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Old January 31st, 2014, 04:52 AM   #21
_cf
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Version 0.33 is up!

http://www.mediafire.com/download/zg...nksimv0.33.zip

- As requested, you can only think about girls currently in the room with you. It's now another option on their menu.

- I got a request to let some girls be "unspankable" and added a <spankable> node on their definition for this. Now you can add spanking commentators!

- Pain diminishes after a spanking. More severe spankings require more time to be fully healed.

- Scolding can make the girls more repentful.

Yukiko, this game's medium term objective is to introduce misbehaviours, and require you to have a proof of the misdeed if you want to correct the girl. In some cases, the proof will be obvious (you catch her in the act), but in other cases you'll need to investigate. The idea of allowing you to pass time in your room is excellent. I'll think about how to add it in a flexible way. Additionally, your "smaller idea" was part of my plans for today's update.

Emmalia, path-finding is seriously the simplest thing to program from those you mentioned. :P The algorithms for that are tried and true. As for the events, I'm still thinking what I'll do with them.
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Old January 31st, 2014, 08:21 AM   #22
Ellen
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I do try out every version but I have not encountered bugs yet. Have not gotten to play around with trying to mod it.
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Old January 31st, 2014, 08:40 PM   #23
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*Thump up* classic are always the best ever!
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Old February 1st, 2014, 01:36 PM   #24
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Very nice game you've going here, Im very much looking foreward to seeing how it will evolve.

Last edited by Master; February 1st, 2014 at 03:22 PM.
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Old February 1st, 2014, 06:35 PM   #25
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Just learned about this project Nice!

First mention: At the very beginning of Data.xml is "dinamically" -- shoudl be "dynamically"

Same
"Haruko is wearing denin cuttoff shorts" should be "denim"

I like your using of liking as variable. I had ideas of a similar system, but with a second variable: respect. The idea is that a girl can dislike you, but still respect you (will be fairly obedient, but not do much on her own) or like you but not respect you much (will have her own ideas how to make you happy).

A small idea: when you're at door of a room, maybe you should have the option to knock
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Old February 1st, 2014, 07:53 PM   #26
EmmaliaChan
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@_cf:
-shrug!-
I dunno, really! Most of my suggestions are based off of what I've seen from the current game. I don't know it's limitations because I don't know much about coding, but my logic is mainly based on a 'if it can do this it can probably do this, right?' line of thought.

I was also trying to think of ways that you can have just one event system that would be easy for people to modify.
I kind of like the idea of events having 'IDs' based on whether or not they're 'offenses'.


@Yukiko:
I don't care much for that time system at all. It reminds me of the terrible RolePlays on here that skip all of the meat of the story just to get to the spanking scenes. Good things come to those who wait.
And what about if the protagonist, in a given mod, doesn't have a home 'room'?

Besides, the events will probably be different for each girl, and happen at different times. For mods, events might be happening all the time. _cf has said xe wants the girls to go about their business, too, so xe would probably code in the possibility of non-misbehavior events, as well.
But, I don't know much about xir plans for the game; I'm having fun just following along. My only hope for the long run is that it's something more than merely a kinkfest and that maybe we'll get the option to just talk to the girls and do things other than physically harm them.

But, having a way to pass time in such instances as the girls are sleeping or at school makes sense. That's the only way I can think of that it would be useful and wouldn't suck. Hopefully you could choose the amount of time to pass, sort of like the 'Wait' function in the Fallout games.
I think if you're holding or interacting with a girl she shouldn't be able to move. You wouldn't need to worry about disappearing girls then.


@Fulgur:
The comments on how to edit the code don't really need perfect spelling or grammar, but I fixed the 'denim' and many, many other typoes and grammar errors in the game itself in my file.
Going to upload it for _cf at some point, just have to figure out where.
Don't really want to sign up for something to upload it. Mostly because I'm lazy and signing up is hard, lololol.

I really like the knocking idea, though!
And if no-one's in there, there could be a 'there's no response.' message thing. > o< Brilliant!
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Old February 1st, 2014, 09:14 PM   #27
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I imagine an event as something like a little quest, which would involve all the environment and all the girl (even if not every girl has a role in it) so that there always can only be one event running at a time.

Passing time could be useful if you time-trigger an event. Lets say, Tuesday, 5 PM, Shino decides to go to the kitchen and bake a cake. Then the time would stop there and you get a message: "You smell something burnt, maybe you should go to the kitchen." If you fail to solve the event (or don't want to solve it), then you can click the time-button again.

Otherwise the player has to trigger all events by picking up an item or doing something. The problem I see with that, if the player triggers the events you can hardly avoid that he triggers more than one at a time. Solves quest A halfway, then starts B, continues A, starts C, solves B. That's much more complicated then to avoid errors.

Same if you hold a girl. Then she can't move forward on her path and can't move from B to C if she is still in A with you. If you leave Shino in A and go to C she might be already there since when you left her she "jumped" there. A girl appearing in your room could "confuse the room", it has to refresh then. If you write a quest where Shino is caught in the kitchen it could happen that her "daily move routine" moves her away if the player dawdles and needs to long to enter the kitchen to hold her there. Sure this is not really a problem but a real-time movement routine makes things more complicated.


EDIT
But you are never at a door of a room. There are usually many doors. You'd need a "knock at:" button next to the "move to:" button.
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Old February 1st, 2014, 09:44 PM   #28
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I see it more as, 'this girl is doing this - you can react or you can ignore', rather than quests. It doesn't really have to involve environment beyond a description. And saying that only one event could happen at a time is kind of dumb, don't you think? Mods with larger casts would be severely limited, and it's not as if only one girl would be going about her business at a time.

So what if she 'jumps' there? Either there could be a pathfinding system or you could plausibly say that she walked in at the same time as you and began doing something. Or if the event is a minor event that isn't marked with my suggested 'importance' factor, that event could simply be aborted.
For example, Shino doesn't have to bake a cake, so the game can stop her, but it's important for her to go to school, so the game allows that event to run after you've released her.


Perhaps rooms could have a y/n 'knockable' factor, and there could, indeed, be a set of 'Knock At...' options. Because it would make sense for the bedrooms, but not really for the kitchen.
It makes sense that you'd knock, though - I once had a run through where one of the girls started out in the bathroom and I just walked in and it was like 'oh oops'.
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Old February 1st, 2014, 09:55 PM   #29
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One of my spanking game ideas (have lots of them, but never got to them) was similar to this, a house where you have a group of girls and raise them. The idea was that they are girls whose parents are out of country and who are sent to you to take care of them and their school results.
There were some ideas of bad things happening if you play badly (a girl might run away if you treat her badly or call police on you), and also potential conflicts (parents give you WAY too harsh instructions, will you obey or will you raise the girl as YOU wish?)

If there's a "sweet spot" for spankings, it would, of course, require some feedback. Perhaps the girls could visit you in your room and share thoughts about what you're doing? Complain that you spanked them too hard, or even one girl could come and say "I've seen Shino's bottom and you spanked her really hard -- perhaps you might want to have a look if she's OK?"

A thing I had in my idea was also a salesman who would sometimes come to your door and offer various implements for sale Your house might, for example, not have a dedicated paddle at the beginning

One thing I'd suggest from playing is that there should be an option to switch implements during the spanking without ending it. Also, with the girls, an option that is notably absent is "Talk to them", but that might require more...

One thing that might help the player would be a "naughty list" posted in a room, which would note which girls require a spanking. You'd start with a spanking or two already suggested to start, and later you'd fill it in when you discover misbehaviour and erase marks when the girl is punished.

This would lead into several more types of behaviour, a girl with a spanking scheduled might try to avoid you, she might come to you and try to convince you she doesn't need a spanking, or she might even come to you and ask for her punishment (if she likes and respects you enough). Vandalism would also be an option, a girl might try to change marks, either to erase her own marks in hope you'll forget about her spanking, add marks to another girl from spite, remove marks from another girl (and then try to convince you she did it) or even add marks to herself because she feels guilty about something.

Other ideas: Pajamas (option to make the girl change into them and then report somewhere else for punishment), girls interrupting others' spankings if they think it's too hard or unjust...
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Old February 1st, 2014, 10:12 PM   #30
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I'd like it to be more like quests. You find an item, maybe an empty bottle of wine, and have to investigate to find the guilty girl and punish her. As long as this goes on I'd stop the daily-events to avoid confusion. If you only have "one-click-events" then it's not that much of a problem of course.

Baking a cake was ment as the quest trigger. So you smell something but in the kitchen there is only a burnt cake (the quest item) but no girl.

Or the doors could have a "locked" factor. So you can't enter the bathroom if a girl is inside. Sure, there are so many possible details.


@Fulgur
The game is more of a game-engine. The mods/games shall be done later by the user. You think very far ahead, indeed till now there is not even a: multiple choice - talk to them option. But if you include vendors and pyjamas and stuff, the user has to handle all this to create a game. I wouldn't make it too complicated or it will be very difficult to creat a game in the end.
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