(Past-Due) Progress Update

Well, gee, between the flu and the rest of the craziness of last month,
it looks like I completely missed posting a general update. Sorry about
that! Here are some of the things I’ve been up to:

Event Scheduling

I’ve been working on a long overdue update on some of the core elements of the scheduling system. As you probably know, a while back I decided to split work and free-time blocks so that they each contain two scenes. I’m finally getting around to implementing this with the work events, which involves not only rebuilding the scene picker but also revisiting all the existing work scenes to make edits that will allow them to fit as either “beginning of the work day” or “end of the work day” events.

I’m holding off on the free-time events for now, since the system is likely to be more complicated given that the player should have more control over how they spend their time.

Addressing Early-Game Linearity

I’ve also been reviewing some Day 4 and Day 5 content to see if there are any short-term changes I can make in order to help replayability. I’ve made a lot of notes on things I can add the next time I’m writing new content, but there are also some sequences that jumped out as obvious choices for editing.

In particular, I’d like to address the two long, unavoidable scenes with Cynthia. The first will probably need to be addressed later, as I already intend to do some rework to all of the first transformation scenes when I update the graphics, but I’m hoping I can edit the second one (where Cyn drops off clothes and takes the PC’s measurements) a bit sooner.

Not only can this sequence be split in half, but I feel like the options available should reflect the relationship between Cyn and the PC. So, if the PC has expressed reluctance to accept her help, she’ll be less likely to offer suggestions. This will hopefully allow for some alternative scenes that will move things along faster by allowing the player to skip the long ones.

The first dream sequence is another that I intend to edit. Like all of the early scenes, it was created before I had any idea how I was going to make modular events. I intend to change that and add this dream to the pool of events used by the dream manager I’ve set up for the rest of the game. I’m trying to allow for a “partial” repeat of it, as well, so that there will be a chance to visit the part you missed the first time through (see the radio if you visited the girl and vice versa).

Sex System

Hopefully, this will be fun for the player, but, right now, it’s still a huge headache for me. I’ve been attacking the sex system from a couple of different angles, starting with some basic masturbation options. I’ve always had a lot of ideas for this, but the end result needs to be something that’s entertaining, so that’s lead me to scrap some of my initial draft, which was just boring and mechanical.

I’m trying out a new idea, but, thus far, it’s involved writing up a lot of content in advance. We’ll see how it goes. I’d really like to see even a stripped down version of this added into the game ASAP.

Avatar System

Another long-term project, this one’s been making gradual progress. Hopefully, results of this will start making their way into the game before too much longer. Adding hair options has been my most recent task, and I’ve got some samples of what I’ve been working on in the latest Behind the Scenes post.

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