devolution

Author Topic: Possible Add-Ons to the Game?  (Read 128661 times)

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Offline Hazure

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Re: Possible Add-Ons to the Game?
« Reply #180 on: January 03, 2016, 07:35:30 PM »
Instead of actually tracking the individual amounts, you could just get new flavor text added to the end of the night summary....if say the girl did several group sessions...."She has been coated in seamen, from head to foot."....that might help scratch that itch....other flavor text could be done too.

Offline 0nymous

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Re: Possible Add-Ons to the Game?
« Reply #181 on: January 04, 2016, 09:43:44 AM »
Was there any progress done on implementing "learning" items, or "tomes", that would raise skills/stats in time when equipped?

Offline aevojoey

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Re: Possible Add-Ons to the Game?
« Reply #182 on: January 04, 2016, 06:21:27 PM »
Was there any progress done on implementing "learning" items, or "tomes", that would raise skills/stats in time when equipped?
Not lately.
There are a few items that are used at the end of the day but most of the books are only used if the girl is resting.
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Offline 0nymous

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Re: Possible Add-Ons to the Game?
« Reply #183 on: January 04, 2016, 08:43:06 PM »
Not lately.
There are a few items that are used at the end of the day but most of the books are only used if the girl is resting.


Since the latest WME has no such function, I assume it is hardcoded into the separate item files on its own?

Offline HuiBui

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Re: Possible Add-Ons to the Game?
« Reply #184 on: January 08, 2016, 03:24:12 AM »
I would like to ask you again if there is a chance to get more than one picture from one  girl during a running script ?
That would enhance the quality of a script so much.
For example . You start a script with fluff  supported by a "profile"pic  followed after a decision with a " strip"  then a "nude" etc..
any chance?

My second wish would be to recode the selection window which pops up while a script is running and a choice is offered.
Now the position and the size is fixed in the hardcode and the window pops up allways in the center of the screen. I would love to have it in the xml documents of the interface so that i'm able to rearrange this.

Kind Regards,
HuiBui

Offline watts

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Re: Possible Add-Ons to the Game?
« Reply #185 on: January 14, 2016, 12:47:06 PM »
Kind of an weird idea, which I know is unlikely to be implemented due it's narrow scope, but I thought I'd share it anyway, for no specific reason. Here it goes:

Basically, another tier of player interaction with a girl could be added, labeled 'Deep/Rough Sex'. This option would:

-Increase chance of pregnancy by a certain % (this would have to be balanced, but I think 20% should be okay)
-Increase the chance of multiple birth by a certain % (again, the % could be tweaked)
-Have a 5% risk of giving a girl a "Sterile" trait (instead making her pregnant, obviously)
-Have specific dialogue
-The girl would be 30% more likely to refuse this interaction if she doesn't love the player, and 10% if she does.

Now, if you don't mind me asking, is it possible to add this kind of interaction (and extra traits) without recompiling the game, or are they hard coded? If it's the former, can someone provide me with some quick insight on how to do it (namely which files should I look into)? I'm no programmer, but I reckon that as long as I'm pointed in the right direction, I should be able to at least give it a decent try.

That's all. Once again, thanks for everyone's time.


Offline lindivor

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Re: Possible Add-Ons to the Game?
« Reply #186 on: January 22, 2016, 06:09:59 AM »
Well... since there is a farm add a Breeding Area or something where you can use your girls for breeding beast (adds Dark Rep) and for the clinic a Special Ward area :)

Offline 0nymous

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Re: Possible Add-Ons to the Game?
« Reply #187 on: January 25, 2016, 07:08:43 PM »
Suggestion: stats/skills requirements for items.
Let's say you want to make a "Fuckhuge Sword" item for girls, but it wouldn't make sense for a girl with 5 strength to use it effectively.
This is just an example, and it would have other applications (refinement and dignity requirements come to mind).
Also, my queries a couple of posts above still stand. 

Offline Baal

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Re: Possible Add-Ons to the Game?
« Reply #188 on: March 14, 2016, 08:48:23 AM »
Wonder if it would be possible to set a default amount of rooms in the config for each brothel when you start/buy it?

Might also suggest something akin to a cosplay club, for images that have animal ears/tails/paws on a normal girl.
« Last Edit: March 15, 2016, 02:21:31 AM by Baal »

Offline dullman

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Re: Possible Add-Ons to the Game?
« Reply #189 on: March 28, 2016, 07:07:19 AM »
I would propose to slowly change the code towards generic person class which has few inherited classes (in simplest way female and male), as c++ allows classes to inherent from multiple parent class it can be joint with player/opponent/npc/etc classes, and create a base for new mechanics in games, the change in this allow us to have multiple new features introduced in game (like male npc/custom made player character which behaviour similar to standard npc/gangs made from singles npc which allow us to add girls to gangs/opponents which exists in the same format as player which allow us more deep interactions between them (like stealing slave from opponent/and many more).
Since it's take quite a lot job to do this, i would propose to slowly make the base classes outside current game flow and only when the base are made include it's into current game flow.

Offline Chaoswings

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Re: Possible Add-Ons to the Game?
« Reply #190 on: December 17, 2016, 09:39:21 PM »
I know it will looks like necro posting, especially since it's my first post (long time lurker, first time poster..)

I would like to know if it is possible to implement a simple Yes/No tag inside of Random Girls template files to determine which of them can be born from a girl's pregnancy

While for some it looks logical (schoolgirls/idols), getting a Milf or Teacher or even Maid template doesn't look logical.


I know that there is also the concern for retro-compatibility of the .Rgirlsx to take into account but is it possible that if the tag is missing the game automatically consider it as a Yes (this way it will be like any previous version), so that way any user can customize the files themselves and and modify the value to whatever they like, or touch nothing and it'll behave like before.

I thank you in advance for whatever answer you can provide.

Offline MuteDay

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Re: Possible Add-Ons to the Game?
« Reply #191 on: December 17, 2016, 10:11:58 PM »
I know it will looks like necro posting, especially since it's my first post (long time lurker, first time poster..)

I would like to know if it is possible to implement a simple Yes/No tag inside of Random Girls template files to determine which of them can be born from a girl's pregnancy

While for some it looks logical (schoolgirls/idols), getting a Milf or Teacher or even Maid template doesn't look logical.


I know that there is also the concern for retro-compatibility of the .Rgirlsx to take into account but is it possible that if the tag is missing the game automatically consider it as a Yes (this way it will be like any previous version), so that way any user can customize the files themselves and and modify the value to whatever they like, or touch nothing and it'll behave like before.

I thank you in advance for whatever answer you can provide.


Will also keep this in mind for my projects that i have going.


the one problem i see with this is. pregnancies can be either unique or random girls


although i think for my other games we will be avoiding the system like WM due to we are going for a sprite based system instead of a Picture based system
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Offline Cavey

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Re: Possible Add-Ons to the Game?
« Reply #192 on: December 26, 2016, 06:36:04 PM »
Please add a "Cure Diseases" task to the clinic. It's hard to describe how scary it is to have a girl catch a life-threatening disease and realize that I have no way to help her. =3

I've been using this item as a workaround to the problem, which you are welcome to add to the game, especially if updating the clinic would be too much work to be worth it at the moment. I'd much rather have the new feature, though!
« Last Edit: December 26, 2016, 07:45:33 PM by Cavey »

Offline aevojoey

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Re: Possible Add-Ons to the Game?
« Reply #193 on: December 26, 2016, 08:37:55 PM »
Please add a "Cure Diseases" task to the clinic. It's hard to describe how scary it is to have a girl catch a life-threatening disease and realize that I have no way to help her. =3

I've been using this item as a workaround to the problem, which you are welcome to add to the game, especially if updating the clinic would be too much work to be worth it at the moment. I'd much rather have the new feature, though!
I will add both.
Adding the item was the easy part  :)

Working on the job:
The more people you have taking care of her the faster she gets cured.
You can have 2 Doctors and 4 Nurses working for the fastest cure, any more than that doesn't count.
If you have more than 2 Doctors working, then two are chosen randomly from all the Doctors on duty. Same with Nurses.
They use their Medicine, Intelligence, Magic and Herbalism skills.
Her constitution helps a little and there are a few traits that help and the same amount that hinder the process.
The maximum percent completed per week is about 89% so it will take a minimum of 2 weeks (4 shifts).
If her % is negative, she gets sicker.

It will cost you 50-500 gold in medicines per shift to cure the girl depending on what diseases she has.
Herpes=50, Chlamydia=100, Syphilis=150, AIDS=200,  If she has more than 1, add them up.
If she has more than 1, the one that gets cured is chosen randomly.
Testing with 6 girls, 1 got cured the second week, 5 the third week.



Now is your time to get your requests in
I go back to work next Monday so I have 6 full days left to work on the game.
« Last Edit: December 27, 2016, 02:04:33 AM by aevojoey »
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Offline Cavey

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Re: Possible Add-Ons to the Game?
« Reply #194 on: December 27, 2016, 04:15:15 AM »
Thank you so much, Joey! That's a huge load off my mind!  :)

I feel bad making a lot of feature requests, so don't feel obligated to do any of these, but these are the things that would make the game most awesomer (lack of grammar intentional) to me:

-Have your currently selected girl also be selected by default when you go to "Transfer Girls" (just like how going to "Turn Summary" currently works).

-Allow us to search through our current girls/items/whatever list. Maybe by hitting ctrl-F, typing, and then hitting enter? (and then the first match found is selected)

-Allow the player to specify what loot types girls should prioritize when they go into the Catacombs (without using the config file).
   You could just change the gang loot sliders that already exist to also affect what loot your girls take, or try something that's fancier, but more work. (maybe a "Job Details" button for jobs that brought you to a window/pop-up that let you specify stuff like that and maybe gave you some information about the girl's job? That could be useful down the line, too)

-Create a "Town Gossip" panel that you could access through a button that displayed current events and miscellaneous information.
   (like your current quest and any recent events that you think are especially interesting, such as "Masked Vigilante strikes again!" or information about any demon lords that happen to be invading Crossgate and how we might go about defeating them.)  ;)

-Create a nice XML-y format that lay-folks like myself could use to add more complex conversations to girls, sorta like a mini dating sim. (or give a short tutorial explaining how this could be done using scripting, if that's not too hard)
---------------------NOTHING BELOW THIS POINT IS ACTUALLY FEATURE REQUESTS---------------------
   I'm thinking something like creating a .chatsx file that could be referenced by a .girlsx or .rgirlsx file. And this file would allow you to create whole branching dialogues that would be used if the player interacted with a girl and selected an option like "in-depth conversation" when interacting with them.
   Each .chatsx file would contain any number of "ChatStates", each of which contains a Name, a Body (stuff the girl and you say before you get to make another choice in the chat, preferably with end-of-line being an allowed character, written as \n or something.), and then a number of Choices which would each contain a summary of your reply and the Name of the ChatState that this choice would take you to. (like <Choice Text="Tell her you love her." Link="MySchmoozyChatState" /> or something) And then there would be special ChatStates, CHAT_BEGIN and CHAT_END, with the first always playing when a chat started and the second always ignoring any Choices that it might contain and ending the chat after playing its Body text (if there was any).
   If you really wanted to go all in, you could add alternate special ChatState names that allowed custom chats to be started in different contexts, like RECRUIT_BEGIN, MISSION_BEGIN, RUNAWAY_BEGIN, ITEMSCRIPT4_BEGIN, or whatever.
   If you REALLY wanted to go all in, you could add Conditionals to ChatStates, which would be checked (in order) before playing a ChatState's Body text and would redirect you to a different ChatState if the girl's stats met a certain condition. (like <Conditional Stat="PCLove" Operator="GREATER" Amount="80" Link="MySchmoozyChatState2" /> or something) Clever writers could even use empty ChatStates that just had a long list of Conditionals to get some pretty interesting functionality here!
       Or if XML can't read items in order (IDK why it wouldn't, but programming is weird) but you still wanted to give people some complex functionality, you could let people write <Conditional Stat1="" Operator1="" Amount1="" Stat2="" Operator2="" Amount2="" Link="" /> to accomplish the same thing, but that seems like it would be a lot of work for you, and people could always use chains of empty ChatStates instead if they REALLY needed that functionality for some reason.
      Of course, the best case would be something like <Conditional Content="(PCLove > 80) OR (PClove > 50 AND Happiness > 90)" Link="MySchmoozyChatState3" /> but that's so complicated I can't even GUESS how you'd make something like that...definitely not worth it, unless someone already wrote a script that could understand something like that. @.@

   If you did add Conditionals in some form, you'd probably also want to add something to Choices to allow them to optionally change stats. Like <Choice Text="Compliment her singing." Link="BadDuetChatState" Stat="Happiness" Amount="7" /> or something. You could do the same Stat1, Stat2, etc. thing here, but I don't think it'd be a big deal, considering that chats could potentially be long enough to alter multiple stats as they moved along ChatStates.

And suddenly while I was thinking all that through and getting all excited an hour has passed. Time for me to go to bed. >.<

Ummm...I tried to order the suggestions based on how much work I thought they'd be for you. The first two wouldn't be too hard (I think), but would be huge quality of life improvements. The last three are things that I think could add a lot to the game, and open up the possibility for doing some really cool things in the future...but they're all rather a lot of work.

You can tell I got a little excited thinking about the possibilities of that last one. Sorry if the excessive detail was annoying or unnecessary cuz there's already an easier/better way to do this through scripts. =3

And thanks for all the great work you've done on this game! This has actually replaced Skyrim as my preferred method of hopping into a fantasy world when I want to relax after a long day...which is either a good thing or a bad thing when you consider that this is SUPPOSED to be a porn game.  :P

---

EDIT: Insomnia's the worst. Since I wasn't sleeping anyways, I went ahead and threw together a very simple hypothetical .chatsx file, which might be more readable than my attempt at explaining the general idea I'd had in mind. =x
 
While I was typing that out, tho, I realized that it'd be cool if you could reference stats, skills, and globals like your own Disposition stat for Conditionals. So at least I feel justified in my sleeplessness. =P

Aside question: Would implementing this format ultimately make it easier for you to implement scripted encounters in the game? Or is it easier for you to just program it straight into your scripting language?
« Last Edit: December 27, 2016, 02:46:36 PM by Cavey »