NokiMo
bagoolworks
bagoolworks

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5/15/17 and Lol so random XD

Hey peeps, it's been a while.

My hardest finals are out of way, and although I'll still be occupied until this Thursday, I have enough time to give a progress report. 

Back in my last post, or the post before that or whatever, I mentioned I could have a demo out by last weekend before I realized how busy I would be. Now I'm going to push that deadline back a bit farther, since I've only recently entered the realm of randomized outputs from actions. I'm sure 99% of everyone here comes from Aotk, so I don't need to reiterate on what I've been doing that extensively, but the main workload I have ahead of me is setting up the many variations in dialogues. 

The development has come about over the course of a long chain of my experimenting in RPGMaker. It started out when I wanted to show the reactions npcs would take after the player made a certain choice in a spanking scene. Initially this was a reaction to the players choice when taking a spanking, where the spanker would take a different path in their scene based on your reaction. The spanker could hold back on taking your pants down/skirt up if you cry too quickly, or whip out an implement right off the bat if you start a fight. I brought the same idea to scenes where the player spanks as well. 

For a while I relied on the "gab window" which were those borderless text boxes you couldn't skip. Right off the bat I noticed how limiting they were. Much less text could be used, conversations were awkward, and of course they couldn't be skipped. The benefit I had to using them was that I could make a list of text and easily apply it to many different faces and emotions. Until very recently I didn't think such a thing was possible with normal text boxes. Since then, I've been on a sort of "development high" with thinking of ways to use this new tool. 

This high I was mentioning came before back when I used MV for the first time. The rush of getting a new tool or discovering a new mechanic to help make games just gives you a rush of ideas on how to use them. I'm sure there is a word for this out there, but that's how I chose to describe it. Eventually, a lot of those ideas die off after exploring with the new tool, as you notice limitations you didn't see before. After I discovered Yanfly's plug-ins, I had another high which led to the announcement of the Prepare to Cry edition. 

From this latest breakthrough, I've been brainstorming new ways to randomize dialogue and conversations in a way I never had before. With this new set up, there is the potential to make each scene started with a single NPC different almost every time. Of course, some things will always be the same. You spank when you start a spanking event, and you get spanked when you're forced into a spanking event, etc. Story events will be more rigid too, although I am experimenting with branching paths for those as well. Either way, as you can imagine, creating a list of dozens of possible phrases for every choice a player can make takes a lot of time. But fret not, once I finish the "persona's" for the two characters I'm using in the demo, I plan on releasing it then. 

A while ago I posted a call to action for anyone who wanted to see certain dialogue in the game. The amount of responses were a bit too staggering to be honest, so I developed a poll which will help me sort them out.

http://www.misterpoll.com/polls/619411

Comments

Nope. I can keep adding things to the phrase list pretty much forever.

Bagool

Hey Bagool, is there a deadline for submissions in the poll?

Unsung


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