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Game Editing And Additions => User Mods => Topic started by: DocClox on April 14, 2010, 11:52:22 AM

Title: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on April 14, 2010, 11:52:22 AM
I'm thinking of knocking together a mod as a sandbox for my Lua work:

(http://content.imagesocket.com/images/2010/11/29/clonemastermenu.png)

Points to note:



And with that out of the way: if anyone has any girls (or could suggest some) that would suit a SciFi/asteroid belt setting, I'd appreciate it.

[edit]

I figured there was something important missing from the splash graphic...
Title: Re: Welcome To The High Frontier...
Post by: Hawke on April 14, 2010, 01:42:40 PM
Well...any from any of the various Gundam shows/manga.  Any from Vandred, Blue Seed, (although it's been done to death already) Cowboy Bebop, Dirty Pair, Evangelion, possibly the characters from s-CRY-ed (kinda, maybe), Full Metal Panic, Ghost in the Shell, Roll from Megaman (pics are a problem though...), Outlaw Star....enough? :D or should I keep going?
Title: Re: Welcome To The High Frontier...
Post by: Fstop on April 14, 2010, 07:27:18 PM
Is this going to be a unmodable set or is it going to be basically a WM in space ?  if its the later character dont really matter as much >.>
Title: Re: Welcome To The High Frontier...
Post by: DocClox on April 15, 2010, 01:15:32 AM
Is this going to be a unmodable set or is it going to be basically a WM in space ?  if its the later character dont really matter as much >.>

It's WM in space, only  more moddable rather than less. So yeah, the girls don't matter that much.  I just thought it would be nice if the initial random girls reflected the theme a little more closely.

Well...any from any of the various Gundam shows/manga.  Any from Vandred, Blue Seed, (although it's been done to death already) Cowboy Bebop, Dirty Pair, Evangelion, possibly the characters from s-CRY-ed (kinda, maybe), Full Metal Panic, Ghost in the Shell, Roll from Megaman (pics are a problem though...), Outlaw Star....enough? [/font] :D or should I keep going?[/size]

Thanks.  I'm not all that big on anime/manga, so any pointers are useful. That said, I should have thought of GitS and Dirty Pair myself. Evangelion too.

Also, I notice crazymuncy just posted some Gundam girls. Might be something there I can use, assuming Crazy's willing, of course.
Title: Re: Welcome To The High Frontier...
Post by: crazy on April 15, 2010, 01:46:23 AM
Also, I notice crazymuncy just posted some Gundam girls. Might be something there I can use, assuming Crazy's willing, of course.

Feel free to use any of them you want to.
Title: Re: Welcome To The High Frontier...
Post by: Hawke on April 15, 2010, 08:35:42 AM
Ní raibh aon rud.  Don't mention it.  I thought of another couple too, though I don't know how many pics you could find for it; 009-1, RahXephon, and Code Geass (and maybe Trigun and Wolf's Rain, as well).
Title: Re: Welcome To The High Frontier...
Post by: fixet on April 15, 2010, 08:38:27 AM
FUCK YEAR, SPACE PIMPAN

seriously, you've gotta add some events involving space truckers and asteroid miners
also, pirates
Title: Re: Welcome To The High Frontier...
Post by: Shinteo on April 15, 2010, 01:53:00 PM
There's also Tenchi Muyo, Macross (Good luck getting pics for them though, other then frontier), Xenosaga/ Xenogears, Nadasico, to name a few more...
Title: Re: Welcome To The High Frontier...
Post by: Lorde on April 15, 2010, 06:48:06 PM
Well technically it's in space so you can assume that the slave traders have the ability to travel to other worlds and kidnap potential slaves. In other words, you don't have to beat yourself up trying to make sure the characters fit with the setting.

Of course, if you are trying to stay away from the "modern japan school girl" look for the girls, you could just throw characters from Games like soul calibur or fire emblem into the pens with some elves and demon girls and call the former "undeveloped world volunteers" and the latter 2 aliens  :D

For the sci fi theme though... lets see. I submit Code geass and Eureka 7.
Title: Re: Welcome To The High Frontier...
Post by: Bloodly on April 18, 2010, 03:36:53 AM
Anyone claiming that I'm "forcing" them to do anything will be gently but pointedly derided.

That depends on what you're 'forcing' people to do.  Some people don't wanna be heartless monsters, you know?  Now, forcing people to be wise-crackers, on the other hand...
Title: Re: Welcome To The High Frontier...
Post by: DocClox on April 18, 2010, 04:56:52 AM
That depends on what you're 'forcing' people to do.  Some people don't wanna be heartless monsters, you know?  Now, forcing people to be wise-crackers, on the other hand...

Interesting. Do you think I am particularly prone to heartless monsterdom, then?

Granted, I was somewhat in curmudgeon mode when I wrote that. All the same, some days it seems to me that I can't do anything related to WM without someone telling me that I'm infringing on their sacred right to mod the game however they please, or I'm forcing a point of view on them or some such thing. And it takes all the fun out of the writing WM content. It does for me, anyway.

So I'm doing this as a mod, rather than as main game development. And I'm going to in such a way as to have fun, because let's face it, no one is paying me for this, and if I'm not going to enjoy myself, I'd sooner be playing Oblivion. I do hope other people will find fun in what I do, but realistically "you can't please all of the people all of the time", and on this occasion, I don't propose to worry too much about that. If they don't like it, they don't have to play it.

And as I said earlier, there isn't going to be any game content in this  thing that  can't be changed using a combination of notepad.exe and the human brain. So anyone who finds the heartless monster quotient a little too high for their tastes will be more than welcome to make a kinder, gentler patch for the game and post it.

Sorry about the rant. Not really directed at you personally, just a bit of a sore point at the moment.
Title: Re: Welcome To The High Frontier...
Post by: SCO on April 18, 2010, 07:21:14 PM
This idea makes me smile.  The list of anime and/or sources that involve aliens, cyborgs, giant robots, space travel, et al. is just way to large to count.  Have to start thinking of sources now....
 
Title: Re: Welcome To The High Frontier...
Post by: Mehzerz on April 19, 2010, 03:13:05 AM
You could probably get away with Final Fantasy Unlimited, FFXIII and Diebuster. I think with all the suggestions below, you should be able to get enough defaults going... besides I'm sure most of them have already been made lol.
Title: Re: Welcome To The High Frontier...
Post by: crazy on April 27, 2010, 06:34:40 PM
Just wondering if this will have your building management system used in it.  I'm really looking forward to trying it out and am hoping it will be in this mod or 1.30.  And if its not can you please tell me what version you think it will be used in?
Title: Re: Welcome To The High Frontier...
Post by: DocClox on April 28, 2010, 03:16:47 AM
Eventually. Or it's likely to have the system, but for a limited number of rooms to start with.

Right now I've got the girl import working, most of the graphical issues are sorted out, and I'm starting on the main turn loop. If I can get that working I'll have something worth a preliminary release. Probably be a couple of weeks yet though.

For the main game - the building screen is in it, but unless someone else spent some time on it, it probably doesn't do anything yet.
Title: Re: Welcome To The High Frontier...
Post by: Rose on April 28, 2010, 06:15:45 AM
How about the girls from Galaxy Angel?
Title: Re: Welcome To The High Frontier...
Post by: DocClox on April 28, 2010, 12:19:31 PM
Interesting idea. I suppose the trouble I have with the Galaxy Angel girls is I only know them through a certain foul mouthed flash based dating sim. That said, there's a good range of personality types and a certain thematic unity to them. They'd make a decent "starter pack".
Title: Re: Welcome To The High Frontier...
Post by: TF on April 28, 2010, 12:53:12 PM
I'm going to guess that a game by the guys over at forkheads isn't exactly going to be the best way to judge the anime it's based on. =P
Title: Re: Welcome To The High Frontier...
Post by: Mehzerz on April 28, 2010, 04:48:48 PM
I miss dating sims, nobody makes them anymore! Japan makes plenty, but I liked the newgrounds ones for the GAMEPLAY lol. Stats, fighting, ect.
Title: Re: Welcome To The High Frontier...
Post by: sgb on April 28, 2010, 11:26:14 PM
Eh, I don't miss the 'find out pointless information to pass the date scenes' gameplay one bit.  At the end of the day, it wasn't much better 'gameplay' than the Japanese AVG way of picking a few choices with no real way of knowing the outcomes, and hoping they were the correct ones.  Stats translating into improving the relationship faster, fine.  Makes sense.  Failing by being asked what her favorite song is when she hasn't actually told you yet?  DATING DOES NOT WORK THAT WAY.

Title: Re: Welcome To The High Frontier...
Post by: Graen on April 28, 2010, 11:30:15 PM
Failing by being asked what her favorite song is when she hasn't actually told you yet?  DATING DOES NOT WORK THAT WAY.
But but... you're her soul-mate, you should know what she's thinking!  :D
Title: Re: Welcome To The High Frontier...
Post by: Kenki on April 29, 2010, 01:32:20 AM
Eh, I don't miss the 'find out pointless information to pass the date scenes' gameplay one bit.  At the end of the day, it wasn't much better 'gameplay' than the Japanese AVG way of picking a few choices with no real way of knowing the outcomes, and hoping they were the correct ones.  Stats translating into improving the relationship faster, fine.  Makes sense.  Failing by being asked what her favorite song is when she hasn't actually told you yet?  DATING DOES NOT WORK THAT WAY.




Maybe that should be the next project, a PROPER dating sim.
Title: Re: Welcome To The High Frontier...
Post by: TF on April 29, 2010, 09:56:59 AM
One where you either sleep with several girls after a minimum of conversation because you lie about your job and how much money you make, or you stay friends with a girl for years because you've decided to actually be a sensitive guy who listens and then *watch* as other guys come in and sleep with the girl after a minimum of conversation because they (probably) lie about their job and how much money they make?
Title: Re: Welcome To The High Frontier...
Post by: ArbeitMachtFrei on April 29, 2010, 11:55:53 AM
How about the girls from Galaxy Angel?

As a loyal GA fan, I may be biased but.... I'm almost sure that it's hard to PS any indecent or close to indecent pictures of them...  Mostly because that the anime was fit for kids... or pre-teens as far as I noticed.  The only indecent thing for them as far as I know ... as previously mentioned, was the dating sim.
 
There was only a few CGs with any glimpse of space in the game, and in the anime, a few more scenarios were based in space but I don't think any of them are useful.
However, GA II may have been intended for a more mature audience. I've seen more questionable act and innuendos in the first couple of episodes than the 4 seasons and 3 games for the original combined.
-------------------------------------
 
One where you either sleep with several girls after a minimum of conversation because you lie about your job and how much money you make, or you stay friends with a girl for years because you've decided to actually be a sensitive guy who listens and then *watch* as other guys come in and sleep with the girl after a minimum of conversation because they (probably) lie about their job and how much money they make?

*Chuckles* I support your idea!
 
======================================================
Now, back to the topic.
This may not be much of a suggestion, but try animes that are PG or 14+? (And of course, hentai)  They may have a few borderline graphics to start with, and chances are some people have already crossed the borderline and created a few 18+ pictures of them. 
 
 
 
Title: Re: Welcome To The High Frontier...
Post by: SCO on April 29, 2010, 01:11:21 PM
Berzerk!  I know from expierence that that one crosses the line quite a few times.  Totally started watching it for the overwhelming violence, totally loved it for the NSFW crap that happened right after the massive bloodfests.
 
 
However, Berzerk is High Fantasy, not space, so that's a no go.
Title: Re: Welcome To The High Frontier...
Post by: necno on April 29, 2010, 10:09:52 PM
Looks very very cool :D
I actually prefer Sci-Fi to fantasy :D
Title: Re: Welcome To The High Frontier...
Post by: Mehzerz on April 29, 2010, 11:06:06 PM
Berzerk!  I know from expierence that that one crosses the line quite a few times.  Totally started watching it for the overwhelming violence, totally loved it for the NSFW crap that happened right after the massive bloodfests.
 
 
However, Berzerk is High Fantasy, not space, so that's a no go.


Berserk is awesome! You have good taste my friend. I don't think there's very much H for it anyways otherwise I'd have requested Caska a while back. If you like Berserk you'll probably like Claymore and if you just want blood and death GANTZ should be right up your alley. Happy reading!


(Hijacked the thread lol)
Title: Re: Welcome To The High Frontier...
Post by: SCO on April 30, 2010, 12:26:36 AM

Berserk is awesome! You have good taste my friend. I don't think there's very much H for it anyways otherwise I'd have requested Caska a while back. If you like Berserk you'll probably like Claymore and if you just want blood and death GANTZ should be right up your alley. Happy reading!
Did Claymore, very happy with it.  GANTZ might be a good read, I'll look into it sometime in the near future.
 
 
(Hijacked the thread lol)

Yeah, you totally did.  Now, for a back on topic: 
 
Sci-fi, but not a lot of H about it, but you need to watch it anyways kinda show.  Serial Experiments Lain.  Creepy mindbender about how the real world and the internet are merging into one.  Many NSFW moments, including masturbation by a teenage girl, lots of drug and alcohol usage, suicide, murder of children, and deus ex machina. 
Title: Re: Welcome To The High Frontier...
Post by: DocClox on May 07, 2010, 01:34:17 PM
Little bit of a teaser for you all ...

(http://content.imagesocket.com/images/teaserf56.png)

I know some of the icons don't quite line up properly yet.

Well, OK, I just noticed that the down arrow one was still out of alignment.
Title: Re: Welcome To The High Frontier...
Post by: Mehzerz on May 07, 2010, 02:22:25 PM
Wow lookin' good. It might just be me. But that black on yellow is killing my eyes. Otherwise it looks awesome! :o 
Title: Re: Welcome To The High Frontier...
Post by: DocClox on May 08, 2010, 03:56:48 AM
It's probably not you - my colour sense tends toward the gaudy, I'm afraid. I wanted something a but different from the blues and purples of WM, but beyond that, I'm certainly open to suggestions

Glad you like it apart from that.
Title: Re: Welcome To The High Frontier...
Post by: ShadowMage on May 08, 2010, 07:24:43 AM
Looking good so far  :)
Title: Re: Welcome To The High Frontier...
Post by: Cheese3 on May 08, 2010, 07:23:00 PM
Looking really good so far. The yellow does seem a bit bright to me.
Title: Re: Welcome To The High Frontier...
Post by: SCO on May 13, 2010, 03:31:45 AM
What about some combination of green and grey?  Preferably something like a deep hunter green and a silver, or a warm french grey and kiwi green.
Title: Re: Welcome To The High Frontier...
Post by: DocClox on May 13, 2010, 05:56:02 AM
That could work. Maybe tending more toward verdigris green and tarnished silver, to fit with the general look of post-industrial decay I originally had in mind.

.
Title: Re: Welcome To The High Frontier...
Post by: Kalebon on May 28, 2010, 10:32:14 PM
I cannot wait for a working version of this to try.
Title: Re: Welcome To The High Frontier...
Post by: DocClox on May 29, 2010, 02:52:31 AM
Best I can tell you is that I'm working hard at it :)

The C++ side of things is done - it's largely a cut down version of the WM code. There's just a lot of Lua to write, including a lot of infrastructure stuff. It's getting there, though.

Hopefully I can find some time over this weekend to get some hours in :)
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 04, 2010, 06:03:49 AM
Just out of curiosity, how many of you would be interested in following the development process a little more closely on this? It's a long way from being playable, but there's a lot happening for all that.

If nothing else, I'd be interested in getting modder feedback on some of the APIs I'm setting up
Title: Re: Welcome To The High Frontier...
Post by: crazy on June 04, 2010, 06:18:10 AM
Just out of curiosity, how many of you would be interested in following the development process a little more closely on this? It's a long way from being playable, but there's a lot happening for all that.

If nothing else, I'd be interested in getting modder feedback on some of the APIs I'm setting up

id love to hear more about it you have some very interesting ideals going on in it.  Don't think i can help with modding anything but none the less would love to hear more info on this.
Title: Re: Welcome To The High Frontier...
Post by: pnakasone on June 04, 2010, 11:00:04 AM
i am not a modder but would like to look
Title: Re: Welcome To The High Frontier...
Post by: ShadowMage on June 04, 2010, 02:42:09 PM
I would love to hear more about it as well  :)
Title: Re: Welcome To The High Frontier...
Post by: mothballd on June 04, 2010, 10:51:30 PM
Just out of curiosity, how many of you would be interested in following the development process a little more closely on this? It's a long way from being playable, but there's a lot happening for all that.

If nothing else, I'd be interested in getting modder feedback on some of the APIs I'm setting up

When I saw this thread I just about fell out of my seat.   I love WM and have been thinking of a space-based game similiar in concept for at least 2-3 months now, and then I see this thread and... well, my arse kinda hurts from hitting the floor ;)   I would absolutely love to see more of WMiS and in a few months when I start my computer science courses, maybe I can be more useful than just a fan.
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 05, 2010, 04:38:15 AM
OK, cool. Let's start with a bit of background.

You can think of the current WM game as looking a bit like this:

(http://content.imagesocket.com/images/cpp_heavyc80.png)

The grey box is the C++ code, which we need to handle things like drawing pictures on the screen. The trouble is that C++ has a steep learning curve. There's a lot of stuff you have to get your head around before you can write "hello world", let alone understand how WM works.

The big problem though is that a lot of the game data, and almost all of the game logic, is embedded in the C++. That means that everyone is relying on the devs no only for changes to the display engine, but also for fairly simple changes to how the game works.  (Actually this makes WM look worse than it really is - necno did a good job of moving a lot of data out to text files. But the game still assumes a lot about the format of those files...)

Anyway...  the way I want CloneMaster to look is more like this:

(http://content.imagesocket.com/images/script_heavy790.png)

Here we have the minimum data possible (where to look for the scripts and data files) in the C++ blob, and a lot of lua and XML files to control how the game works and what objects and characters appear in it.

That means you can leave the graphics engine stuff to the devs, but changing the game is open to anyone with a text editor. Of course, you still need to understand the game, and the script language.

The script language is Lua (http://www.lua.org/). It's a lot simpler than C++, and is used for  scripting in a lot of commercial gams. World of Warcraft is one. So there's a lot of tutorials out there., It's easy to learn.

As for understanding how the game works, that's something I want to explain in these posts. If nothing else, it means there'll be some documentation when I'm done with this :)

[edit]

Look at the start up. When you launch the program, the C++ part of the game looks in Resources/Script for a script called startup.lua. This is what it looks like:

Code: [Select]
-- most of the game data is bundled up an a module called "Game"
--
-- we'll need to include that
--
require "Game"

--
-- package.path tells the "require" function where to look for modules
-- the wm.log function writes to the game log
-- so this line logs the module search path as a debug aid
--
wm.log(package.path)

--
-- OK: we need to
--      * create the game object
--      * load all the window definitions
--      * set the background for the game window, and
--      * open the initial window
--
-- Start with the game object:
--
local game = Game:new()

--
-- now use the game object to load the windows
--
game:load_windows(
        "GameMenu.xml",
        "Intro.xml",
        "Chapter.xml",
        "Main.xml",
        "Cloning.xml"
)

--
-- set the window background
--
game:set_background("background")

--
-- push the first screen onto the stack
--

wm.show("game_menu")

return game

It's worth going over that in a bit more detail. There are some key concepts here. If you know a bit of Lua you'll already know some of this, of course.

Code: [Select]
  -- most of the game data is bundled up an a module called "Game"
  --
  -- we'll need to include that
  --
  require "Game"

First thing: two dashes together "--" in Lua mean a comment. Everything after them is ignored. You can also do multiline comments by starting with "--[[" and ending with "]]" but I don't use that so much.

The "require" function is a Lua builtin which loads a lua module. in this case the module is called Game. So this line tells lua to search for a module called "Game.lua" and to load it. The game module collects all the game data into one place, which is why we need to load it first thing.

Code: [Select]
--
-- package.path tells the "require" function where to look for modules
-- the wm.log function writes to the game log
-- so this line logs the module search path as a debug aid
--
wm.log(package.path)

wm.log means the  function caleld "log" in the "wm" namespace. The "wm" stands for "whore master" and is the namespace for all the C++ support functions. We'll use these to display screens, show messages and generally talk to the C++ end of things.

The log function is probably the simplest one - it writes to the game log. Here I'm printing package.path which is the search path used by lua when searching for modules. Basically, it's just a debug thing.

Code: [Select]
--
  -- OK: we need to
  --      * create the game object
  --      * load all the window definitions
  --      * set the background for the game window, and
  --      * open the initial window
  --
  -- Start with the game object:
  --
  local game = Game:new()

Right. As the comment says, this is where we create the Game object that collects the game data. By declaring the game variable with "local" we ensure that the variable is private to the file in which it is declared. This is a good idea, since it means that some other coder can't unwittingly use the same variable name somewhere else and change all your data when you're not expecting it.

Game:new() calls the  consructor for the Game class. The colon in Game:new means that the Game object (everything can be considered to be an object) gets passed as the first parameter. So Game:new() is the same as Game.new(Game). That's not hugely important here, but it will be later. For now, just remember that the difference can be important.

Anyway ...

Code: [Select]
--
-- now use the game object to load the windows
--
game:load_windows(
        "GameMenu.xml",
        "Intro.xml",
        "Chapter.xml",
        "Main.xml",
        "Cloning.xml"
)
 
This is a list of xml files defining screens in the game. "GameMenu" is the initial New/Load/Quit screen, Main is the equivalent of WM's brothel screen, cloning is the cloning lab screen, etc. The load_windows method looks for each of these in Resources/Interfaces and parses the XML to get screen definitions. The XML format is more or less the same as the one used in WhoreMaster. Once a window definition has been loaded like this, it can be displayed with the show function. Which we're about to do - but before that...

Code: [Select]
  --
  -- set the window background
  --
  game:set_background("background")
 

This sets the main window background. It looks for "background.jpg" in Resources/Images. Lastly ....


Code: [Select]
  --
  -- push the first screen onto the stack
  --
  wm.show("game_menu")

This displays the opening screen. Why "game_menu" rather than "GameMenu" or "GameMenu.xml"? Well, because the screen name in GameMenu.xml is defined as "game_menu". Which is possible not the most sensbile way to do it, now I think about it. wm.show is the show function in the wm namespace, which means that show() is another one of the functions written in C++ to talk to the game engine.

The other thing worth mentioning here is the idea of a screen stack. Essentially, you can have lots of screens displayed, all stacked one on top fo the other.  So in WM  you might have the Brothel screen open, with the town screen open on top of it (and hiding it) and then have the bank screen on top of that with the town screen still partly visible underneath. When you close the bank screen, you pop it off the stack, and the town screen becomes fully visible and active. So when I talk about pushing and popping the stack, that's what it means. The screen stack is part of the basic WM architecure, going back to necno's earliest released version.

So: that's talked about
Which is probably enough for one session. More later.
Title: Re: Welcome To The High Frontier...
Post by: sgb on June 05, 2010, 03:06:25 PM
There's a fine line between how configurable you want the game to be by the user though.  While there are numerous things I'd love to have modified with WM (traits!), there are certain things I'd just end up abusing (missions, gang balance, events, etc.) to the point where the only traces of the original game would be the UI and core gameplay concepts.  Now I love having a lot of customization; it's the entire reason I've been following and contributing to the WM community since the earliest beta versions, and why I quickly got bored with similar games like Slave Maker 2 and Simbrothel (once you 'beat' them there's no reason to play them again, as it's always the same game).  However, IMO there needs to be at least some aspects of the game where the devs just put their foot down for the sake of consistancy.  If the player can modify nearly everything, then the end result can be something that barely even resembles the original devs work.  You'd be 'selling' an engine in essence, not a game.  Now maybe that's exactly what you want to do, in which case go for it.  If it isn't though, I think you need to carefully consider what things make sense for the user to be able to modify.
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 05, 2010, 03:43:02 PM
While there are numerous things I'd love to have modified with WM (traits!), there are certain things I'd just end up abusing (missions, gang balance, events, etc.) to the point where the only traces of the original game would be the UI and core gameplay concepts. 

Which is a fair point, I think. The thing is, I think that line already gets crossed in WM. There are items kicking around that will let you cheaply break any girl. You can remove sterility so the robot girls can have babies and in fact some of the girls in the addon packs are way overpowered compared to the originals. And of course the game comes with a cheat mode that gives you infinite money and a few other goodies as well.

And yet I don't think the game is the worse for any of this.

You'd be 'selling' an engine in essence, not a game.  Now maybe that's exactly what you want to do, in which case go for it.  If it isn't though, I think you need to carefully consider what things make sense for the user to be able to modify.

I think I'd be OK with that, to be honest. What I'd like is for this to be the first cut of the 2.0 engine for WhoreMaster, along with a good game to serve as a demo/proof-of-concept/example, and as a bonus, I can use some of the ideas I had for WM, but without having first to persuade half the world that I'm not going to break the game.

Really though, I'm not sure there's going to be a problem. I play a lot of Oblivion, which has a ton of God Mods. But it also has a lot of reasonable ones, and most people don't seem use to the use the god items. For that matter, I've been in a position to abuse WM for some time now, but aside from tweaking the config to set the player's chance of knocking up a girl to around 90%, I tend to play with vanilla settings.

But at the end of the day, I'd be happy with engine + demo :)
Title: Re: Welcome To The High Frontier...
Post by: SapphireFox on June 07, 2010, 11:21:21 AM
Quote
I think I'd be OK with that, to be honest. What I'd like is for this to be the first cut of the 2.0 engine for WhoreMaster, along with a good game to serve as a demo/proof-of-concept/example, and as a bonus, I can use some of the ideas I had for WM, but without having first to persuade half the world that I'm not going to break the game.

I don't think you would need to do as much persuading as you think you do especially considering what you are offering to the people. As for the new engine+demo/WM in space you definitely have me waiting with bated breath for any news and development on it. Definitely count me in for trying the new game as soon as its out and for helping in the bug search. 8)
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 11, 2010, 06:35:36 AM
Still working away on this although most of this week's time has gone trying to get the WM scripting working. I did have one run throught the screen XML format, but windows ate the text file I was using to edit it, and I've not got round to re-doing it.

Next week, I should get a bit more time :)
Title: Re: Welcome To The High Frontier...
Post by: megamanx on June 11, 2010, 09:27:10 PM
Two series that should be in there is Tenchi Muyo(your main enemy could be Jurai), and Gundam because who doesn't like giant robot fights. The catacombs in whore master could become space wrecks in clone master the girls you have must fly through the wrecks(in mecha) collecting DNA while also fight others who are doing the same thing. ;D
Title: Re: Welcome To The High Frontier...
Post by: TF on June 11, 2010, 11:05:54 PM
No idea about the practicality, but it seems like if you're creating girls from DNA samples, it'd be fun to have some kind of objective regarding genetic research, and as you progress, you gain the ability to recode DNA to give girls better starting stats or take away unwanted traits and give ones you might prefer.
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 12, 2010, 04:23:06 AM
No idea about the practicality, but it seems like if you're creating girls from DNA samples, it'd be fun to have some kind of objective regarding genetic research, and as you progress, you gain the ability to recode DNA to give girls better starting stats or take away unwanted traits and give ones you might prefer.

That's the plan. As the PC's skills improve, you're going to be better able to optimise the girls you create. Adding skills and traits is planned as well.

To begin with, the templates you have are pretty bad, but you do get to add some points at build time. Those points can go on stats, skills or traits, although some skills and traits will need to be unlocked first. I don't think there's going to be any absolute limit on how many points you can add, but once your changes exceed your skill the clone starts to become unstable, which means it takes longer to cook and the cloning process has an increasing chance of going wrong in some way

The catacombs in whore master could become space wrecks in clone master the girls you have must fly through the wrecks(in mecha) collecting DNA while also fight others who are doing the same thing. ;D

No immediate plans for mecha, I'm afraid, although I'd like to work them into the plot at some point. I do plan on getting a bit creative with catacomb activities however :)
Title: Re: Welcome To The High Frontier...
Post by: ShadowMage on June 12, 2010, 02:41:39 PM
I do plan on getting a bit creative with catacomb activities however :)

Sounds very interesting  :)
Title: Re: Welcome To The High Frontier...
Post by: Midnight_Amratha on June 13, 2010, 09:44:31 AM
being a bit of a building freak, how does growing clones become affected by equipment you get? will there be cloning abilities not available until you attain a certain rank of equipment? how will the education centre affect your girls or is that covered by the "Neural Induction Computer Programme" ?
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 24, 2010, 06:47:07 AM
being a bit of a building freak, how does growing clones become affected by equipment you get?
 
My apologies, I really thought I'd replied to this one.

The big limit on your cloning is the number of vats you have. They're going to be deliberately hard to come by, because I want the player to have to think about his choices when creating new girls.

Beyond that, most of the improvements are more software than hardware. You'll get new gene samples that let youi isolate the sequence for a particular trait, for instance. Or a neural snapshot from which you can extract  skill which you can then program into your clones.

Player skill is going to be a big factor as well. The better you are, the more design points you can allocate.

I do want to have building management, but I see that more affecting the player's non-cloning activities.


Title: Re: Welcome To The High Frontier: AI
Post by: DocClox on June 25, 2010, 05:19:43 AM
It's been too long since I did one of these. Let's look at AI, since that's about where I've got to. The aim here is to let girls make intelligent, (or at least humanlike) decisions about what they're going to do.

Essentially, each girl gets a list of possible actions. Each action has a weight, which says how likely she is to do that relative to other activities. So, for instance if we have something like this

Code: [Select]
        local girl, a_sleep, a_frig
--
--      create a test girl.
--
        girl = Girl:new {
                name = "Alice",
                desc = "Alice is a test girl",
        }
--
--      and give her a possible action
--
        a_sleep = Action:new {
                name = "sleep",
                weight = 10
        }
        girl.add_action (a_sleep);
--
--      and another one
--
        a_frig = Action:new {
                name = "masturbate",
                weight = 40
        }
        girl.add_action(a_frig)

Then we have a girl who is going to split her time between diddling herself and sleeping. The weights give us the ratio, so that's 10:40, which means she's going to spend 80% of her time jilling off. The advantage of doing it this way is that when we add a new action, we can easily adjust  the percentages.

We can also test that it works as it's supposed to work. This throws an error if the percentages aren't as we expect.

Code: [Select]
        assert_equal(20, a_sleep:percent())
        assert_equal(80, a_frig:percent())

This is what most of the dev work I've done on this so far has been like: writing tests to make sure the code does what I think it does. The technique is called test driven development, and it's cool becuase it means I can make sure all my bits still work in six months time. It also means that there's a lot of examples of what everything is supposed to do, and how it's intended to be used. The tests are all in svn and live in Resources/Tests. The files are all called test_something.lua and you can run them from the command line with "lunit test_whatever.lua".

OK, back to the topic at hand:

Action weights go from -100 to 100. Negative values count as zero for weighting, but you can use them to make it harder to coerce a girl to do something, or to provide some initial resistance to training.

OK. So we can give her a set of priorities, and she'll choose randomly from them. But what happens if an option isn't available. We need to add conditions:

Code: [Select]
        local girl, a_sleep, a_frig, a_whore
--
--      create a test girl.
--
        girl = Girl:new {
                name = "Betty",
                desc = "Betty is a test girl, too",
        }
--
--      actions...
--
        a_sleep = Action:new { name = "sleep", weight = 10 }
        a_frig = Action:new { name = "masturbate", weight = 40 }
        girl.add_action(a_sleep);
        girl.add_action(a_frig)
--
--      suppose customers are waiting?
--
        local customers_waiting = true
        a_whore = Action:new {
                name            = "whore",
                weight          = 50,
                condition       = function
                        return customers_waiting
                end
        }
        girl.add_action(a_frig)

So we have a third condition that's only valid if some external test reports that there are customers waiting to get their balls drained. The  external test here is similated by the customers_waiting variable which we can set and unset to test both conditions.

So with the customers_waiting flag set to true, we expect 10:40:50, which gives us 10% sleep, 40% frig and 50% whore. With it false, the numbers are 20:80:0

Code: [Select]
        customers_waiting = true
        assert_equal(10, a_sleep:percent())
        assert_equal(40, a_frig:percent())
        assert_equal(50, a_whore:percent())

        customers_waiting = false
        assert_equal(20, a_sleep:percent())
        assert_equal(80, a_frig:percent())
        assert_equal( 0, a_whore:percent())

OK, so we can get it so the girls recognise new possibilities as they emerge. We also need a way to influence probablilties. So we need modifiers, too.


Code: [Select]
        a_sleep.add_modifier("tiredness", 10, "*")

So that adds a 10x multiplier to the sleep weighting. So the ratio is now 100:40:50 if there are customers giving her a 53% chance of going deciding to go to bed the next time she gets a decision point. If there are no customers needing attention, the ratio goes up to 100:40:0 whch gives 71%.

So why not just change the weight? Well, the idea is that the weights are part pf the girl's personality, and change slowly if at all. Modifiers however are dynamic and change is the circumstances change. For instance, the sleep modifier goes up over time until she finally gets her head down. Keep her awake for long enough and she won't want to do anything but sleep. And we can do the same with other drives. Like boredom. Or libido.

And because we can detect when a girl is badly in need of something, we can key events based on that. Like having a girl fall asleep in the middle of screwing client (some might enjoy that, of course). Or having one wreck the docking gantry because she was bored and horny and tried to bring herself off by rubbing up against the ship release button...

So: we have a flexible system that allows you to create a girl with preferences for behaviour, but which allows her to respond to changing circumstances, and for her behaviour to evolve over time. And I've got the test routine to prove that it works. There's a couple more tricks still up my sleeves, but I'll keep them for another time
Title: Re: Welcome To The High Frontier...
Post by: Dagoth on June 25, 2010, 06:20:44 AM
Sounds very, very promising.  :)
Title: Re: Welcome To The High Frontier...
Post by: mbscout on June 25, 2010, 12:26:55 PM
Quick question,  why does the multiplier for sleep change the ratio weight for frig and not whoring?  Shouldn't it be 100:40:50 or am I missing something?
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 25, 2010, 12:50:21 PM
Good catch - typo on my part. I thought those percentages looked a bit low!


fixed now :)
Title: Re: Welcome To The High Frontier...
Post by: drake on June 25, 2010, 03:00:10 PM
shouldn't the last line of your code in the 04:19:43 AM post be
girl.add_action(a_whore)

not
 
girl.add_action(a_frig)

otherwise it seems you have two frig actions but no whore actions
 
Just a thought
Title: Re: Welcome To The High Frontier...
Post by: DocClox on June 26, 2010, 12:09:11 AM
shouldn't the last line of your code in the 04:19:43 AM post be
girl.add_action(a_whore)

not
 
girl.add_action(a_frig)

Good catch again. This is what I get for not using the code in the test scripts themselves. Let me explain...

I decided that the Girl object was complicated enough without adding all the relative weight code, so I moved it all to a class called Decider. So the Decider class has the functionality here, and the plan is that the Girl class is going to have a Decider instance, and some methods that get passed straight to the decider.

But that seemed needlessly complicated for explaining the idea, so I made code up on the fly to illustrate the points.
Title: Re: Welcome To The High Frontier...
Post by: Kalebon on July 02, 2010, 04:20:38 PM
I have a question:

How are things progressing ?

FIgure I would ask considering it has been a moment since we last got an update.
Title: Re: Welcome To The High Frontier...
Post by: DocClox on July 02, 2010, 06:39:13 PM
I have a question:

How are things progressing ?

Fair question. Last three weeks or so I've been trying to get some of the CloneMaster code into WM proper. I started feeling guilty about promising all this Lua based goodness and then not delivering.

I still want to get a couple more things working, and then I'm going to switch back to CM full time. Meanwhile, I've been working on getting a windows build environment set up so I can show you the bits that currently work, and I've got a pile of Lua stuff like the AI post that I still want to explain. Next up I think is going to be user defined screens and handlers.
Title: Re: Welcome To The High Frontier...
Post by: Lorde on July 02, 2010, 06:51:14 PM

Meanwhile, I've been working on getting a windows build environment set up so I can show you the bits that currently work, and I've got a pile of Lua stuff like the AI post that I still want to explain. Next up I think is going to be user defined screens and handlers.


That actually sounds sweet.  ;D
Title: Re: Welcome To The High Frontier...
Post by: Kalebon on July 27, 2010, 04:40:39 AM
Interesting. SO are we ready for another update  on progress yet?
Title: Re: Welcome To The High Frontier...
Post by: DocClox on July 27, 2010, 05:21:24 AM
Well, the project was mothballed while I was working on WM. As that's now approaching an end, I've been collecting my notes and putting them up on Google Wave, which is probably your best bet if you want to see what's happening in the project. Things have been quite active of late.

No new code though, and I'm going to hold off starting until I have at least the lua hooks complete for WM.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Thought Crime on August 04, 2010, 10:25:32 AM
Now that development on WM is winding down, i've been having an increasing interest in CM. A couple quick questions:

My apologies if these questions were already asked somewhere else on the boards. I didn't see them, so i thought i'd ask here.

How does the player actually acquire the girls??

Does the player stop at the slave market (or using the appropriate nomenclature, the DNA market) and purchase the girl?
I know that they are cloned, but does the player have to collect DNA?? If so, does the player have to collect one set of DNA pieces or stains to make one specific girl? (such as five pieces of Rei DNA need to be collected to make Rei) or does the player just get the  whole Rei DNA and then acquire individual DNA strains to adjust the girl's traits?

or am i completely wrong in assuming the player collects DNA at all?

Second:

Will the same file format still be used as is currently in WM?

Specifically, can the player just use the current Resources/Character file system that is already in place in WM.

It would be convient for some of us veterans of WM, whom already have a massive collection of girl folders, to not have to change all of our picture/file names over to a new format or naming system. Not to mention, we would already have a massive stable of girls as soon as the first beta of CM goes live.
All that being said, if CM does use a new file naming system, what does it look like?

No doubt i'll be back later with an endless list of questions. ::)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: TF on August 04, 2010, 11:47:18 AM
Doc's a bit incapacitated at the moment (in the hospital for appendicitis), but I've been following along and participating in the Google Wave pretty actively. (Which I'm pretty sure I can invite you to if you wanted to create a Wave account... there's a whole lot more information there. Just pm me with your id, and I'll add you to the Waves.)

In answer to your first question, (the ideas at the moment) the ways you acquire girls are:

Existing data being data that is already stored in the cloning labs computers.

Obtaining girls' genomes is nabbing DNA. At the moment, I believe the plan is that acquiring the genome is a one step process, but Doc's been very open to ideas and I'm fairly certain nothing of the sort is hard coded yet, so if you like the idea of multiple pieces of DNA being needed to be taken, by all means pitch it to him. Might even be nice to have different ways of acquiring DNA. Full scans from girls who are willing or under your power and partials from girls who are unaware.


As pertains to the file setup, I can't remember whether Doc mentioned how that was going to be set up (or even whether he'd started planning that out yet.) It could very well be in one of the waves, but like I said, there's a ton of information there already, and I'm not sure the best way to go about searching through it. Again, I recommend signing up for an account and taking a look. If this thread has piqued your interest, the discussion there is sure to amp up the excitement a bit.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Thought Crime on August 04, 2010, 12:32:22 PM
Doc's a bit incapacitated at the moment (in the hospital for appendicitis)

Oh Shit!! My best wishes go out to him. Hope all goes well.

I've been lazy and just procrastinating making a Wave account, but i will now.

Thank you TF for addressing my questions.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on August 10, 2010, 11:44:55 AM
Thanks, I'm feeling a bit better.

The game directory structure is going to be more or less the same as WM.

I hadn't thought of collecting parts of DNA to get a full girl. Might be a fun quest. In general though, what TF said
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Bluebeholder on August 10, 2010, 01:32:54 PM
Thanks, I'm feeling a bit better.

The game directory structure is going to be more or less the same as WM.

I hadn't thought of collecting parts of DNA to get a full girl. Might be a fun quest. In general though, what TF said

Welcome back Doc and best wishes on recovery!
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: stickdawg11 on August 10, 2010, 09:31:31 PM
Welcome back, did they give you any nice drugs to help with the pain?
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: megamanx on August 10, 2010, 11:15:49 PM
most likely they did but still doc be careful for the next few weeks
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: coldheartzero on September 03, 2010, 04:55:33 AM
Are we there yet?
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on September 03, 2010, 05:55:20 AM
Are we there yet?

Not nearly, alas :(

I've just about got the story sorted out on wave, and a lot of the code I'll need is in place already.

However, before I get to serious coding on CM, I need to finish up my WhoreMaster commitments, or they'll never get done. So that's the Lua scripting, the town map and some basic building management at the minimum. And before I can do that, I need to recover a bit more from recent surgery, because I can't concentrate worth a damn right now.

So, it's going to take a little longer than originally planned. We apologise for any inconvenience this may cause :)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: coldheartzero on September 03, 2010, 06:29:41 AM
Don't make me turn this car around!


Get well soon.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: CatGirl on October 05, 2010, 11:21:13 PM
Take as long as you want, just as long as you introduce me too some new games first too pass the time  :D
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: ForgottenReaver7 on October 22, 2010, 07:51:11 AM
CatGirl, try playing Sengoku Rance. I downloaded it weeks ago and dove right in... now I can't stop playing XD

WhoreMaster is a personal favorite of mine, and I find this prospective CloneMaster Game quite intriguing. I'm looking forward to it. 8)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: CatGirl on October 28, 2010, 09:45:52 PM
CatGirl, try playing Sengoku Rance. I downloaded it weeks ago and dove right in... now I can't stop playing XD

WhoreMaster is a personal favorite of mine, and I find this prospective CloneMaster Game quite intriguing. I'm looking forward to it. 8)

Thank you
I will try it :D
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on November 29, 2010, 01:38:15 PM
Bit of news, some good, some less so.

Good news is that I've got a running build on windows XP, so some sort of demo is in the pipelines. Probably the initial one will be just the ADV  intro setting the scene; there's still a lot of work to do before we get into girl management.

On the down side ... I'm busy trying to pick up the trains of thought that got abruptly interrupted back at the start of August. I'm having to go and document the Lua classes that make up the heart of the game, just so I can work out what I was up to. No bad thing in the long run, but it's going to delay things a little more.

More details on my wave, at least until Google pull the plug :)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Lorde on November 29, 2010, 01:56:36 PM
More details on my wave, at least until Google pull the plug :)

Wow I thought that thing was supposed to be closed down already. Have you found any sorta replacement for wave?
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on November 29, 2010, 02:15:04 PM
Wow I thought that thing was supposed to be closed down already. Have you found any sorta replacement for wave?

Not yet. Google said they'd keep the servers running well past the end of the year. Which gets less reassuring the closer we get to 2011. Still, there's been no mention of a shutdown date, although there is a migration widget for google docs, which I guess I should really look at.

I'm hoping someone will do a free wave hosting site and I can switch my stuff to that. Meanwhile, so long as they don't have a shutdown date, I'll soldier on...
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: trex on November 30, 2010, 08:06:40 AM
Great to hear about a possible release! Highly anticipated, hopefully the wave issue will resolve itself.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on December 09, 2010, 05:02:34 AM
Just to let folks know - I've got myself a blog to record progress on CloneMaster and Crossfire Gladiatrix League. At the moment I'm documenting the ADV engine, so it's heavy on UML and XML and a bit light on boobies. Still, anyone interested in how things are progressing, that's the place to look at the moment.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: d31r3x on December 10, 2010, 07:38:09 AM
Didn't know about googlewave closing in 2011... it's good to hear CloneMaster is getting to the almost-alpha phase, on the other hand.
I'm following CM and WM gladiatrix progress silently... can´t wait to put my eager hands on it. Keep up the good work, Doc!
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: iamnuff on December 13, 2010, 09:45:09 AM
yep. i look forwards to testrunning clonemaster.

Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: p373r on February 15, 2011, 09:27:53 AM
Since it seems that PRoduction on WM came to a full stop and CM will seem to take on where WM left off...
 
Do you have more news ;)
And maybe ... (i'm below noob level though at programming) maybe need some help? copy pasting things or creating girls or who knows what? ;)
 
Greetz,

PS having some ideas not really mentioned here (for sakes of modability)
At this moment you have in WM the Girls and Rgirls files. What if you make those files something like seperate worlds. For instance you have Galaxy angel chars (on galaxy world lets refer to it as FILE A) and you have pokemon chars (on pokemon world resp. FILE B)

I don't know exactly how you aquire girls. But if there is any form of kidnapping by allien gangs or walking around you could do that all on the world you are visiting. For example you're space ship is located at FILE A so all actions you do come from FILE A then when you want girls from FILE B just ask you space ship to fly to FILE B (at the cost of a week without income but all expenses (or a certain amount of Gold)) and you can start collecting there.

Just to name this one ... ;)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on February 16, 2011, 03:40:55 AM
Since it seems that PRoduction on WM came to a full stop and CM will seem to take on where WM left off...

Well, I'm on sabbatical, but Dagoth, WonderDog and Myrkin are still active.
 
Do you have more news ;)
And maybe ... (i'm below noob level though at programming) maybe need some help? copy pasting things or creating girls or who knows what? ;)

Well, the current state of play is what's on my blog. Been a bit quiet lately, largely because I volunteered to write an XML loader for the otherworld project

 

PS having some ideas not really mentioned here (for sakes of modability)
At this moment you have in WM the Girls and Rgirls files. What if you make those files something like seperate worlds. For instance you have Galaxy angel chars (on galaxy world lets refer to it as FILE A) and you have pokemon chars (on pokemon world resp. FILE B)

Well, the majority of the action takes place in the outer solar system, with colonies on asteroids or gas giant moons, or plain old orbital habitats. But it should be simple enough to add new habs, and there's plenty of scope for trans neptunian objects and the like. So yeah, that'd be more-or-less doable.


I don't know exactly how you aquire girls. But if there is any form of kidnapping by allien gangs or walking around you could do that all on the world you are visiting. For example you're space ship is located at FILE A so all actions you do come from FILE A then when you want girls from FILE B just ask you space ship to fly to FILE B (at the cost of a week without income but all expenses (or a certain amount of Gold)) and you can start collecting there.

Alien gangs, not so much. Kidnapping, yes, but it's liable to have consequences - your reputation is more important here than in WM. It's also possible to covertly acquire DNA samples and neural templates. On top of that, data caches with new girls will be an important part of the loot for some quests, and there'll be the occasional live  specimen in suspended animation

That's the plan, anyway :)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: p373r on February 16, 2011, 06:08:55 AM
Stupid of me to think that WM came to a full stop ... i just joined recently because i liked the game a lot and wanted to find out about what all the different options for working do exactly ...
 
Now i ended up with watching through SVN to compare the jobs for whore with those for gambling and bar and thought to myself ... hmm ... same layout would be possile to make those jobs work ;) can't be that hard ...
 
(when i hear stuff about C++ i only know it's a programming language though ;) )
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on February 16, 2011, 08:52:24 AM

 
Now i ended up with watching through SVN to compare the jobs for whore with those for gambling and bar and thought to myself ... hmm ... same layout would be possile to make those jobs work ;) can't be that hard ...
 

It's a fairly simple job, if you wanted something to get your feet wet. I'm still here to answer questions if you get stuck.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Zeus on February 20, 2011, 09:11:50 AM
mh... (sorry, just to lazy to read trough 6 pages...) where can i download this? ^^


or is could it just download about this "SVN"? o_O... hope not ^^ i have no f*****g clou how to get in this SVN... ^^ maby someone got a lite introduction for this?
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on February 20, 2011, 01:49:28 PM
no download as yet, sorry. It's been altogether a slower job than I anticipated, not helped by my getting sidetracked with other projects. (Currently Otherworld...)
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Jaxter on February 26, 2011, 03:09:08 AM
Why not? Is compiling a "working" alpha a tedious or difficult job?
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: mothballd on February 27, 2011, 12:48:01 AM
yes.

edit: clicking the 'compile' button is easy.  Making a program that is in any way, shape, or form actually playable is difficult.   And I'd rather Doc worked on making the game than on making a buggy alpha level demo for the game.
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: DocClox on February 27, 2011, 01:54:29 PM
Making a program that is in any way, shape, or form actually playable is difficult. 


There is a lot to do before the game is even buggy-playable. The cloning screen isn't finished, for instance. There's a lot of work to go.

It's not helped by the fact that this is something I work on in fits and starts. Currently, for instance I'm doing some very cool stuff for Otherworld, and enjoying myself hugely.

So, I do apologize for the delays, but this is going to be a long haul, rather than a "real soon now".
Title: Re: CloneMaster: Welcome To The High Frontier...
Post by: Jaxter on March 02, 2011, 06:43:58 AM
Allright, just have fun and everything else will follow.