaccepting them.

New Quest added: Quest 8: The Knight’s Medallion. This quest can be received in Chapter 2 if you run into the Rocky Cliffsides Room’s mini event, Warrior/Knight Memory Loss. If you end up giving him a Blow Job; Submissive or Dominant as a Male OR Female, you will receive this quest. You can also receive the quest by being patient and simply choosing to Introduce Yourself in the choice prompts.

I added the Withered Snag, Upstairs Study, Western Bookcase transformations/body modifications to their own separate library and functions. I actually had to break them up into 5 separate functions because of how large they were. I also greatly reduced the word count in each and meticulously combed through them, modifying all the code since it was incredibly large for Quest to process (I also broke everything up into much smaller paragraphs).
The good news about all of this is, I can create a modified library and add them to the Dirty Water transformations/body modifications in the future. Yay! Needless to say though, this was a massive undertaking, especially since Quest crashed about 30 times. In addition, the Goblin transformation section now calls the new Goblin Transformation Function meaning all of the transformations are in there now instead of only a couple. I’ve been meaning to get around to all of this for a long time now because I knew these scripts would take forever to properly fix and reorganize. Anyway, if something doesn’t flow or read correctly in these sequences, please let me know so I can fix them.

Fixed a minor bracket error in the Relations Tab.

Fixed a bracket error in the Waterhole, Dirty Pond, Settle in the Snow VERB regarding the Asexuallock.

Fixed Abandon not showing up on the Quests Menu Screen.

Added spaces to Skill Tab, Current Stats between each of the categories.

Fixed Zombie Enemies not showing up and then producing 20 million errors.

Fixed the Zombie Enemy Attacks throwing 20 million Subtraction errors.

Fixed some minor bracket and color errors in the Quest Menu Option, Abandon.

All of the Hair-Dyes have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL hairdye(s). The difference however is that you will receive NO negative effects (whether that particular dye carries them or not). You WILL receive any positive effects however like regainining Health and so on. Also, Hairlength, Bald has received new revamped menu which allows you to toss the particular hairdye if you choose to. You are not required though.

Here are the following changes to each individual dye.
Green: No major stat changes.
Red: No major stat changes.
Black: No major stat changes.
Pink: 50% chance to lose -1 Intelligence.
Dirty Blonde: No major stat changes.
Dark Red: 50% to gain +1 Dominant Mood Sarcasm
Silver: No major stat changes.
White: No major stat changes.
Rainbow: 50% chance to gain +1 Homosexual Sexuality for Males and Females.
Brunette: No major stat changes.
Platinum Blonde: 50% chance to lose -3 Intelligence. 50% chance to gain +3 Lust with another 50% chance to gain a Horny Status. 50% chance to gain +1 Dominant Mood Sexy.
Purple: No major stat changes.
Blue: No major stat changes.
Orange: 50% chances to gain between 1 and 4 Health. (with or without Resist).
Ombre: No major stat changes.
Neon: 50% chance to gain Sick Status.
Pastel: 50% chances to gain Sick Status.
In addition, there are now Intelligence variables in the basic descriptions of many hairdyes which changes the way they are described. There are also Dominant Mood description variants as well for at least 2 or 3 hairdyes.
((If you think of any stat changes I should make to any of these, please feel free to suggest them)).

All of the Miracle Grows have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL Miracle Grow(s). Again, the difference is that the Player will receive NO negative effects as long as they have Resist. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them. Each Miracle Grow comes with a 50% chance to drain 1-3 Health for normal Miracle Grows and between 3 to 6 Health for Mega Miracle Grows.

The Bottle of Purification has been completely rewritten and recoded with revamped scripts. Resist also gets properly drained now as well when you use the item. Again, like the Hair Dye and Miracle Grow items, the difference with Resist is that the Player will receive NO negative effects as long as they have Resist. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them.
I changed the base amount of Corruption needed for the changed scripts as well. 1 Corruption to 30 Corruption. That means if you have 30 and under you’ll get a different set of scripts than if you have 31 and above. I also increased the chances of all the scripts proccing; 33% up to 50%, 24% up to 33% and so on.
Resist Scripts:
31 Corruption and Higher
50% Chance: 1 to 7 Corruption Reduction, -2 Maximum Health
33% Chance: -9 Lust, 1 to 7 Corruption Reduction, Horny Removal
24% Chance: 1 to 7 Corruption Reduction, -1 Maximum Health
No Above Procs: 50% Chance to lose -1 Maximum Health
30 Corruption and Under 50% to gain 1 to 5 Health OR -1 Maximum Health
No Resist Scripts: 30 Corruption and Under 50% Chance: 1 to 7 Corruption Reduction, -1 Resist 33% Chance: 1 to 7 Corruption Reduction, -1 Resist 24% Chance: 1 to 7 Corruption Reduction, -1 Resist No Above Procs: -1 Resist 30 Corruption and Under 50% Chance to gain 1 to 5 Health and -1 Resist OR -1 Resist

The Vial of Corruption has been completely rewritten and recoded with revamped scripts. Resis again, also get properly drained with use. Again, like all the other potions, Resist will keep the Player from receiving any negative effects. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them.
No Resist Scripts:
49 or Below Corruption
50% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, 50% chance to gain between +1 to 3 Lust, 25% chance to gain +1 or 2 Maximum Health, 25% chance to gain +1 or 2 Strength. Player gains Status Condition: Sick
33% Chance: +15 Corruption, +1 Sarcasm Mood Dominance, 75% chance to gain between +1 to 3 Lust, 35% chance to gain +1 or 2 Maximum Health, 35% chance to gain +1 or 2 Strength. Player gains Status Condition: Sick
24% Chance: +25 Corruption, +1 Sarcasm Mood Dominance, 80% chance to gain between +1 to 3 Lust, 50% chance to gain +1 or 2 Maximum Health, 50% chance to gain +1 or 2 Strength. Player gains Status Condition: Sick
Other: 50% chance to gain +1 Sarcasm Mood Dominance
50 or Above Corruption
50% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, -1 to 5 Health, 50% chance to gain +3 to 5 Lust, 40% chance to gain +2 to 4 Maximum Health, 40% chance to gain +2 to 4 Strength.
33% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, -1 to 5 Health, 70% chance to gain +3 to 5 Lust, 55% chance to gain +2 to 4 Maximum Health, 55% chance to gain +2 to 4 Strength.
24% Chance: +10 Corruption, +1 Sarcasm Mood Dominance, -1 to 5 Health, 90% chance to gain +3 to 5 Lust, 75% chance to gain +2 to 4 Maximum Health, 75% chance to gain +2 to 4 Strength.
Else: 80% chance to gain +1 Sarcasm Mood Dominance, -1 to 5 Health. 25% Chance for Bad End: Terminal Corruption Resist Scripts:

49 or Below Corruption
50% Chance: +1 Sarcasm Mood Dominance, 50% chance to gain between +1 to 3 Lust, 25% chance to gain +1 or 2 Maximum Health, 25% chance to gain +1 or 2 Strength. -1 Resist
33% Chance: +1 Sarcasm Mood Dominance, 75% chance to gain between +1 to 3 Lust, 35% chance to gain +1 or 2 Maximum Health, 35% chance to gain +1 or 2 Strength. -1 Resist
24% Chance: +1 Sarcasm Mood Dominance, 80% chance to gain between +1 to 3 Lust, 50% chance to gain +1 or 2 Maximum Health, 50% chance to gain +1 or 2 Strength. -1 Resist
Else: 50% chance to gain +1 Sarcasm Mood Dominance, -1 Resist.
50 or Above Corruption 50% Chance: +1 Sarcasm Mood Dominance, 50% chance to gain between +1 to 3 Lust, 25% chance to gain +1 or 2 Maximum Health, 25% chance to gain +1 or 2 Strength. -2 Resist
33% Chance: +1 Sarcasm Mood Dominance, 75% chance to gain between +1 to 3 Lust, 35% chance to gain +1 or 2 Maximum Health, 35% chance to gain +1 or 2 Strength. -2 Resist
24% Chance: +1 Sarcasm Mood Dominance, 80% chance to gain between +1 to 3 Lust, 50% chance to gain +1 or 2 Maximum Health, 50% chance to gain +1 or 2 Strength. -2 Resist
Else: 80% chance to gain +1 Sarcasm Mood Dominance, -2 Resist.

New Item: Mammaretto. A Body Modification potion which increases breast size. The main description has been rewritten and the item is ready to be coded. The Consume verb now has a code skeleton too. Again, like all the other potions, Resist will keep the Player from receiving any negative effects, including the Body Modification itself.
No Resist Outcomes
If Breast Size is an I-Cup:
Male/Female variant scripts about discarding the Mammaretto. Yes/No prompt.
Else: Male/Female variant scripts. Dominant Mood variants. Breast Size Increase +1
50% +1 Feminine Facial Features.
50% +1 Lust
33% +2 Lust, Horny Status Enabled.
80% +2 to 4 Health Recovery. Resist Outcomes
If Breast Size is an I-Cup:
Male/Female variant scripts about discarding the Mammaretto. Yes/No prompt.
Else: -1 Resist 50% +1 Lust 85% +2 to 4 Health Recovery.

The Shortification Elixir has begun it’s remaster/recode. I’ve already rewritten the main description and have gotten it ready for complete remastering/recoding.

The following items now have their skeleton coding finished and are usuable (excluding the Intelliga). All I have to do is write their basic descriptions and the body modification scenes themselves and these items will be finished.
Buttavica – Butt Size Increase
Buttminish – Butt Size Decrease
Hip Grow Plus – Hip Size Increase
Hipishrinkten – Hip Size Decrease
Mammarize – Breast Size Decrease
Lipkin – Lip Size Decrease
Intelliga – Intelligence Increase
I should have more simple stat increase/decrease items coming along soon along with all that. I want one for Strength, Agility, Maximum Health, Maximum Carry, Resist and so on. Unfortunately, they’ll be made by the company: “I Can’t Believe It’s Magic!” instead of “Like Magic!” — so they’ll be detriments/debuffs to taking them.

Stats

I’ve added a new Submit Verb to Enemies which causes Damage x3 to Enemies but instantly causes the Player to gain +10 Lust and will bring the Player to the Enemy Dominating scripts once they are written. For now, it only causes the above status’ to occur.

Travel
Event 3: The Robbery
Location: MIDDLE FORK (SOUTH)
Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.

Patreon/Patron/SubcscribeStar/Twitter/Youtube

Added Fang the Hedgewolf to the Help Guide, Thank You Page! Thank you so much for your patience and donation! I super appreciate it ^_^

I have completely revamped the www.txtams.com website and I believe it’s now ready for it’s debut. This will effectively replace the blog over the next coming months and will be the primary launching site for mostly everything I do for the game as it’s customized for it.
((I even posted it’s first blog message there and it looks great and is very easy on the eyes ^_^ ))

I now have a Youtube Series called “AMS Programming” which I will use to help aspiring Programmers/Writers and Developers by taking them through the process of designing a game and everything that goes into it, even answering questions for those that have them. Even if you aren’t interested in programming or developing but you’re curious how I develop AMS then this series is for you. You can also check it out on www.txtams.com the game and studio’s website.
Episode 1: Tree of Stuff and Quest Intro
Episode 2: Creating and Remastering Items (coming soon!)

COMING UP:
More Item Remasters.
More Event Writing
More ‘AMS Programming’ (Episode 3)
Sound Effects for the Game + New Forest Music
More Core Revamps
New Save System

Next Update:
11/~15/2019
~15NOV19

As always, if you have absolutely any questions about anything regarding the game, please let me know and I’ll answer your questions to the best of my ability πŸ™‚

Anonynn

Status Update + BIG SAVE NEWS @_@

Hey everyone! 

I know what you’re thinking. What the hell kind of title is that?

Well, unless you’ve been following the Discord you probably have no idea why I didn’t update the game around the 15th, or why I haven’t posted my usual ‘middle month post’.

The answer is because I’m dying. No seriously. I feel like I’m dying (not really). x_X

Apparently, when family visited about four/five days ago, they brought with them the unholy mother of stomach virus’. So instead of being able to spend my time working on the game since then, I’ve made the bathroom my new domicile. Mostly though, I’ve been spending my time in bed suffering like a baby. (I’ve gone to the bathroom twice so far while writing this—and I type 85-90wpm). 

To be honest, I’m kind-of enjoying this forced break a little more than I should be. I spend so much time working in front of my computer on the game and secluded away like some kind of leper that it’s nice not be super stressed out about it. 

In the meantime though while lying in bed, I’ve been writing sex scenes that will appear later in the game, probably with Hannah or Aaleahya, and/or both and probably with a couple of other NPCs coming up depending on how I structure them. I’ve written straight/gay and lesbian scenes in case you’re curious. 

I’ve also been contemplating about whether or not to even do a Mid-Month Beta Release for October, simply because all I’ve been really doing is remastering the game’s items as voted on by the last poll. I was making some head-way with it too before I got sick…

1) I’ve fixed up two of the Withered Snag puzzles.
2) I’ve remastered ALL of the Hair-Dye body modification items.
3) I’ve remastered all the Miracle Grow body modification items.
4) I revamped and got the website ready.  
www.txtams.com  <– check it out, it’s badass!
5) I’ve completed gutted and simplified the Relationship System
6) And I’ve fixed some minor bugs here and there.
7) I’ve gotten the streams set up and I’m ready to do episode 1. More on that later though.


I’ll drop the changelog at the end too if you guys are curious to read what I have so far. But yeah, things were moving at a great pace until I got sick. I do feel a lot better today but I’m not 100%. I’m hoping to get started with stuff again tomorrow but the spouse has been yelling at me to “let myself recover.” Hmph. We’ll see.

But anyway, while lying there, I’ve also been trying to figure out what I want to accomplish with the game streams. My idea is to bring them to life with talking, jokes/humor and explaining what I’m doing and why. I also want to help people who are interested in creating games themselves or programming in general, as well as show what goes into development for Apocamorphosis. So every episode might cover a different topic about the game, programming in general or just a live stream of me trying to do something while I work.

I don’t know….maybe it’s interesting? We’ll see. But I’ve been messing around with format and practicing talking since I’ve never streamed anything before with my voice (I hate my voice) which means I’ll likely be a little embarrassed in the first couple of episodes.

Um, let’s see…for the rest of the month, I’m likely going to continue revamping/finishing items in the order that they appear in the game. That means items that currently have no function or scripts (like Liphoria, for example) will hopefully have finished scripts by November. Transformation items are after that and then general items, I believe. 

BIG NEWS:
You’ll be happy to hear that …..well, maybe out of some weird twist of fate the three programmers who I tried to hire to help revamp the Save System (all of whom dropped for one reason or another, some without a word) may have saved us both time and money. 

Apparently, someone HAS BEEN developing a NEW SAVE for Quest RIGHT UNDER OUR DAMN NOSES. And nobody had ANY IDEA about it until very, very recently. As it turns out, the original programmer that I asked, the one that I REALLY wanted to create the new System but who rejected the project because of severe depression and stress HAS been working on one all that time. 

AND THE BEST NEWS IS —- IT’S NEARING COMPLETION AND IS ALMOST READY FOR TESTING. 

You can check out the discussion here. http://textadventures.co.uk/forum/quest/topic/r0wxzb7gwkgh4rnv9dcihg/savestatelib 


^ So this is incredibly exciting and I’ve already signed Apocamorphosis up to be one of the first testers. Together we can whip that prototype into shape and get the ball rolling.

Of course, I can’t make any promises. This is going to be a completely, brand-spanking new Save System and there may be a lot of bugs. It might not work properly in AMS all I can do is wait and see when he completes the library. But there’s a light at the end of the tunnel. He likely just needs another couple of weeks to iron out the last bits of it.

Ironically, before I found that out, I found 2 back-up programmers on reddit who are willing to work on the game so I might have them do some smaller little projects while we wait for the save system. 

Anyway! I think that’s about it. Here is the changelog of what I finished before getting sick.


Game Expansion

– Event: “Robbery” has been mostly written but is not coded into the game yet. 

– I’ve begun writing for another Event called “Cabin”. This event is at the beginning stages of description and therefore isn’t coded into the game yet. 

– Extensive overhaul of the Relationship System. See below! 

– The Chapter 1 Fire Dousing Puzzle and Endtable/Ottoman Puzzle have been updated and fixed.

Bug Fixes/Changes

– The ‘Shadow in the Trees’ event in Chapter 2 has been given a 100% encounter rate for the time being. 

– I increased the Font Size of the Relations Tab, the Skills Tab. 

– I have completely revamped the Relationship System to make it a bit easier for Player’s and myself to keep track of. The idea behind this is that now the Player only has to keep track of how many Relationship Points they have with any particular NPC, that’s it. If you don’t have enough Relationship Points with that Companion, than you cannot be intimate with them. This means every Companion has their own threshold that must be reached for intimacy. 

Relationship Status: “Hostile” has been removed.

Relationship Status: “Friend” has been removed. 

Relationship Status: “Friendzone” has been removed. 

Dead Status has been added.

Number of Children has been added. 

Companion Status has been added to all applicable NPCs.

– Aaleahya’s “Confess to Her” VERB has been Removed.

– Aaleahya requires 99+ Relationship Points to be kissed. Kissing her grants +5 Relationship Points and allows the Player to be Intimate which appears as a new VERB “Be Intimate” (this choice will lead to pregnancy in the future). Trying to kiss her before you’ve reached 99+ Relationship Points will cause a -5 Relationship Points. 

– Hannah’s Flirt VERB and Chat VERB has been removed for the time being. The newer version of her at the end of Part 1 will be where you can speak with her about other topics to raise your Relationship levels. 

– I have modified the Relations Tab and removed “Acquiantances” as anyone who accompanies you or that is romancable will appear there. The Relations Tab also now displays that Companion’s Relationship Scale. 

– All Companions now have a displayed Relationship Scale in place of the old system of Friendship, Lover, Friendzone and Hostile. 

– At the beginning of the Withered Snag incident that leads to Chapter 2, Hannah now starts with 100 Relationship Points. 

If you deny telling her about Rold the first time, it’ll drop -10 Relationship Points. However, if you deny her the second time her Relationship Points drop to 0. 

If you do tell her about Rold the first time you get +20 Relationship Points. If you decide to tell her the second time you get +10. 

– Charm Bonus’ have been added to all scenarios/npcs and characters that haven’t had them (ie. Aaleahya and Hannah after the explosion, Rold during the Box Event). 

– Like Aaleahya, Hannah after the explosion now carries the Kiss Her VERB and the Be Intimate VERB. Be Intimate can only be accessed after you Kiss Hannah (kiss her a second time if you’ve already kissed her) which means your Relationship will have be at 150 or above. 

– Trying to Attack Rold before he knows you will now drop his Relationship Points with you to 0. Otherwise, if you try to betray him it’ll drop you -15 Relationship Points. 

– The Help Guide, Relationship System v3.0 has been updated for the Player regarding how the new, more simple Relationship system works. 

– I have completely gutted and rewrote the Withered Snag, Living Room, Fireplace Douse VERB/Event. I wanted to make the puzzles based more on overall characteristics that could help you proceed rather than just one variable like Intelligence and then Agility. 

Now, several variables affect whether or not you’ll succeed in passing the Stat Check. The base passing rate for discovering the Silver Key in the fireplace is 75%. Hunter or Thief Backgrounds earn you a +10% and an Instructor earns you a +5%. Big Saver Specialities can earn you a +6% and Fashionable Specialities can earn you +3. Player Intelligence 2 to 6 can earn you a +5% and anything from 7 and above can earn you an additional +8%. If you succeed, you discover the Silver Key and it’ll be moved into the Living Room as before. If you fail, you will not notice the Silver Key.

Either way, you are brought to the second check; the Fireplace Douse VERB/Event. The base passing rate for successfully diving through is 75%. If you have a Thief background that will earn you +10%. A Dancer Speciality will also earn a +10%. Agilty 2 to 6 will earn the Player a +3% and 7 or greater will give a +5%. Failure will end the event as the Player’s character doesn’t want to risk jumping through and hesitates for too long. Success will lead to a Yes or No choice (which no longer needs to be typed in. It’s a proper menu). Clicking “No” will end the Event. Clicking “Yes” will cause damage to the Player between 1 and 3 damage but they will succeed in reaching the Master Bedroom on the other side.

– I have fixed the Withered Snag, Master Bedroom, Ottoman/End Table Puzzle Event. Again, I wanted these puzzles to be less tedious and more solveable for Player’s without sacrificing the quality. The screen properly clears with each message too. 

For End Table 1: I upped the chance of discovering the numbers from 15% of the time to 75% of the time. I also high-lighted each of the numbers so they can’t be missed as easily. Once the numbers have been discovered as well, they are moved into the “Search” again scripts. 

For End Table 2: Again, I upped the chance of discovering the clues from 15% to 75% of the time. I also high-lighted the entire clue and moved a reminder into the “Search” again scripts. 

Master Ottoman: I’ve added a “Search’ hint in the Ottoman’s description without directly stating it. Fans of classic Text Adventures might appreciate it however. I’ve also removed the direct Intelligence Check and went more broad with the skills that could be utilized to solve the puzzle. It starts with a base of 65% chance of success. Having a Background of Hunter, Explorer or Instructor will given an additional +15%. Having a Speciality of Big Saver or Monkish will earn another +5% and then Player Intelligence is taken into account. 2 to 6 Intelligence will give another +5% and 7 Intelligence or greater will merit +10%. A hidden Failure count will also subtract -20% each time. 

Success will grant the Player access to the Master Lockbox. Failure will result in a +1 Failure. Every failure will take -20% of success away (up to 80%/4 failures total). 

Master Lockbox: I’ve restructured the spacing of the text within and reduced the size of the code since most of it’s handled in a function anyway. I’ve also replaced one of the typing “yes” parts with a proper menu. I’ve also reduced the Corruption gain of this puzzle by -1. It’s now 5 Corruption to pick, 2 Corruption to fail. 

– Removed a couple “Corruption will end the game references.”

– I removed the “Hair Dye” category from the inventory list. Hair Dye will now go into the Body Modification Category. 

– Hairdye has received an extensive rework: rewrite/recode. 

– All Miracle Grows have received extensive reworks: rewrites/recodes.

Transformations

– All of the Hair-Dyes have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL hairdye(s). The difference however is that you will receive NO negative effects (whether that particular dye carries them or not). You WILL receive any positive effects however like regainining Health and so on. Also, Hairlength, Bald has received new revamped menu which allows you to toss the particular hairdye if you choose to. You are not required though. 

Here are the following changes to each individual dye. 

Green: No major stat changes. 

Red: No major stat changes. 

Black: No major stat changes. 

Pink: 50% chance to lose -1 Intelligence. 

Dirty Blonde: No major stat changes. 

Dark Red: 50% to gain +1 Dominant Mood Sarcasm

Silver: No major stat changes. 

White: No major stat changes. 

Rainbow: 50% chance to gain +1 Homosexual Sexuality for Males and Females. 

Brunette: No major stat changes. 

Platinum Blonde: 50% chance to lose -3 Intelligence. 50% chance to gain +3 Lust with another 50% chance to gain a Horny Status. 50% chance to gain +1 Dominant Mood Sexy. 

Purple: No major stat changes. 

Blue: No major stat changes. 

Orange: 50% chances to gain between 1 and 4 Health. (with or without Resist).

Ombre: No major stat changes. 

Neon: 50% chance to gain Sick Status. 

Pastel: 50% chances to gain Sick Status. 

In addition, there are now Intelligence variables in the basic descriptions of many hairdyes which changes the way they are described. There are also Dominant Mood description variants as well for at least 2 or 3 hairdyes. 

((If you think of any stat changes I should make to any of these, please feel free to suggest them)).

– All of the Miracle Grows have been completely rewritten and recoded from the ground up and all of them have been given revamped scripts. Resist now gets drained by consuming ALL Miracle Grow(s). Again, the difference is that the Player will receive NO negative effects as long as they have Resist. Like with all “I Can’t Believe It’s Magic!” products, there will always be a detriment to using them. Each Miracle Grow comes with a 50% chance to drain 1-3 Health for normal Miracle Grows and between 3 to 6 Health for Mega Miracle Grows. 

Travel
Event 3: The Robbery

Location: MIDDLE FORK (SOUTH)

Summary: As you trudge through the forest, you suddenly hear a call for help. Could this possibly be a trap, or perhaps a person in distress? Depending on several variables you can investigate this scene or ignore it entirely. Will you report it to the guards later on? Or will you leave the person or people to their fate? Be careful because danger lurks around every corner.

Patreon/Patron/SubcscribeStar/Twitter

– Added Fang the Hedgewolf to the Help Guide, Thank You Page! Thank you so much for your patience and donation! I super appreciate it ^_^

– I have completely revamped the txtams.com website and I believe it’s now ready for it’s debut. This will effectively replace the blog over the next coming months and will be the primary launching site for mostly everything I do for the game as it’s customized for it. 

Anonynn.