NokiMo
Tiggertoo
Tiggertoo

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Plans for January

Now that the Christmas insanity is over (and my head has recovered from New Year), time to have a think about what to add to the game this month. 

Pretty much all the core of the game is now up and running. I'll be tweaking various sections to improve them and substituting more of the placeholder comments with actual text.   I'm planning on adding at least the first round of images of Alice at her first size increase. 

Working on the storyline. 

Anything else that leaps to mind! 

I'm considering adding a time cap to future demos. Three reasons for this:- 

1) Some of the errors that were reported occur far further into the game than I've ever played to. There's a lot of placeholder stuff in there which will get  revised/rewritten and it seems a bit pointless to spend time fixing things from that far ahead when they're going to get revamped anyway, especially given that I haven't played far enough into the game to test them properly, so fixing one thing may well break something else.   

2) If you've already seen the text for an event/scene before there are any images ready, it'll lessen the impact when the images are added.   

3 ) I've hit on a method whereby the game will automatically pick the relevant size images for each section, depending on Alice's current weight. Still testing this, but it appears to work .This will save me having to add new code for every single new image, BUT will also mean that if the image doesn't yet exist, you'll simply get a blank image, rather than the existing lower size one. 

Thoughts, anyone? 

Comments

So... I guess I'm still trying to understand the (code) logic here. A bunch of images files with the same name, scattered amongst a number of folders differentiated by weight range category?

Schattenjäger

I agree with what you said and believe that anything that makes work easier is, in a way, better. However, personally, I do like pushing the playthrough a bit and discovering new lines of text while watching the images of Alice. So, part of me would prefer if instead of no images we'd get the last big size of her. (But, in the end, whatever works best for you during development is ultimately a good thing.)

Voca Labs

At the moment there is only one set of images per scene for Alice, whatever size she is and these are always shown. I'm now working on the first set of weight gain images, so that once Alice goes up to the first size increment, the new images will be displayed. However, once the game ticks over to the second size increment, it'll look for the second size increment images, and if these aren't there, then the game will carry on running, but won't display any image.

I feel you on #1, although as a coder you should be used to editing and replacing stuff you've done in the future = P Everything in programming is iterative, and shit always breaks. With regards to #2, knowing the scene for what images are to come builds my anticipation of the images. Like knowing the menu for a meal full of things you love. #3: I'm not sure I understand. You mean a small bank of images that may randomly selected to fill certain random encounters, rather than hardcoding everything, and based on a given weight range?

Schattenjäger


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