Well, I’m still chipping away at at things, as always. My current goal is to get enough of the PC’s room stuff squared away that I can start getting more events for Cynthia added to the game without causing issues (as some people can attest, the shower code can cause her to appear in the evenings to get you ready for work…right before bed—so, yeah, it’s a bit of a mess).
As always, I’m doing work on PC avatar images as well, with most of the focus on getting the additional outfits ready. There’s a third mirror pose that’s coming along as well. For those who are backing me, I’ve done a more in-depth post that goes into some of the details of the image-editing work involved in making these paper-doll-like images fit together better.
Kill Your Darlings (But Not Literally)
I’m going to switch into “thinking out loud” (but in text, so, really just “rambling writing”) mode for the rest of this, so fair warning. (I’m more hobbyist than anything else, so a part of what I do in these posts comes down to trying to organize my own thoughts as I tell you what I’ve been working on.)
In addition to what I listed above, I’ve also been working on the sex mechanics for the game. The aspect of it that I’ve been focused on recently has been more on general scene flow: how events start, what positions are available, how to switch between them, etc.
I’ve got a lot of neat stuff in progress for all of this, but I find myself having to take a step back to reevaluate what I’m doing.
Way, way back in the beginning, I told everyone that I would continue this experiment for a while, see how plausible it is, and, if I decided it wasn’t going to work out, I would look into simplifying things.
Having had the opportunity to work part-time on Interns for a few weeks let me experience what it would be like to really be able to give this game my full attention. Conversely, switching back to full-time work dives home just how little I can get done with the time I usually have.
I really love the idea of having a complex sim guiding things in the background, and I don’t think it’s beyond my abilities to eventually figure it out…but, clearly, that’d take forever with me working a full-time job.
Moving to part-time could be an option in the future, but, clearly, to get that kind of backing from Patreon & SubscribeStar means having updates that include an actual, playable game, making it a bit of a catch 22.
So, in the interest of getting Interns more playable, I’m considering moving away from simulation and going towards more flag-based mechanics. (Perhaps I’ll be able to revisit simulation more in a future project). Sex scenes probably won’t be interactive in the way that I originally planned, but, with flags, what’s actually happening might more clearly reflect other choices the player has made.
Anyway, as always, things are subject to change. These are just my most recent thoughts on it. Feel free to share your own thoughts.