NokiMo
lubricitious
lubricitious

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Progress Report - 3

Well, Hello there!

Since last Tuesday, haven't had much time to sit down and code. The little progress I managed to make was sketching up flow-chart-esk versions of the taxation mechanic, aka "weekly incentive to do stuff or grind to manage progress, diversifying your game play in the meantime" system.

I narrowed it down on paper as to how I want to do it but it will need testing. The key differences are where the variables are stored and where they get updated, also how. I have to ponder on how to manage a failure state. Do you keep your debt (like in free cities) or nullify it after a "bad event" (like in perverted education) and even if you nullify it, how often can you afford that. Can you accumulate this negativity to get progressively "more bad events"? Because if you reach a negative event that sets you back even further, you can end up in a downward spiral, do we want that? That would make some interesting scenes. Is there a game over? If it does lead to a game over, than more money making options should be available, that means more mechanics overall. However it is done, is it compatible with whats already in? How many extra work does it entail? 


(Not necessarily extra scenes mind you, but loose numbers.

The passage where you lose your coins in the forest, just so you don't go into negative, but instead lose it incrementally based on your overall amount, took 3 days to put together with all the loose stuff it brought on during testing. It's not even an interesting or a good event. I wanted the MC to lose clothing like that as well, but that was scrapped since I thought it would be mean, but mostly, "what if you have nothing else for that slot?". Then your naked. OK. If you are naked here, you should be able to go naked elsewhere. If you are naked in the village people should react to that. Should they dough? Is it visible clothing that"ripped", or underwear? Potentially every passage needs an alternative version now, or you need checks and bottlenecks. Ok, checks, sure, where? HOW?

So when planning, a small looking minutia can lead to days of work.)

Obviously I want to make the "best" game, that is the target, but naturally time will grind some corners off and reality can curb all efforts. Most projects overall in any industry are called a success at way less. I don't want to make "less" but, it is what it is. So, I'll try and do it in a way that is "best overall".

TL;DR: I'm thinking, hold on.

Next week I'll focus on actual implementation and testing. It's not a complex problem but it is one that needs figuring out. I'm sure it will be done by next update time, but I don't want to make any promises on the contents of the update, just in case I can't keep them.

That is all for now, as always and forever, thank you all for your continued support, see you later.


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