Wednesday 28 September 2016

Introducing: Player Homes

With the release of the next story line comes the introduction of an entirely new feature: Player Homes or Love Shacks. After the adventures in chapter one you've developed a taste for more. Away from prying eyes and obtained the keys to a private home.

In your Love Shack you can invite the characters you've met for interesting additional activities outside of the main story line. But, you've got to make sure they like you enough. And you'll need furniture because nobody, at this point in time, will want to have a romp on a cold hard floor. You'll start with an empty place.

You can obtain furniture by completing story lines and various other (undecided) means. At this point in time you'll get a carpet once you finish the Advisor story line in Chapter 2. You'll have to place and manage your furniture because eventually you'll have more furniture than slots for it. Additionally, the available furniture in your Love Shack determines which activities are possible. And not all characters you'll meet over time have the same preferences.

The more furniture and items you collect, the more possibilities you have in your Love Shack. This is an example of the possible situation after some time. Make tea or coffee, Netflix and chill, dance. You'll win the heart of even the most reluctant visitor. And have some fun with them.

You'll use your land-line to contact characters you've met over the course of the game. Whether or not they want to visit you depends on their attitude toward you, which you influence by your previous actions. Similarly, the activities they are willing to engage in depends on that attitude. But, once they have arrived you can improve that attitude again by dialogue and using items. Obviously, if you pay them (read: ME!) they will have very warm feelings for you as well.

Once they arrive, you'll immediately see how they feel about you. In this example the visitor is extremely happy to see you. That will be a piece of cake. A good thing, because all you have is a carpet. For now.

Player Homes are exclusively available for Patrons and every patron will get one for free with the release of next chapter, expected nearing the end of October 2016.

Wednesday 21 September 2016

Massive, epic update.

The next update, probably to be released to the public this weekend and currently being played by my patrons is truly epic. It's got a new, third animation in Chapter 1, highly interactive and with different views; you can complete the entire sequence without ever seeing more than her face and  tits with nipples or you can look down to where the action is, and switch between these views. But that's not the most important part of this release. The completion of the game framework or foundation is: a bespoke database. 

Players can now store their actions and decisions which will have an effect on future chapters. Some of this stored data (character names, played protagonist) are stored if the player decides to do so. Some other data (attitude, behaviour) will be stored automatically. The selected, remembered character will determine which story line the player embarks on in the next chapter. Choices will determine the NPCs attitude towards the protagonist. Some options may simply not be available if the player didn't walk that path or explored that branch.  
Chapter 1, the prologue, was a relatively quick and simple introduction. It wasn't extremely challenging to reach one of the three potential endings even while some fatal mistakes were possible. But decisions have been made that carry forward. Chapter 2 will have some story lines or branches which are a bit more demanding form the player as well as the relatively quick and easy scenarios.
Chapter 1 was the trunk of the tree with three branches and now these will grow and fork in turn. Continuously.
An alternative metaphor is that while gathering and crafting the tools I've built a shed. Now I'm going to build houses with rooms, castles, a city. A city populated with NPCs who have a story and an attitude which is influenced by the player's actions.
I've played hundreds of games in all the genres you can imagine. I'm going to combine these experiences in an environment that is rewarding for gamers but also caters for a more casual approach in case you want to sit back, relax, enjoy. I'm also slowly implementing previously established ideas like the three different story modes (fast, medium, immersive) and the PG versus hardcore choice, as indicated in the first paragraph
I have only just started.
Register on my members site to be kept up to date about when, exactly, new releases are going public. Here's a screenshot of one story start of chapter two. Oh, I almost forgot; that starts with scene exploration and involves items to collect and an inventory



Monday 5 September 2016

The day Google Chrome lost

Market dominance is never a good thing. It makes for sloppy. Careless. Arrogant. And so it is with Google Chrome. If I check my stats Chrome leads with 57%, followed by Firefox with 21% and the rest is under 10%, Safari at 7%, Qt and Internet Explorer at 6%. So you'd think they lead but they actually lost, in performance, from all others, even fucking Internet Explorer.
Because Google Chrome is the only one that doesn't correctly display the video I've embedded in my HTML5 Canvas. It makes things up. It changes dimensions.


I've put a great deal of thought into making everything independent from viewport size; I don't work in pixels, I work in percentages. So that the images and video always scale and align perfectly, on a big screen or on a tablet and even on a phone. And that works like a charm for every god damned browser, even Internet Explorer, apart from Google Chrome.
Now, obviously, you don't have to give a fuck about small independent developers like me when you're one of the biggest, richest companies on the planet. Totalitarian, monopolistic rulers don't have to give a shit about anything or anybody any more, apart from how to hide their money from the tax-man.
Yes, I'm infuriated. I've sent some tweets to the Google Chrome Devs but, sure enough, just silence is the result. I've searched my ass off to see if they had some obscure list of acceptable aspect ratios or something. Zip. Nada. So Google Chrome is fucking up my video, my display and none of the others do. THEY ARE FUCKING UP MY GAME!
It isn't me. If it was, it would happen in other browsers as well. It's them. And HTML5 is a standard, so is the video. Google Chrome fucks up standards. Big enough to get away with it.
And now I've got to spend tons of time to try and fix it. Fix Google Chrome's mistakes. Can I send them an invoice for the hours spent? Shall I just bill them? Well, they'll have many lawyers in their employ, and can afford them, to make sure nothing like that will ever be successful.
Once, long past, Google declared it didn't want to be Evil. Well, those days have passed. Google is Evil and Chrome is it's evidence. And it pisses me off to no extent that these arrogant bastards, again, rich as fuck, richer than many countries, with the smartest developers on the planet in their employ fuck over somebody like me with plain, pure, indifference, carelessly crushing ants. It's what giants do.

On a side note, Safari does change the colour depth of my video. I've got to look into that. Firefox, Opera, Internet Explorer and Chrome don't. But obviously, Apple is as Evil as Google. I think they have a secret competition. Who can be the biggest cunt on the planet? Get away with the most obvious atrocities? Microsoft, once contender, is out of that race for a decade now. And displays my embedded video as intended.