Tuesday, December 30, 2014

Quest handling

Hello!

In the last two days I decided to add a way to handle quest in the game.
Now chapter00 isn't anymore a simple event but a collection of 3 quests.

So what actually change from the point of view of the player?
Nothing much, there's just a new tab that shows the quests and their status. (still need to improve graphics)
What change from the point of view of someone that should write a quest?
Something more.

-Firstly I added two new event steps:
StartQuest and EndQuest
both take as parameter the id of the quest (e.g. Main.Chapter00.RentHome)

-Secondly I added a way to query the state of a quest

-Lastly I added a quest definition. Which is a xml file that contain all the data pertaining the xml

So if someone would want to write a quest he has to:
1. Define the quest in the xml definition file.
2. Start the quest from an already playable point of the game.


Sunday, December 28, 2014

New dress

Hello, short post here.

I've been working on a new dress.

The dress is a simplified version of the one of the main character of final fantasy xiii.
I thnik I'll need to investigate the other final fantasy as well since the dress design in those game is really nice.



If you people have any dress to suggest, please do, since it's really time taking to search for nice dresses.

Monday, December 22, 2014

Continuing chapter 0 and 2 new event steps

Hello, it's been some times since the last update.

I was not able to do much in the previous days. But now I restarted working.
Recently I written down 4 out of 8 events needed to complete the chapter 0.
During the writing I added two new event steps:
-One for setting a title in the event page.
-One for setting the subtitle in the event page.

I need for sure to add a third event step that will be used to make the game get recurrent (each week and each month) payments from the player.
Chapter 0 talk about how city life was pretty different from what the player expected.
He now needs to pay for food and for rent and that's why I need the event step I said.

To end today post here's what does look like the event screen.

As you can see the title and subtitle are on top left. They're kinda hard to read if there's a dark image as you can see. But when I'll sort out the UI I'll see if I can put inside some kind of container or if I can get that movie subtitle kind of effect (you know the one where the letters are black with a small white border).

Since I'm not a native english speaker the event will probably be full of errors and a nice feature I'd like to have is a correct button for all the grammar nazis out there. Using the correct button you will be prompted to write the corrected text or to replace it altoghether if you think it would be better.
The correction now will be sent to a server so I can see it and correct the text for the next release.
I'm still not sure if this is hard to do or not, I've looked upon the Parse service which seems pretty easy to use and it's free(for my needs at least).

Once I have that, it should be pretty easy to add a way to send me crash logs and bug reports.

Monday, December 8, 2014

Started working on the story: Chapter 0

I started working a little on the story.
I decided there will be a main story (quest) and that it will be divided in chapters.

I'm now writing at an high level the chapter 0 which is a sort of introduction where it tells you how you started being a slave trainer and what's the city you're in feels like.
It's a small chapter where you've just moved to the city and try to buy your first slave.

This made me think that I need a way to keep track of quests. So in the following days I'll probably write down the events for chapter 0 and while doing so I'll add the new EventStep that will be required for managing the quest.

What's an EventStep? (maybe I already explained that?)
Let's start by defining an event. In the game an event is a piece of story.
For example you decide to go and work to the brothel? An event will start explaining you what happened.

An EventStep is the building block of an event.
For example there's an EventStep for displaying text to the player, one for adding money, one for changing expression etc...

And that's it... From now on if I refer to EventStep you will be able to understand what they are.



Sunday, December 7, 2014

New dresses YAY

Hello there,

in these days I was not in the mood to write code, so I decided it was time to draw some more.
So I made 3 new dress. Here they are:


So, I made:
-the "rags" for the upper side
-the one legged trousers
-the "curtain" trousers

In image 1-2 you can see how the dress interact with pregnancy.
For the "curtain" style the interaction is less visible they just start to disappear under the belly.

For the colors don't worry these are not definitive, I'll make definable (is this a word?) in-game.
In fact all of the dresses are dressed (to make it simple) in grayscale and are colorized inside the game via shaders.

For whoever is interested dresses can be added by anyone (clearly you have to draw them) and I will provide a guide + templates in the future.

When drawing dresses I always have a big problem, I don't know what to draw...
If you can point me to some dress (either sexy or not) you'd like to see please leave a link to it. I'll look into it and if I like it I might add it to the game (depend mostly if it's too complex to draw)

Tuesday, December 2, 2014

Removed cholesterol from events

Note that this post might be somewhat technical for whoever never seen XML before or an SlaveMaker event.

Today I made a change to the way events are written.

There were two elements that I was not very fond of and I decided to finally eradicate them from the events.

The first element was <Resolveable> element which was needed to "decorate" some elements used to make branch in an event.

For example a piece of an event could be looked like this:

<Resolveable>
    <If Expression="true">
         <SetText>Fuck off!</SetText>
    </If>
</Resolveable>

whereas now look like this:

<If Expression="true">
     <SetText>Fuck off!</SetText>
</If>

The other element I removed (kind of it still have a use in one case) is the <Composite> which is just a collection of element. For example the <If> (again) was able a single element inside itself, so for having more than one was necessary to use the composite like this:

<If Expression="true">
    <Composite>
         <SetText>First node</SetText>
         <SetText>Second node</SetText>
    </Composite>
</If>

Now this is not needed anymore and can be written without the composite.
But I decided to leave it this node in since there's still use for it. There's in fact an element that can handle "single" elements inside itself which is the <Random> element. I said "single" since in reality the element has multiple elements as children but handle them singularly.

<Random>
   <SetText Random.Weight="1">random 1</SetText>
   <NoOp Random.Weight="98"/>
   <Composite Random.Weight="1">
       <SetText>Multiple</SetText>
       <AppendText>node</AppendText>
       <AppendText>here</AppendText>
   </Composite>
</Random>

In this case 98 times out of 100 no operation would be executed.
In 1 case out of 100 the first SetText would be executed.
In the remaining 1 out of 100 the 3 elements in the composite would be executed.

I might decide to remove it later because I'm in an ethical pickle...
But anyway for today I've written to much and probably nobody will read this anyway.

If you've been so mad to read all the way trhough and have question about event and other element that might be used, just drop a comment :)