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Spanking Video Games Discussion Chat about Spanking Computer Games, Spanking Video Games and Spanking RPG's that you have developed or are making.
Tutorials, Q&A and Discussions. |
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January 20th, 2014, 10:37 PM
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#11
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Blue Moon
_cf is offline
Join Date: Mar 2007
Posts: 463
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Awesome post, Emmalia! It's exactly what I wanted: A detailed description of typos and problems. I'll see most of them fixed before the next release, thanks!
"option numbers greater than 9 become asterisks" isn't exactly a glitch, but a reminder that the current interface is a hack. The game's "final interface" should be something like contextual menus that open when you click on a girl (each present girl should have a picture) or on the room. Since the game works anyway when you click on the options, treating this has a very low priority now.
Everything else is being fixed. English is not my native language and to this day I still get confused with comma placement and proposition use. Other errors seem to be bugs on the text processing routine. I still didn't add the other girls' reactions to a spanking that's happening before them, but this is on the to-do list. I'll also think on a way to add some lore to the game, so that it becomes clearer who you and the girls are. Of course, because I'm writing this with modding in sight, the default lore won't be very elaborate. Just something to make you want to start spanking those girls right away.
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January 20th, 2014, 11:26 PM
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#12
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Smol fren
EmmaliaChan is offline
Join Date: May 2010
Location: East US
Posts: 3,891
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I figured something along those lines was the case with the asterisks~ It doesn't hurt anything, really, I just figured I'd mention it for the sake of being thorough.
Gosh, really? I never would've guessed English wasn't your native language - you write it better than most of us 'Muricans. I'd be happy to help with any text involved, if you like! I'm a human spellcheck machine.
True, I suppose detailing isn't really necessary since it's meant for modding. Besides, I'm already having so much fun just fussing around with the Data.xml file that it doesn't even bother me anymore.
I've definitely not started planning any large overhaul mods for it, though. Nope, no complex planning going on here. Noneeee at all.
>.>
<.<
(With your blessing, I'd eventually like to share the end result of the mods I've got in mind! No doubt I'll need to re-do them as things get updated, but I'm more than happy to, really!)
In seriousness, it's really cool so far, man -- I love customizable things, and this is both so simple and so in-depth. There's so much a person can do with the coding because it's really, really flexible. I'm no coding-whiz, but I think you did a really good job~
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January 25th, 2014, 04:24 PM
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#13
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Blue Moon
_cf is offline
Join Date: Mar 2007
Posts: 463
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Version 0.31 is up (as my understanding of how incomplete this game is increases, expect that next versions are like .311, .3111, etc).
http://www.mediafire.com/?3ns0s1zud0y8fd0
I worked along Emmalia's suggestions ("hugs" still pending) and did what I had planned, allowing you to control for how long a spanking lasts, up to a reasonable limit. I also gave the girls more complex clothing!
I try to keep Data.xml documented with the most recent changes, so read it. As before, let me know of bugs and problems you find. And by now, I'm seriously needing more messages to keep the game interesting. If you mod messages, send them to me (by posting them here or via PM) and I'll probably include them in the next version and credit you on Data.xml if you want.
Finally, I can see how hard is to allow for several xml documents on the sim's folder, to give you the possibility of picking which of them will be loaded. This should enable us to easily share xmls and play each other's creations.
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January 25th, 2014, 11:14 PM
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#14
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Smol fren
EmmaliaChan is offline
Join Date: May 2010
Location: East US
Posts: 3,891
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YES.
I can't even tell you how much better my mod will come along now that locations have descriptions.
Socks, too, even if it's a small detail. Silly, right? But it's something I'd wanted to specify.
Things have become a lot more complicated since the last iteration; I have a whole lot of coding to do. I'm still trying to understand the pain/like variables and whatnot, but I'm slowly catching on. I'll probably come up with some messages and share the files with you soon enough. Even if not, at the very least I'll fix some grammatical/spelling errors for you and give you the updated file.
May I ask, why exactly are there %variables for the protagonist? Does it make very much of a difference if you type 'me' or %Prio' in the messages? Moreover, if you're writing out messages for an individual girl under <girl>/<messages>, does it hurt anything to specify her name?
Also, I've never been fond of male spankees, but for the purpose of my mod as well as inclusion of everyone, I wanted to ask if you were going to eventually allow gender of spankees to be specified. I know the heading is <girls>, but...
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January 25th, 2014, 11:48 PM
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#15
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Blue Moon
_cf is offline
Join Date: Mar 2007
Posts: 463
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Quote:
Originally Posted by xEmmalia-Chan
YES.
I can't even tell you how much better my mod will come along now that locations have descriptions.
Socks, too, even if it's a small detail. Silly, right? But it's something I'd wanted to specify.
Things have become a lot more complicated since the last iteration; I have a whole lot of coding to do. I'm still trying to understand the pain/like variables and whatnot, but I'm slowly catching on. I'll probably come up with some messages and share the files with you soon enough. Even if not, at the very least I'll fix some grammatical/spelling errors for you and give you the updated file.
May I ask, why exactly are there %variables for the protagonist? Does it make very much of a difference if you type 'me' or %Prio' in the messages? Moreover, if you're writing out messages for an individual girl under <girl>/<messages>, does it hurt anything to specify her name?
Also, I've never been fond of male spankees, but for the purpose of my mod as well as inclusion of everyone, I wanted to ask if you were going to eventually allow gender of spankees to be specified. I know the heading is <girls>, but...
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The %variables are there because I thought that it would be cool if you could take messages and directly import them into another game. When you're working with a specific game in mind, it makes sense to use everybody's names directly. The game will happily accept both ways.
Having boy spankees is low on my list, but it will be done.
But so, is the "who are these girls" question answered now? :P
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January 26th, 2014, 12:34 AM
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#16
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1st Lobster
Ellen is offline
Join Date: Jun 2009
Location: Northern Germany
Posts: 3,592
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A way to make dragging girls into different rooms important for the game would be if you could either ground them into their rooms or if reasons for spankings were tied to rooms. Like a letter from the school could be found in the entrance. A girl's room could be untidy.
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January 26th, 2014, 03:24 AM
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#17
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Smol fren
EmmaliaChan is offline
Join Date: May 2010
Location: East US
Posts: 3,891
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Quote:
Originally Posted by _cf
The %variables are there because I thought that it would be cool if you could take messages and directly import them into another game. When you're working with a specific game in mind, it makes sense to use everybody's names directly. The game will happily accept both ways.
Having boy spankees is low on my list, but it will be done.
But so, is the "who are these girls" question answered now? :P
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Oh, good then. It's much easier to keep track of parts of the code when it's written out in plain text. Thanks for elaborating!
Haha, yep, it's answered now~ I actually kind of like the open-ended background; it gives pretext and explains just enough without ruining the feel.
I just noticed the 'think about' options -- the mod I'm working on isn't set inside a single house/building, and the cast is already huuuge without even being close to being complete with characters yet... I know I went outside the premise of the original game, so maybe it's asking for a bit much, but it's meant to be modded, right? Is there any way you could make it so the 'think' option is only available for people in the same room as you?
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January 30th, 2014, 01:27 PM
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#18
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Blue Moon
_cf is offline
Join Date: Mar 2007
Posts: 463
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Anybody else trying to use this? Do we have more bug / trouble reports? I'll program it a bit more today, doing some bug fixes and moving the "thinking about" to each girl's menu.
I've been trying to think about an <event> system that's flexible enough to support the scenarios Ellen mentioned. I want to have the girls misbehave in game time, and also go about their normal activities. Some activities should be generic (eating, sleeping, going to school) and controlled by time triggers, and others should be specific to each girl (in the default game, Shino goes to her room and plays games, Haruko trains, Miyu reads magazines, etc). Misbehaviours should fit into this system somehow.
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January 30th, 2014, 03:42 PM
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#19
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Smol fren
EmmaliaChan is offline
Join Date: May 2010
Location: East US
Posts: 3,891
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What if you made it a little bit like the clothing with the 'covers' system? Instead of type of 'covers' it could be the severity of the event from '0', which would be a normal, non-misbehavior event, to say, 3, which is the worst offense.
It could also maybe be a simple binary-type system where '1' is an offense and '0' is a normal event.
There should also be a tag that moves the girl to a specified location when the event triggers by specifying a room ID. Again, perhaps 0 could mean they don't move from the room they're in.
My billion suggestions:
Event Messages:
Any messages related to events should be observational of what's currently going on. Since some events - like Shino going to her room - will move a girl from place to place, you should only be able to see the girl acting rather than see her beginning to act.
i.e. Enter Shino's room, "Shino is playing a computer game."
Rather than, in kitchen, "Shino goes to her room to play her video games."
That way, if you can specify the severity of the event, you can also have alternate versions of these.
Severity 0 - "Shino is playing a computer game."
Severity 1 - "Shino is in her messy room playing video games."
Severity 2 - "Shino is sitting on a heap of clothes with a controller in her hands, eyes fixated on the TV."
Severity 3 - "The screen shows someone's playing a game, but I can't see anyone among the mountains of filth."
Unless you intend to make it so they literally go from section to section in a trail when an event moves them, but it seems like a pathfinding system might be hard to code.
Besides, if you want them to go to school, it seems the best way to go about that would be to store them in an unreachable room for x amount of time while they're at school, then return them to the main house. If they had pathfinding systems and the room was unreachable, that wouldn't work.
Time System:
My suggestion for the time system is a day system, and a semi-realtime clock. Every real five seconds that pass, ten minutes pass in game, or something similar. Dates wouldn't really be needed unless you wanted holidays/birthdays.
The girls can have time-based events - perhaps which they may choose not to do based on a randomness factor - that trigger as soon as the clock hits x time, and last for x time.
Example:
Shino, Miyu, Haruko go to school at 7AM Monday through Friday.
Shino has a chance factor of 9, which means she goes 90% of the time.
Miyu has a chance factor of 7, which means she only goes 70% of the time.
Haruko has a chance factor of 10, which means she never skips school.
Shino and Miyu come home at 4; Haruko comes home at 5 because she has practice after school.
School is a much longer timeframe, but events like eating or playing games could last for much less time.
If you don't enter/react while they're doing something that counts as an offense, the game simply moves on to the next event without consideration for the last one. In other words, you have to catch them in the act to punish them.
Combinations:
If you decide to go with both of those suggestions, a couple things might need to be different.
Time factors that move a girl to a specific location at a specific time means they might leave/enter while you're in a room, so my mention of the event messages only triggering while they're doing something isn't completely appliable. The exit message should be generic like, 'Shino exits/enters %R.'
Events should have an importance factor.
Eating, sleeping, and going to school are events that get triggered and stay triggered until they're finished - and if you're holding a girl when it's triggered and she can't leave, she'll complain to you about being unable to do it.
Basic/fun events like Shino playing or Miyu painting her nails should be aborted if the girl is doing something else at the time - whether it be an 'important' event or if you're holding her.
This way, events can overlap:
You can have time-based events like school/eating, and you can have 'fun' events that can happen randomly while they're home. If an important event like school is currently active, 'fun' events can't trigger.
Also, if the 'chance' factor for an event is implemented, any 'important' events can be done in such a way that it's possible the girl - during the timeframe the event is meant to happen - can be caught not doing that event, and if punished for it; the game could then force them to carry out the event for the remainder of the timeframe that event is triggered for.
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January 31st, 2014, 02:00 AM
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#20
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Gold Member
Yukiko is offline
Join Date: Jan 2012
Location: In my head
Posts: 1,962
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I just found this little game and spanked a few girls. That's really cool.
My suggestions would be, instead of simply running around and spank girls, to make it more like one of these old adventures. That you have to work for being able to give a spanking. You need an implement and a misdeed, then the spanking option appears. Your task is to find the implements and to discover the misdeeds of the girls and punish them (before things get out of control).
There could be a kind of score. Maybe "Control: 25%". If you spank too hard/soft or don't discover a misdeed then "Control" is dropping, and if it drops below zero....
Of course a well deserved spanking increases "Control".
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For the time-system I would use a button. In "my" room could be a button: "time passes". A real-time mechanism would be much too complicated, I think. Girls suddenly disappearing, when the time triggers strikes, or suddenly appearing. With the button you could simply jump to the next event.
Something like: "Time passes - suddenly you hear something in the living room. 5:35 AM" or "Time passes - you get hungry, you could go to the kitchen for a sandwich. 11:11 PM"
When the event starts, you can put all girls and necessary items in position.
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I also have a smaller idea. The description of the girl could be changed after a spanking. Something like. "Her face is covered with tears from the hard spanking you gave her." Added to the normal description... and maybe removed by "hug." There are of course endless possibilities if you don't have to code them.
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