NokiMo
bagoolworks
bagoolworks

patreon


4/4/17 and Reactions

I finally was able to get to work on some of the ideas I've been sharing with y'all and I can report some progress. Firstly, I've set up the first NPC with all of the means to increase your familiarity with them as well as initiate a spanking event. The actual event is becoming very tricky. I know what I want to do, but it takes a lot of work getting to that point, both in terms of programming and design. You've all seen the prototype GUI that I showed off back at the start of this patreon, and while I've tweaked some things, I still want to make the icons a distinct color and change some of the finer points. I also need to make icons which reflect the actions you can take at the steps between spanking, both as a top and bottom. Since their just sprite work I should be able to make something I'm satisfied with, but it will take a while. I'm thinking of just using proxies until I can put aside time to make new ones.

Another development I've made is my work on the first actual spanking scene. I've been trying to find a way to standardize the format and have been making some progress. The issue with the game is that there are so many characters that the best way to do each scene would be to have a common framework that can be applied to each one. I already had a system like that in the old version of the game, but with all of the new variables and checks that the new version will have, I needed to make an alternative. 

From what I've done so far, the standard procedure for a scene where the player is spanked goes as follows:

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1. Declare variables which determine GUI start phase and draw the GUI

2. Take first 'step' (that means set of spanks) and calculate the damage on the player

3. Send data from the common event this happens in back to the NPC's event, and then read it to determine next action. At the same time, the GUI is updated to show damage changes in the player.

4. If damage to the player is at max, the spanking will automatically stop. If not, a list of responses the player can make appears, and varies with the damage taken so far. For example, at an unmarked state, the player can make any response they'd like from the list I have planned. But if the player is bruised and on the brink of injured then the only option they will have is to cry. This is made to sort of simulate the experience of losing control of your emotions during a spanking. While it is a bit antiquated I think it will work out well in rpgmaker.

5. After the player makes a response, the NPC gives a response back, and another spanking step is taken. Before the next spanking step the GUI is updated to show the spankers and players emotion based on the responses they gave. Depending on the requirements (each scene will have a requirement for the scene to close. This can mean I can set a spanking to end based on a change of damage from the start or until the player selects the cry response, or otherwise) that step will be the last, or the cycle will repeat.

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This is still unimplemented, (stealth pun) but it will be the next thing I work on and after it is finished and I assure it is bug free, I'll be releasing the first demo of the reworked Spanquest II.

*Speaking of!!!*

I have a contest opportunity for everyone! Your goal is to make up a clever name for the rework. Something witty and spanking related, like "go to your room edition" but not trashy like that example. The one who gives me the best one will get to design a character in the game or something. The deadline for the contest is until I can come up with a good name myself.

\~~%^%~~ %^%~~  %^%~~  %^%~$$$~  %^%~~  %^%~~  %^%~~  %^%~~  /

Comments

Spanquest II; The Cherry Red Remix

Unsung

I'll save that for when I add VR capability, aka never :P Thanks for the pledge too!

Bagool

Spanquest 2: Virtual Rear-ality Edition.

Marsdriver


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