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Posted on 12-22-12, 08:45 pm in PillowShout's Prose and Code Depositorium

 

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Okay then. I guess for now I'll just ignore it and come back to the scene later to make the necessary changes once everything's been implemented.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 12-23-12, 01:48 am in PillowShout's Prose and Code Depositorium

 

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Alright, cool. I should be able to design something around that. Most of it'll probably end up commented out until we're ready to use it, but still, it's nice to know what I can do.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-02-13, 10:04 pm in PillowShout's Prose and Code Depositorium (revision 2)

 

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Alright, next bit's finally done (Damn holidays distracting me!). With this finished, this marks the completion of the imp specific scenes, and now I can finally move on to something else.

https://docs.google.com/file/d/0B_IgNCoukjzDZVBYcDFXVnpSMm8/edit

In addition to getting the vaginal rape done, this update also modifies the other imp scenes and masturbation scenes to work with the new taur/quadruped tokens. Hopefully we won't see any bugs out of that (yeah right :awsum: ).

Also, I moved what were going to be imp specific player win rapes into the new 'genericRapes' file. This way I can save myself a bit of work, and any scenes written in here can be used by members of any other bodytype.

While I still plan on doing race specific player loss rapes, this way the player can rape anybody they so desire without me having to write specific scenes for each of them.


Anyway, for my next bit of work, I was planning on doing some of the generic rapes, but I also wanted to do the goblin and canine player loss rapes as well. This means I'll probably be jumping back and forth between things for a while, so my footprint in the project won't be as small as it was. However since I'm currently the only active writter, I don't think it'll matter much anyway.


Oh, and one more thing. If you have any specific scenes you wanted to see done, now would be a good time to let me know.



Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-03-13, 11:22 pm in New introduction system (revision 1)

 

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This isn't strictly a suggestion but more of a precursor to a discussion. I was considering some different ways of doing the first time introduction rather than just using lookAt on the player, but I ran in to a problem when I realized that I didn't really know anything about the context of the game's beginning.

I was wondering then if you could answer some questions:
<ol>
<li>Who or what is the player? I know that Melfina is the big bad and I would assume the final boss of sorts, but why did the player decide to take take on the task of defeating her? What is motivating them?
</li>
<li>Where is the player starting? Is it their home town or the location of an event that's significant to the start of the story?
</li>
<li>Does the player have an assumed age (beyond just the age of majority), or does it not matter?
</li>
<li>Is the player's personal history known to them or is this an amnesiatic start?
</li></ol>
I was hoping to put together some prose for this stuff and get it in before the next release, so the more information you can provide the better.

P.S. I seem to have accidentally left the Designers group in the forum... sorry about that ^^; . (I really need to stop clicking unmarked buttons before the tooltip shows up)

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-04-13, 07:58 pm in New introduction system (revision 5)

 

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Alright, so this is what I came up with (incoming Wall of Text):

The player starts the game in a dream, and in this dream they meet with someone claiming to be an agent of one of the gods. This agent tells the player that Melfina has finally begun rallying her forces for the second great invasion, and that if there is to be any hope for victory, then the player must join their cause. The agent then tells the player that they can do so by meeting up with the group of crusaders that will come through the town the next day.

Throughout the conversation, the player is free to act how they please and can react to this with anything from grave seriousness to flippancy and sarcasm. There would also be options for the player to learn more about the basics of the world such as who Melfina is and some of Nox's more fundamental history. They could also completely ignore all of this and choose to wake up immediately if they so please, just so that experienced players have a quicker way to start.

After they wake up, the player is free to wander around town and talk to people and find things to do. Around noon, a group of crusaders show up in town and start going around talking to people and looking for recruits. At this point the player can either join up with them, or ignore them and do their own thing. After a couple hours pass, the crusaders continue on their way, with or without the player.
<ul>
<li>If the player chooses to go with them, they make it about halfway to their next destination before they're attacked by a demon raiding party. The demons devastate the group, and depending on what the player chooses to do, they either die in the fighting, run away and escape, or are captured by the demons and brought back to their camp as a sex slave (happens if they get raped at the end of a fight). If the last possibility occurs, one of the player's fellow crusaders helps them to escape and will either end up sacrificing themselves to help the player or escaping with them.

Once the player escapes, they then continue on to the next town, and once there, they discover that their home town was attacked not long after they left. At this point, they're basically free to do what they like, but they're then given a mission to discover what happened to their parents, and save them if they're still alive.</li>

<li>If the player choose to stay instead, they can spend the rest of the day doing whatever they like. The next day however, their town is attacked by the demon hordes, and once again the player can either be killed, run away or be captured. If they run away, then they run after the crusaders only to find that they've been already been attacked. After taking what they need from the battlefield remains, they then continue on to the next town, where they're then free to do as they like and are given the mission to rescue their parents.

However, if the player captured this time, they can choose to free their parents (if the parents survived the fight), who may either escape with the player or be killed during the attempt, or they can try to escape on their own. If they choose the later option, they do the same thing as if they had escaped during the attack. If the player does manage to escape with their parents, they then take them to the nearest town and at which point are free to do as they like, but this time there's no mission to rescue your parents.
</ul>
I was also thinking that with the “Rescue your parents” mission, the longer you wait to do it, the more likely it is that you find that both your parents are dead. That way, it kind of forces players to try it when they might not be entirely ready and makes it more of a challenge.

Anyway, this got stupidly long, but provided you were able to get though it all, let me know what you think and if there are any areas they you have issues with.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-04-13, 08:09 pm in PillowShout's Prose and Code Depositorium (revision 1)

 

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Alright, I guess I'll add the felinoids to my pile then. Unfortunately, there're not much point in doing the pony ones until there's ponies to be raped by (Hint, hint. :big: ).

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-04-13, 09:10 pm in New introduction system (revision 1)

 

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Alright then. I guess what I can do is write the dream sequence to be open ended so that we can add whatever we want afterwards. I still think that the player needs a more direct motivation than just the dream, but I guess we can try to come up with something that's less scripted. Maybe a gameplay mechanic of some sort.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-05-13, 05:23 pm in PillowShout's Prose and Code Depositorium

 

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Ha! Well, I guess I just have to write some pony then!

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-07-13, 12:06 am in Way to make more than one dialog choice point to a scene (revision 2)

 

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I've run into a bit of a problem while trying to get the intro set up. I have a few places where I would like to have different dialog choices lead to the same scene, but due to the fact that each scene can only have one name-list pair, the only way I've been able to do this is to create dupicate scenes with different id/name/list values. I was wondering if there is already a way to do this that I had just missed, or if it would be possible to create one.

If there isn't already, then what I was thinking was maybe an alias tag of some sort that contains a different name-list pair and registers them to the scene id. Not sure how feasable this would be, but it'd be nice to have something like it and it would make these xml files a lot shorter.

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

 

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Yeah, that would work too. Probably easier to implement as well! Let me know when you get around to hooking it up.

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

 

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Ha! Good timing on my part then. :awsum:

Thanks for hooking this up.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-10-13, 07:06 pm in PillowShout's Prose and Code Depositorium

 

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This is the rough and fairly WIP draft of the intro. I wanted to give you a bit of time to get it set up and look it over to see if I was going in the right direction before I worked on it more.

Anyway, the whole thing just a single coversation right now, so it shouldn't be too difficult to get it plugged in. The starting node is "(new game start)", and it might need a bit of special treatment in that the second participant is imaginary and therefore not part of the game world. There isn't actually anything that relies on there being a second, so if you just want to make them null or generic, then that's fine.

https://docs.google.com/file/d/0B_IgNCoukjzDMWhDQUNZc2NGNVE/edit

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-10-13, 07:56 pm in PillowShout's Prose and Code Depositorium

 

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Just let me know what you finally decide on and I'll change the script to match if needed.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-10-13, 08:58 pm in PillowShout's Prose and Code Depositorium (revision 1)

 

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Alright, let me make sure I've got this. You want the dream to start in this battlefield place, then transition to the forest? I'm not at all familiar with homestuck, so if you're relying on any sort of mechanics that are part of that world, then you'll have to descibe them in detail because I've never seen or heard of them before.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-10-13, 09:19 pm in PillowShout's Prose and Code Depositorium (revision 1)

 

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So how do dreams themselves start? Does they always have to begin in - for lack of a better title - checkboard land? What does the player see before the dream?

I guess what I really need to know is, how exactly does dreaming work in Noxico? (Don't be afraid to describe it like you would to a child, because I'm seriously getting confused @_@ )

EDIT: Another thing I had started thinking about was why do the background images even need to be related to what's being described? There are a couple of problems with that requirement, namely that you would need a different image for every new location visited in any dreamscape, and that there aren't any particularly good ways to handle multiple location changes within the same scene.

It would be simpler and much less restrictive if the background images were unrelated to the events in the dream and were instead chosen at random.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-11-13, 05:44 pm in PillowShout's Prose and Code Depositorium (revision 2)

 

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Ok, so it was actually similar to what I was thinking. I just wasn't sure if there were any special aesthetic requirements you had in mind for the dreams.

EDIT: I just tried out the dream sequence with the music and the background, and it actually all works pretty well together. I especially like the music. It's a nice choice. :) (Although I've noticed that it doesn't seem to loop)

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-14-13, 09:48 pm in The nightmare never ends... [resolved] (revision 2)

 

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I found a bug involving the intro dream. It seems that SceneSystem.Dreaming isn't being reset to false after the intro dream ends, and as such, every conversation after that plays out as a dream.

This only happens if you start a conversation during the same play session you start a new character in, so you'll need to start a new character and then talk to someone if you want to replicate it.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-15-13, 04:41 pm in The nightmare never ends... [resolved]

 

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I figured it would be an easy fix. Didn't think it would be that easy though! :LOL:

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-15-13, 04:57 pm in Noxico Dev sub-forum (revision 1)

 

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I was wondering if you'd be willing to create a sub-forum for the purpose of discussions related to Noxico's development. My thoughts for this place were to give us a place to either discuss the direction and content of Noxico (rather than just use the suggestion box) and to give us someplace to keep each other up to date on our current projects.

Additionally, we could also use this as a place to provide and keep track of information regarding the content we intend to have ready for each release version, as well as the progress of said content.

Let me know what you think. :)



Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-15-13, 06:28 pm in Checklist for release 0.1.2 (revision 13)

 

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This thread is here to keep track of progress on major additions intended for the 0.1.2 release version.

Writing:
<ul>
<li>Intro scene: 100% done</li>
<li>Masturbation scenes: 100% done (for now)</li>
<li>Generic use player win rape scenes: 30% done</li>
<li>Imp victory rapes: 100% done</li>
<li>Goblin victory rapes: 10% done</li>
<li>Canid victory rapes: 10% done</li>
<li>Felid victory rapes: 10% done</li>
<li>Pony consensual sex: 0% done</li>
<li>Changling victory rapes: 10% done</li>
</ul>
Recent changes:
Feb. 1: Finished generic cunnilingus scenes for 0.1.15

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