devolution

Author Topic: WhoreMaster: Abby's Crossing  (Read 140061 times)

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Offline E.

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Re: WhoreMaster: Abby's Crossing
« Reply #105 on: December 08, 2013, 11:47:21 AM »
Go for it, I love testing stuff.
...

Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #106 on: December 08, 2013, 02:08:16 PM »
You got it!

https://www.dropbox.com/s/qfmhzvjrrq8wwyt/wmac.7z

Screens implemented are basically what's been screenshotted in this thread. Some of the WM hotkeys work, but not necessarily all the places you'd expect them to work.

The menu widget on the tart management screen can be dismissed with "Escape"

Let me know how you find it.

[edit]

Oh yeah, I've included a couple of cut down girlpacks for testing, but nothing much. It should work with any pack compatible with vanilla WM if anyone wants to test that.

Chances of uniques showing up in the souk are low however. 5% for one slot, 1% for the next and 0 for the rest.  Just so you know
« Last Edit: December 08, 2013, 02:10:04 PM by DocClox »

Offline Xela

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Re: WhoreMaster: Abby's Crossing
« Reply #107 on: December 08, 2013, 03:10:22 PM »
Awesome, really clean interface and good design. Well done!
Like what we're doing?

Offline DarkTl

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Re: WhoreMaster: Abby's Crossing
« Reply #108 on: December 09, 2013, 12:41:51 AM »
Yup, interface looks great. Too bad you cannot exit from that screen where you create a timetable for girls though.
« Last Edit: December 09, 2013, 02:22:14 AM by DarkTl »

Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #109 on: December 09, 2013, 02:25:43 AM »
Awesome, really clean interface and good design. Well done!

Yup, interface looks great. Too bad you cannot exit from that screen where you create a timetable for girls though.

Thanks guys. I keep forgetting that button isn't hooked up yet. For now you can get back to the main screen with the "m" hotkey.

How did you both find the menu and the way the job selection worked? Did it seem logical and sensible?

Offline DarkTl

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Re: WhoreMaster: Abby's Crossing
« Reply #110 on: December 09, 2013, 02:38:52 AM »
Yeah, it is seems logical. Although, at first I was somewhat confused by some decorations, like those blinking lights, for example. I'm still not sure if they are just decorations or will have a value in the future  :)
I guess tooltips of some kind could be useful there.

Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #111 on: December 09, 2013, 02:08:22 PM »
Yeah, the blinking lights are just blinking lights. Mainly there to look cool :)

Tooltips are an ongoing project. I worked out how to add them fairly late, so most things don't have them yet.

Changing the subject, I've been thinking on the subject of the girls' level in the game. I'm thinking that low level girls can probably get through a lot more customers in a night, but they get paid less per trick. The high class whores do comparatively few but the amount they charge more than makes up for it.

Something like this, maybe:

Code: [Select]
lvl 0   10 mins            10 sigils    # 1440 max income for 24 hours working flat out
lvl 1   30 mins            50 sigils    # 2400
lvl 2   60 mins           150 sigils    # 3600
lvl 3   3 hours           750 sigils    # 6000
lvl 4   6 hours          2000 sigils    # 8000
lvl 5   1 day           10000 sigils    # 10000

The Sigil being the currency used in Abby's Crossing.

So your typical level 0 scrubber might have punters lined up round the block, but to work that fast, she's basically dishing out quick handjobs and blowjobs and pushing them out the door and leaving them to zip up in the street. She sees a lot of customers, but no one is going to pay a lot for that sort of treatment.

At level one, she gets half an hour rather than 10 mins. That's time enough to make a little small talk, make the process seem a bit less impersonal to the customer. It also gives her time to wipe the spunk from her lips before she sees the next john. The punters feel better about it and they pay more.

At level two, she's giving quality treatment. You get time for a drink and some chit-chat. She'll do it more than once if if the customer wants, maybe a little light roleplay. 

Level three you're hiring more of a call girl than a whore. This is someone who can accompany you for a meal out and talk to you about whatever interests you. She could be hired to dance, maybe do a couple of your friends for a small tip on top.

Level four and you've got a professional escort who can pose as your steady girlfriend, or provide the entertainment for a batchelor party. You're paying good money and she's more than willing to earn it.

Level five, you're hiring her by the day. We're leaving "call girl" and "escort" behind now for "courtesean" This is a girl you can hire to accompany you for a holiday by the sea, or if you can afford it, to live with you as your wife.

Of course, high class girls cost more in maintenance. You're not going to get barons and earls to thousands for dirty waif wearing a greasy shift, no matter how good she is at fucking. They expect silk and perfume and if you want your girls to operate at that level, you need to supply the tools of the trade. And there's also the question of availability - clients who can afford the level five treatment are comparatively rare.

Anyway, a few thoughts on how we might nuance the level time and payment question a little. Comments welcome.

Offline slate

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Re: WhoreMaster: Abby's Crossing
« Reply #112 on: December 09, 2013, 04:20:10 PM »
Hello Doclox!

Good to hear about your work.
I consider myself a fairly good python programmer, maybe I can help.
However, I have never done gui work before. Mainly because I am not good at interface design, where you have no problems, as I see it.

I am running linux, wine cannot play your exe verry good.

If you are interested, maybe I can help.

Slate



Been messing around with pygame and PGU. I wasn't too impressed by Ren'Py when I looked at it before. I mean it's excellent if you're writing a VN, but seemed a bit of a pain if you needed to add a lot of actual game to the text boxes.


Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #113 on: December 09, 2013, 06:48:43 PM »
Hello slate!

I keep forgetting I'm not the only Linux-head on this list. I'm  developing on Linux using Python 2.7.6 and Qt4. If that suits, I would welcome a hand porting some of the job code from the original WM. It's getting late now - I'll get back to you tomorrow with some specifics.

« Last Edit: December 10, 2013, 01:18:54 AM by DocClox »

Offline DarkTl

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Re: WhoreMaster: Abby's Crossing
« Reply #114 on: December 10, 2013, 02:26:18 AM »
Looks like the difference between the levels is considerable. While it's an interesting conception, I wonder how (and how often) girls are supposed to level up in order to not break the balance. I believe you can afford only a few lvl5 girls, while in most games (including WM) the higher level, the better.

Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #115 on: December 10, 2013, 06:24:05 AM »
I think it should be OK. The per-fuck earnings rise dramatically with level, but the increased time spent with customers means that per-shift earnings are only about 50% higher for each level.  that's assuming both girls see as many cutlers as they are able, of course.

Offline slate

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Re: WhoreMaster: Abby's Crossing
« Reply #116 on: December 10, 2013, 01:51:34 PM »
Hello slate!

I keep forgetting I'm not the only Linux-head on this list. I'm  developing on Linux using Python 2.7.6 and Qt4. If that suits, I would welcome a hand porting some of the job code from the original WM. It's getting late now - I'll get back to you tomorrow with some specifics.

Ok, I am waiting for it.

Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #117 on: December 10, 2013, 02:02:59 PM »
Cool, I'll send you a PM in about 20 mins or so :)

Just got in from work, fed the cats, ate some supper and finished off this mornings project. I was starting on the game turn code and I realised I'd need to show the shift somehow as well as the day.



I never was that happy with the old one anyway :)

[edit]

@slate: check your PMs :)

[edit]

Building the widget above progamatically. This is a test strip to make sure the digits are all readable. I don't have much space to
to work with, so they need to be compact.



I hope I'm not boring people with all these screenshots. Posting helps keep me focused on the task at hand.
« Last Edit: December 10, 2013, 04:43:06 PM by DocClox »

Offline rudistoned

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Re: WhoreMaster: Abby's Crossing
« Reply #118 on: December 11, 2013, 02:28:13 AM »
I finally got around to testing your intro demo. I worked flawlessly on a Windows 7 machine.


Concerning the story: I liked it, it drew me into the game. I always like to start as low as possible so there is more room for development.
I'd also like to make a suggestion. The starting point of the story seems to be that the player has established himself as brothel owner in another city (Crossgate?), then leaves that city to expand to Abbey's Crossing. If that's the case, what is stopping the player from sending a message to his organization asking for additional funds? I would suggest to allow the player to do just that. The intial result should IMHO be that one of the 2nd row guys in the organization grabbed all the power when they heard news about the sandstorm swallowing the caravan. They might respond that the player must be an imposter since no one survived the storm and the raider attack. They also might send assassins to deal with the player, just in case he is not an imposter. Some people in the organization might still be loyal to the player and might send a little help secretly. Quite a few ways to take the story from there.


I'll get back to you about the girlpack metadata stuff. I have not found time to look into it yet.

Offline DocClox

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Re: WhoreMaster: Abby's Crossing
« Reply #119 on: December 11, 2013, 07:42:50 AM »
hi rudi, glad you liked it:)

I left things intentionally a little vague in the into. in the next scene there's going to be some "immigration papers"to fill out that'll give the player a chance to choose some background details. Those would include city of origin (so players don't have to come from Crossgate)  gender and whether they want to be free or a trusted slave. So I've been trying not to say anything that would contradict any of those.

I like the reason why there's  no support from central HQ. I was going to have Crossgate cut off by a unusual dimensional rift activity, but an ambiguous underling seizing control might work better. Of course, the details will depend somewhat on background.

of course, the more options there are the more writing I have to xiii for each scene, so all the above may be subject to change :)