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Posted on 12-06-12, 06:00 am in Looking to join the project

 

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I found out about Noxico about a week ago and since then I've been going through the source trying to figure out how it works. A couple of days ago I decided to have a go at writing my own scenes for it, and having noticed that there was an unimplemented masturbation option, I figured, "Why the hell not?". Anyway, long story short I wrote some scenes and I figured I'd drop them here to see if you're interested in my writing.

https://docs.google.com/file/d/0B_IgNCoukjzDQnJZZ2s1dTktVG8/edit : Just go to File>Download and it'll save to your computer. Put "masturbate_scenesSex.xml" in mix/scenes and follow the instructions in "New code.txt".

Currently all that I've got finished are the male and female biped scenes. I've still got the herm biped and every type of centaur, quadruped and naga to finish (although since TheDarkMaster seems to like them nagas so much, I'd be happy to leave them to him), but you should be able to get a good idea of what I can offer from what's there. (Hopefully there aren't too many bugs. ;) )

Anyway, I hope you guys like what I have, and that you can find a place for me on the team.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-06-12, 06:39 pm in Looking to join the project

 

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Awesome, and thanks for the tip.

So, are there any scenes or bits of text that are of particularly high priority, or should I be taking a buffet approach for the time being? (i.e. pick what I want from what's available <a href="http://helmet.kafuka.org/noxico/board/thread.php?id=29">here</a>)

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Posted on 12-06-12, 07:10 pm in Looking to join the project (revision 1)

 

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No kill like overkill, right? :LOL: I'm an engineer, so learning as much as I can about a system before I start using it is second nature to me. (Well that and I just like showing off. ;) )

Anyway, is there a codex or an information sheet of some sort on the races in Noxico? I'd like to get a better sense of how they're set up culturally. (i.e. Native geography, how they talk, religious beliefs, etc.)

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Posted on 12-06-12, 07:36 pm in Looking to join the project

 

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I see...

Well then, would it be alright if I tried my hand at fleshing out the world a bit and putting together a codex of sorts?

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-06-12, 08:02 pm in Looking to join the project

 

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Wow, that's alot to look through. And don't worry, I only plan on giving it a rough treatment for the time being, so that'll leave plently of time for writing scenes.


A couple of quick questions then:

* Are there any pieces of lore that in that document that you're particularly attached to?


* What kind of tone do you see the world having? Serious? Tongue in cheek? Monty Python-esque?


* Are the races on the continent native to that place or are they immigrants or decended from immigrants?


* What type of cultures (i.e. human analogues) do you see each of the races having?



That's all I think I wanted to ask right now, but I'll probably come back to bug you with more later. :awsum:

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-06-12, 08:44 pm in Looking to join the project (revision 1)

 

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What about the ursines, nagas, cubi and little ponies? (I'm assuming the ponies would be sort of like medieval Equestria)

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-06-12, 09:07 pm in Looking to join the project

 

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So for the bears, are they Nordic or Russian or something along those lines?

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-07-12, 05:18 am in The Codex of Nox

 

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Bellow is the codex containing information on every creature in the land of Nox. (So far anyway)

<a href="https://docs.google.com/document/d/1hryioIepA5PUi1WWPNhcskIIQlwe15TIT70cItGbO4g/edit#">The Codex</a>

The point of this thing is to have an easy to access reference for the creatures of Nox and so that writers can use each other's creations more easily.

It's still mostly incomplete, but I figure that it's at a good enough starting point for it to be at least somewhat useful. The document is freely editable, so anyone can add things or make changes as they please.

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Posted on 12-07-12, 04:55 pm in A couple of text bugs

 

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I noticed a couple of bugs to do with text generation.

The first bug is that body parts with the virgin token that don't already have looseness and wetness values aren't returning anything. I'm not sure if this is an oversight where the looseness and wetness values weren't added in the bodyplan when they should have been, or if the parts with the virgin token were intended to autogenerate those values but aren't generating them. Either way this is producing some erronius results when the looseness or wetness values are accessed for these parts.


Bug number two may actually not be a bug, in which case I have a question about how to work around it. When the parser replaces tokens in a scene, each token of the same type is replaced with the exact same string, even when they could be replaced differently. For example, if I write "[cockrand] [cockrand] [cockrand]", it comes back with "dick dick dick" or "penis penis penis" instead of what I was expecting which is "cock prick penis".

I understand if this is the intended behavior, but in that case how do I work around it?

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-07-12, 07:19 pm in A couple of text bugs

 

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Yeah that seems to have fixed it. I'll let you know if I find anything else.

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Personally I prefer the open world that Noxico has already, but I do agree with you about the navigation thing. My suggestion is to create an overworld map that is filled in as the player explores new areas and keeps track of interesting locations (i.e. dungeons, towns, castles, etc.). In addition, it could also act as a fast travel system a la The Elderscrolls. This way you can quickly go to any place you've discovered, but you still have to find them first.

As for the world generation taking a while, would it be possible to pull a minecraft and do world generation while the player is in the game? (e.g. generate adjacent boards asynchronously in a background thread or as the player moves between boards)

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Posted on 12-10-12, 07:16 am in Looking to join the project

 

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Okay, the masturbation scenes are as finished as they're gonna get for now. Basically, any starting character should be able to masterbate, and given that transformations are fairly limited for the time being, I think that it should be enought for now.

I'll probably come back to this later once transformations are more fleshed out (and I learn how to write better), but for now I think I'll try to get the imp win and loss rapes done (seeing as you run into the damn things everywhere).

https://docs.google.com/file/d/0B_IgNCoukjzDdGhPeVoxOUwyQ28/edit

Lead writer on Noxico (and sometimes programmer or designer) <br>

 

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So it's kind of either or then. :P

In that case, I suppose the region based method could still be fun so long as the regions aren't just tiny groups of 3-4 boards. I guess another advantage of this method is that it would be easier to generate areas that conform entirely to a specific biome or theme.

As another thought, would it be possible to still generate a world map (just an over map, not actual the boards) and use that as the selection method instead of just a list? Sort of like dragon age or the older fallout games. (I like the over map because I like having a solid idea of where I am geopraphically)

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Posted on 12-13-12, 10:22 pm in PillowShout's Prose and Code Depositorium (revision 2)

 

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I decided to make an official place for me to keep my stuff and post updates, and now that I have one, I can post my first official update.

This one focuses more on code than prose as the only text I've added are some minor changes to the masturbation scenes (I swear I'm working on the imp stuff! I just haven't got anything worth sharing yet.) I did however add a fair amount of code, and hopefully it should help in a lot of areas. The code in question allows scenes to access information about a character's inventory and to see what they currently have equipped. In fact, the new stuff I added to the masturbation scenes are mostly just to test descriptions of clothing removal (though there are a couple of edits spread about as well).

Anyway, the full changes can be found in the attached zip file, and putting them where they need to go shouldn't be too hard. Hopefully Kawa can get this integrated into the if/else and filter tags and make writing this stuff even easier!

https://docs.google.com/file/d/0B_IgNCoukjzDUlZKQml1WEhhbkU/edit

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-14-12, 06:54 am in Descriptive token types for clothing

 

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If this sounds really pedantic, then it probably is and I'm sorry for that, but I promise to suggest something more interesting after I'm done.

I'd like to replace the 'reach' tag on clothing with two others, namely 'exposed' and 'hangs'. The reason for this is that, currently, both items like skirts - which need to be moved out of the way first - and items like leg socks – which don't obstruct anything - use the 'reach' tag, and it's making writing scenes where lower body clothing needs to be removed more difficult. So to remedy this, I suggest that on items like skirts and dresses, we can apply the 'hangs' tag to show that these items can just be moved out of the way, and on items like the leg socks, we apply 'exposed' to show that they don't need to be removed at all. How does that sound?

Anyway, now that all the boring shit's out of the way, I'd also like to add a couple of suggestions on extra descriptors for clothing and armor to add an extra level of variability.
<ol>
<li>Fastening methods. Adding tokens like 'buttoned', 'tied' or 'laced' would allow for more varied and interesting descriptions of disrobing.</li>
<li>Hardness. Using tokens like 'solid' or 'hard' on armors could prevent silly situations, like someone trying to grope someone else through a steel chest piece.</li>
<li>Soiling. Items that you're wearing could become 'soiled' if certain monsters have their way with you (i.e. slimes) and this could affect your stat bonuses. (e.g. lowering your charisma) Items could then be unsoiled by washing them in a lake or a river so long as you have some soap.</li>
<li>Edibility. I know this one's a bit silly, but since we've already got the bacon bikini, it's not completely out there. Anyway, 'edible' clothing could work as a single-use loss rape avoider for simple minded enemies by distracting them with something to munch on while you slip away.</li>
</ol>
That's all I've got right now, but I'll toss up anything else I can think of later.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-14-12, 06:27 pm in PillowShout's Prose and Code Depositorium (revision 1)

 

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Sorry, I'm not stepping on your toes am I? ^^;

Since I know how to code, it's just easier to write this stuff myself than it is to ask you to implement it most of the time.

If this is a problem for you, then just let me know and I'll knock it off.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-17-12, 09:03 pm in PillowShout's Prose and Code Depositorium (revision 1)

 

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Alright, here's the next bunch of content. Not as much code this time, but a LOT more prose. I've got the player loss anal rape done for the imp, and some of the groundwork laid for the other imp rapes. This update only has the anal rape in it as the other bits I've got done are either really broken or just not complete enough to be worth showing.

Most of the code deals with things that modify the character's stats and the like, and you may want to have a look through the StretchHole method to see if the math it uses is in line with what you intended for that mechanic.

Anyway, here's the link: https://docs.google.com/file/d/0B_IgNCoukjzDb0RFTHJtV1NXelU/edit

Oh, and if you get a null value error or something during the scene, that's likely from your character not having a looseness value for their ass.


Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-17-12, 09:38 pm in Filter error in slime scenes

 

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I was trying out Bodshi's slime scenes and I noticed that they weren't triggering when they should have. I tracked it down to a small error with the filters.

<blockquote><code> filter target="bottom" type="has" name="skin/type/slime" </code></blockquote>
Should be...

<blockquote><code> filter target="bottom" type="has" name="skin/type" value="slime"</code></blockquote>

I found this in mutliple scenes, but it should still be an easy fix.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-20-12, 12:07 am in Making towns feel more alive (revision 2)

 

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The one thing I'd really like to see more of in Noxico is more activity in town. The most NPCs do right now of course is move around a bit, and give you someone to talk to. I've come up with a couple of ideas that I hope, even given the NPCs' limitations, will make them and the towns more interesting. (Be warned, this is gonna be looooooong)

<ul>
<li>Jobs & Schedules - The rough idea behind this system is that some or even most of the NPCs in town would have jobs, and those NPCs would then have a basic schedule that consisted of sleeping at night, getting ready for work in the morning, going to work during the day, coming home or go out and do whatever they like in the evening, and then going to sleep again.

I know you already have some groundwork NPCs going to sleep at night, but what I was thinking of was something a bit more generic. Basically, each NPC would run a state machine where its current state is determined by its schedule, and those different states would both affect their behaviours and be accessible to the scene system.

For example, an NPC starts their day in the sleep state. Behaviour wise, they simply don't move, and their "current activity" token is set to "sleeping". The state machine system then checks their schedule (again, stored in their token tree) to determine what their next state is and when they should change to it. Lets say that their next state is "Eat breakfast" and that they're set to change to it at 06:30.

So when 06:30 rolls around, the state system changes their current activity from "sleeping" to "eating breakfast" and this causes them to move to the part of their house designated at the dinning room and stay there until their next state change. The same thing happens when they need to go to work and when they're ready to come home again, and then the cycle repeats day after day.

The scene system comes in to play when the player tries to interact with the NPC, and their reactions to certain prompts change depending on their current state (i.e. by adding scene filters for specific activities).

I don't really know how complicated something like this would be for you to implement, but I think it could make for some really interesting gameplay and that in the end it would be worth the effort.</li>

<li>Businesses - I know this was probably going to be a part of Noxico at some point or another, even if it was just so the player could buy things, but by integrating this with the job system, you also give NPCs someplace to be during the day.</li>

<li>NPC personality traits, history, sexual pref. etc. - This one would be pretty trivial code wise as you'd only have to add a some randomized tokens to the NPC's token tree and make sure none of them conflicted. The amount of additional written content needed to make this worth doing, however, that might be a bit more difficult. All the same, it would definitely make the NPCs feel more individual and once again make towns feel more alive.</li>
</ul>
That's all I've got right now. I don't really know what you already had planned for all of this, but let me know if you think these are workable or if you already have something better.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-22-12, 04:29 am in PillowShout's Prose and Code Depositorium

 

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Okay, next part is done. This one is mostly prose with just a bit of code, and I think I'm starting to get closer to the point where I might have a *gasp* prose only upload for once.

Anyway, this one continues on with the player-loses-to-imp rapes and adds pretty much everything for the oral rape scenes. I'm actually pretty happy with these and how much I was able to get done this time around, so hopefully that means I'll be producing more interesting content and in larger quantities as I keep getting better at this.

Link here: https://docs.google.com/file/d/0B_IgNCoukjzDZm04ZHQxZXNSRDg/edit

Oh and Kawa, I wanted to ask you about how you intend to have pregnancy work. The last player-gets-raped scene I've got to do is the vaginal one, and I was hoping to get at least an idea of how pregnancy starts (i.e. how is the chance determined) and, once the player is pregnant, what kind of information is available from the token tree (i.e. Could a 'father' recognize the carrier of their child).

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