Hey all! It’s been a while! — I mean, I’m constantly letting people know what I’m working on every single day via Twitter and Discord but I suppose it’s been almost half a year for an offical update! Oops!
In my defense I really dislike doing these because it typically takes an entire day and a lot of energy which is time I could be working on the game! But I do understand these are important for people that don’t follow the development on Twitter and Discord. I’ll try to be more conscious about that.
In any case, if you aren’t following on Twitter and Discord and you’re interested in the game. You should get on those. We can also speak directly there! For those who are following you might get some nuggets of information here and there that I haven’t mentioned on Discord yet (mostly the newest things I’ve been thinking of and the next step etc).
Anyway, before getting into it, I want to thank all my newest patrons ^_^
Let’s say hello to….
and Jason K.
Thank you all so much for all your extremely generous donations. My family and I super appreciate your support of the game and you’re encouragement for the vision I have for it.
I am still planning to do a Legacy Donator perk for those who’ve stuck with the game through the lull of the new engine development too, so don’t worry. I haven’t forgotten. I’ll remind you all more of that when the demo is ready. Mostly because I have to redesign the website…change things around and then do the same for Patreon because some of the information is outdated @_@
Now then! Onward to the news.
For those who haven’t been keeping up on Twitter and Discord (hint, hint, nudge nudge), I have been working on a demo for the last month (all of April). I say demo but it’s basically the first release of the game, haha. But yeah, I wanted to finish it in a month but… that proved to be a monumental task that drained me of what little sanity I had left. There’s a reason for this too.
I actually have a lot of key important factors done FOR the demo right now but it’s missing a lot of stuff I WANT in there and since I refuse to compromise any part of my vision for the game, it’s taking a little longer than I can physically do in a month.
I’m hoping by mid-May or the end of May to have something playable ready. If not playable, then I’ll try to make a video or something that takes everyone through the game so you can physically see what it looks like and how it plays etc. But the aim is for a playable demo.
I just finished 55-56ish rooms with full descriptions that have mini-events upon entering. Here are some of those (but all of them are listed on Discord if you want to check out more of them).
ENUM CLAW PET AND SUPPLY STORE
Closed: Night, Late Night.
Closed: 15% Chance Closed for the day.
Afternoon: 25% Closed for Lunch
Winter Season: 15% hard to get inside.
Snowstorm: 40% chance unable to get inside.
Evening Sale: 10% chance 15% chance that you can’t get inside due to the crowds.
EASTON SPARKS POTIONS AND ENCHANTMENTS
Closed: Late Night
5% Chance Closed for the Day
15% Chance unable to enter because of slipping.
35% Chance unable to get inside due to crowds during the Morning and Afternoon.
MEIDO MAIDS (MAID SERVICE)
Closed: Dawn, Night, Late Night.
No Chance of Slipping.
Spring, Summer, Fall- 75% Chance to be Crowded.
25% Chance – 40 People- 2 hour wait
25% Chance – 30 People- 1 minute wait.
25% Chance – 25 People- 45 minute wait.
25% Chance – 15 People- 35 minute wait.
Else: No Wait.
Winter- No Chance of Being Crowded Storms No Wait Times.
5% Chance for Maids to be 15% Off
These essentially mean that all the stores have their own schedules, sales and crowded times which make them harder to get into. All of this is already programmed in the game and ready to go. Fully completed for all 55 rooms so far.
As you can see, descriptions for the rooms also change based on WEATHER and current SEASON — which also affects how you enter some shops. Like, for example the BROWN POTION COFFEE STAND is not open during the WINTER.
Here is an example of how descriptions change from SUMMER and WINTER for ARTEMIS’ HAIR SALON (these are taken straight from Discord and I’m not sure I updated it after I went through the game and double-checked spelling and flow etc)
‘Artemis’ Hair Salon’ stands proud at the corner of Desiree Avenue and Harper Street but the construction is nothing special in terms of appearance, in fact, the entire business could use an expensive renovation makeover; there are splintered boards, crumbled clay embellishments and cracked brick throughout the foundation left over from the winter snow (especially along the left side that faces the alley). In any case, the outside of the small corner salon provides a very generous view of it’s inner workings via two large display windows that line the storefront. Beneath them are plain rectangular bulkheads that were once painted white or possibly off-white but have long since faded against the elements. Between these giant windows is a non-descript wooden front door with rusted iron-latches and a matching bulkhead. Above it, the decorative cornice belt is carved with fancy lettering that reads ‘ARTEMIS’ for all to see, however its paint, like the rest of the shop’s motif, has many worn edges and is missing chips throughout. In addition to all this, the second floor has three double-hung windows and a final decorative cornice belt hanging high above them that spans the entire upper perimeter of the roof, effectively separating it from the rest of the structure. Perhaps it is a living space?
‘Artemis’ Hair Salon’ stands proud at the snowy corner of Desiree Avenue and Harper Street but the construction is nothing special in terms of appearance, except for a couple of abnormally tall snowdrifts gathered here and there. The truth of the matter is, the entire business could use an expensive renovation makeover; there are splintered boards covered in ice, crumbled clay embellishments and cracked brick throughout the foundation (especially along the left side that faces the alley) where frost has generously gathered. In any case, normally the outside of the small corner salon provides a very generous view of it’s inner workings via two large display windows that line the storefront, but because they are currently frozen over it’s very difficult to see inside. Between these giant windows is a non-descript icy wooden front door with rusted iron-latches and a matching bulkhead each adorned with dangerous tendrils of ice. Above it, the decorative cornice belt is carved with fancy lettering that reads ‘ARTEMIS’ for all to see. Although, it’s paint, like the rest of the shop’s motif, has many worn edges and missing chips throughout, not to mention the snow is further covering the lettering making it even more challenging to read. In addition, the second floor has three double-hung windows and a final decorative cornice belt hanging high above them that spans the entire upper perimeter of the roof, effectively separating it from the rest of the structure. Currently, the walkways are somewhat cleared of snow though still dangerous to traverse.
^ so there’s that. I also have 10 questions ready for the Character Creator (I want to add a few more this month if I have time) and I’m currently working on how I want NPCs to operate. I think I’ll have two different kinds. The important ones that you find in buildings or in specific places around town that help with reputation and the second group are ones that you meet randomly on the street. I already came up with a code that will cycle through NPCs if they are alive etc. These are the ones you can infect with the bimbo virus, vampirism, lycanthropy and so on. They are outside of events ^_^
I also have…20 to 30 functions programmed in. I mentioned some of these before….
(things that affect sex scenes and certain events)
(status effects you can get)
(things that affect combat)
(things that can be changed throughout the game)
(survival aspects for people who want a more challenging survival game)
and since this I added in some major afflictions…
and various other functions that affect each of these, so that each affliction feels and plays differently. If you want details on any of them, just ask! 😀
(FROM THE ORIGINAL GAME VERSION: APOCAMORPHOSIS)
Now, it’s inevitable that some things have been removed or changed from Apocamorphosis. This is because I either thought they were outdated, too up way too much time to continue with or I thought of something better to replace them.
The first and biggest are the Personalities
^ instead of making them hard numbers that you have to keep track of etc, I decided to just incorporate it all into the dialogue. So you’ll typically have a choice between answers to questions which will be one of these four tones of voices and you can roleplay them out however you want. Maybe one question is set-up that makes you think your character would respond in a sexy way, while another makes you think they would act more serious. I think this gives the player more control over their character.
Lemme know what you guys think about that.
Another thing I got rid of are three of the WEATHER changes.
I reduced it to…
Because writing 24 different descriptions PER ROOM — I wittled it down to 12 which turned out to be WAAAAAY more manageable for me and it was slowing down room creation to a crawl. So anything that really, really slows me down, I’m tossing. The personalities was the same way in the original game. Writing four unique scenes per scene was killing me. So those have been nixed.
I also am thinking about getting rid of the SFW version simply because I want the world to feel real and like a living thing and sexy stuff is part of real life…I dunno it just feels right. Maybe down the line I can make a SFW version but for now I’m focusing on just getting the game out as it is meant to be.
I’ll be working on the NPCs that inhabit the first two blocks of East Ajun (the two blocks that will be available in the demo). All of them already have full descriptions. In most places there are one or two staff, sometimes there up to three though so we’re looking at around 15-19 NPCs to start with when the demo comes out.
As I mentioned before I’ll have two types of NPCs.
Important NPCs that inhabit the stores or general areas and they will have several booleans and functions associated with them. Including; whether or not you’ve met them. They will have general descriptions and four other categories which you can discover and have added to their “Look” at descriptions once you find out those particular things about them: Dreams, Likes-Disklikes/Preferences/Dating. You can date them and give them gifts too assuming you fit their criteria and that they are single.
And secondary NPCs which will be randomized throughout the town that you can interact with in your own way. If you have vampirism you can bite them, if you have bimbiyos you can bimbofy them, steal, talk to, murder, have sex with and so on.
This all ties into the various reputation systems already implemented into the game. I just have to physically add them in which I don’t think will take very long.
After the NPCs, I might start adding the pictures for the maps, rooms and such into the game and I’ll get started on darkening and adding the Skill Tree pictures which are completed. I just have to scan them in.
I am hoping to have the demo completely ready by mid-end of May or the very end of May but that’s not a definite time-line. Just the new timeline I’m shooting for.
That’s it! Remember you want to get in touch with me and discuss any of this or if you have questions for me, you can contact me in the following ways below…
I strongly urge to join the Discord or Twitter at the very least so you’ll be up-to-date with what I’m working on. I even pinned all the important stuff in the “Game News” section of the Discord if you want to check everything out for yourself 😀
Oh! Look at the cool new title art I commissioned for the game! Sick isn’t it!?