Pages: 1 2 3 4 5 6
Posted on 01-15-13, 07:31 pm in Checklist for release 0.1.2

 

Posts: 41/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Ok. The only player-rapes-the-loser scenes I'm going to have for now are the generic ones. The "pony rape scenes", are the ones done by NPCs to the player when the player loses a fight with them. I assume that those are intended to happen?



Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-15-13, 07:50 pm in Checklist for release 0.1.2 (revision 1)

 

Posts: 42/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Ah, alright then. I think I need to start running this stuff by you more so I don't end up doing this again.

I am curious though: What should the ponies do when you try to steal from them or something that would otherwise make them hostile?

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-15-13, 08:16 pm in Checklist for release 0.1.2 (revision 1)

 

Posts: 43/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
What I'll try to do then is to make the changeling rapes adaptable enough that they should work for ponies as well. That way it won't look too weird if the player happens across any rape-happy ponies (Like ones that have spent too much time in Nox).

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-17-13, 10:06 pm in PillowShout's Prose and Code Depositorium

 

Posts: 44/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Final version of the intro scenes. Finished the existing topics and added a few new ones, namely who the person you're talking to is, and how Melfina got into Nox.


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


As usual, let me know what you think.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-18-13, 07:45 pm in PillowShout's Prose and Code Depositorium

 

Posts: 45/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Heh, thanks. I like to add little stuff like that in to keep things interesting. :)

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-21-13, 03:36 pm in Scene tokens in list elements

 

Posts: 46/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Pretty minor suggestion, but I was wondering if you'd be able to add scene tokens to list and listas elements so that these tokens work in dialog choices.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-21-13, 09:32 pm in Scene tokens in list elements

 

Posts: 47/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Yeah, that's what I meant. I actually found a pretty simple solution that seems to work.

Just replace the following lines in SceneSystem.ExtractActions ...

ret.Add(s.GetAttribute("name") + '!' + ret.Count.ToString(), action.GetAttribute("listas"));

ret.Add(s.GetAttribute("name"), s.GetAttribute("list"));


... with these.

ret.Add(s.GetAttribute("name") + '!' + ret.Count.ToString(), ApplyTokens(action.GetAttribute("listas")));

ret.Add(s.GetAttribute("name"), ApplyTokens(s.GetAttribute("list")));


I didn't test it that much, so I'm not sure if this is that robust of a solution, but it seems to work pretty well for the most part.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-23-13, 07:50 pm in Scene tokens in list elements

 

Posts: 48/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Nice, it all seems to be working pretty well. This should make writing dialog choices much easier. :)

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-25-13, 10:24 pm in Checklist for release 0.1.2 (revision 1)

 

Posts: 49/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Yeah, I tried out the vendor thing, and I'm happy that it means we're one step closer being able to buy equipment. One complaint I have is that it'd be nice if equipped items were filtered out, seeing as you can't buy/sell those anyway.

The armour and attacks thing is pretty cool, and definitely adds a bit of strategy to combat. I guess now I have a reason to look what my opponents gear, rather than just their "equipment". :awsum:

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-26-13, 07:03 pm in Checklist for release 0.1.2

 

Posts: 50/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
I figured that you might have, but I just thought I'd bring it up on the off chance that you didn't.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-26-13, 08:52 pm in PillowShout's Prose and Code Depositorium (revision 1)

 

Posts: 51/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Okay, here's the next set of stuff.

https://docs.google.com/file/d/0B_IgNCoukjzDdVFvVDZNVnRua0U/edit

This one's something of a grab bag, and I ended up changing a lot of stuff in some of the older files.

Change list:
<ul><li>Edited and reformatted Bodshi's and TDM's scenes. Mostly adding spaces between paragraphs and renaming/re-organizing some scenes.</li>
<li>Added first part of the generic cunnilingus scene. Didn't get as much done as I'd like to have, but I was feeling a bit unmotivated this week. Should be better next week though.</li>
<li>Added goblin and canine rape prompts.</li>
<li>Removed some old debug code from masturbation_sceneSex that snuck through in a previous update.</li>
<li>Renamed imp leave-alone scene to make it more distinct.</li>
<li>Updated the headers in the older files.</li>
</ul>

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-27-13, 07:22 pm in PillowShout's Prose and Code Depositorium

 

Posts: 52/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
While that does make the system seem more robust, it's altogether unnecessary as once I've written a specific scene to replace the generic version, I can just change the scene name linked to by the action tag in the rape start scene.

As a matter of preference, I like to keep things as unambiguous as possible, and by using this fall-through method, the scenes linked to by the rape start scene are no longer strictly defined. This in turn can make debugging more irritating, and it's something I'd like to avoid if at all possible.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 01-31-13, 08:57 pm in How should the player's carnality change? (revision 2)

 

Posts: 53/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
While I was writing the next bunch of scenes, some of which have carnality requirements, I started wondering: how exactly should the player's carnality change?

As I understand it, the carnality stat represents the character's level of inhibition, or specifically, how uninhibited they are, but then how does a character become more or less uninhibited?

I know I added a stat change for the imp scenes that increases carnality when the imp's semen is taken in by the character, (which would also happen for demons and presumably slimes), which means that consumption or use of tainted things already increases carnality, but I was wondering if things that the player does could also increase their carnality.

For instance, would it work for the player to gain a point in carnality every time they raped someone? I know that the stat might build up fairly quickly, but since rape is a rather cruel thing to do, I think that it would make sense for the player's actions to be reflected in their stats.

Now, as for reduction of carnality, I had a couple of ideas. One is that the stat gradually reduces over time - say, one point for every 500 steps - unless the player does something that increases their carnality, at which point the counter resets. The other idea is that the player either performs some action or uses some item that reduces their carnality.

Obviously, these ideas aren't mutually exclusive and could work together, but the issue here is which of them or which combination or them would be the most interesting to play? I can't really decide either way, so we might just have to prototype them and see how they do.

One way or the other, I would like to get someone else's input on all of this, so let me know what you think.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 02-02-13, 07:09 pm in PillowShout's Prose and Code Depositorium

 

Posts: 54/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Not too much this week, just finished the generic rape cunnilingus scenes. (or at least as much of them as will be going into 0.1.15)

https://docs.google.com/file/d/0B_IgNCoukjzDdVhKYWg2VEZILU0/edit



I also had some ideas for the goblins that I wanted to run by you first before a got too far into them. Most of this is lore stuff, but there are also some things that affect gameplay.

*** Incoming wall of text ***


Goblins

As far as I understand, goblins in Nox are supposed to be technical wizards of some sort, as well as dimensional refugees and so highly tainted that they're aroused nearly all the time.

I wanted to go a bit further than that and try to add a bit of diversity to them. I thought that rather than have their civilization destroyed by some outside force, that it was actually the result of an anarchic breakdown caused by the creation of a highly addictive drug that also massively enhances the libido of the user. (+1 for long sentences?)
The drug also has the effect of feminizing the user, which explains why there are no male goblins. (And yes the player can find and use this drug)

I figured that this would tie together most of what we know about goblins already, but it would give them a more interesting history than, "Bad stuff happened. All the goblins in Nox are now, and they're really horny."

So then, how does this affect things in Nox today? While the original components for the drug were lost when the goblins fled their realm, they've found a reasonable substitute in the tainted sexual fluids of the creatures that inhabit Nox. So - and I'm sure that you can see where this is going - in order to create more of the drug, goblins have to first find someone to extract the base materials from, and then afterwards they distill them into the drug.

Gameplay wise, I thought that in the wild you would encounter either one of three types of goblins: the 'normal' every day ones out looking to get laid; desperate, hardcore addicts; and the dealers/manufacturers that collect the material. Each of them would have different types of scenes and would spawn with different types of loot and stats, so really, this is mostly just a way to make enemies more varied.



So, while most of this stuff doesn't affect the anything I'm not already working on in the game, for some of this to work I would need to make some changes to the goblin bodyplan, and I just wanted to ask if you're okay with that?



Also, god damn it Kawa:


Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 02-02-13, 08:55 pm in PillowShout's Prose and Code Depositorium

 

Posts: 55/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
That's okay. I'm happy leaving it there as a monument to your wankery. ;)

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 02-03-13, 10:59 pm in PillowShout's Prose and Code Depositorium

 

Posts: 56/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Okay, new code time!

I wrote most of this to accommodate my ambitions for the goblins, but there's also a bit there to deal with something that's been bugging me for while.

https://docs.google.com/file/d/0B_IgNCoukjzDOHI0Wnd5UTdaQ3M/edit

There are two big things I added this time. The first is the 'select' token and its evaluation function. (check the readme to see what it does.) The second is a utility function that checks through bodyplans and makes sure they have all of the necessary pieces. Hopefully with the latter, we won't have to worry about getting missing body part errors anymore.

In addition to modifying the goblin bodyplan, I also cleaned up several bodyplans and added missing parts to them.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 02-05-13, 05:50 pm in PillowShout's Prose and Code Depositorium

 

Posts: 57/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Very nice. I had wanted to do the same thing, but I was just too damn lazy. :LOL:

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 02-06-13, 06:38 pm in PillowShout's Prose and Code Depositorium (revision 2)

 

Posts: 58/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
OK, this update finishes off what I wanted to get done for the select tokens.

https://docs.google.com/file/d/0B_IgNCoukjzDc0ljLTQ3WTVDc1E/edit

This one adds recursive traversal of the token tree for 'select' tokens and two new types of keyword tokens, 'addto' and 'overwrite'. To see what these do, check the readme file.


One of the great thing about these new keyword tokens is that you can create certain class types for each bodyplan that can modify virtually any token within the plan to fit the class. This means that you could have random chances of encountering characters of one bodytype, but who may have something like different numbers of breasts, or people who've never been buttfucked and have both the virgin token and looseness: 0 versus those that have been, and don't have the virgin token and have some random looseness.

Yay for more variety!

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 02-13-13, 07:35 pm in Loot Tables (revision 3)

 

Posts: 59/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
So I had an idea. What if rather than using hardcoded loot sets to fill things like chests and arm wild NPCs, we used a loot table to populate their inventories? I know this is already done to some extent with the costumes, so I'm sure it's something you've at least considered, but I wanted to come up with a system that we could use to cover all items and objects in the game rather than just clothing on characters.


Here's a small mock-up of what I was thinking:

<lootset target="container" type="chest">
   <oneof> whip, knife, dagger </oneof>
   <someof min="2" max="5"> bagel, apple, bread_loaf, bacon, sweetroll, croissant </someof>
   <allof> water_flask, water_flask </allof>
</lootset>

Alternatively this could also be done with tokenization like the costumes are, so I guess it's just a matter of preference or ease.

Another advantage of using a system that's a little more generic is that we could create separate loot sets for wild and town based NPCs that are indifferent to body type.


<lootset target="NPC" type="town">
   <oneof> club, pitchfork, shovel </oneof>
</lootset>

<lootset target="NPC" type="wild">
   <oneof> dagger, short_sword, whip </oneof>
</lootset>


One last way that loot tables can really add some interesting diversity is through the use of filters. For instance, you could filter based on the possession of certain flag tokens, or just by gender, race or culture. Alternatively, you could also filter by region:


<lootset target="container" type="wardrobe">
   <filter type="location" name="biome" value="Tundra" />
   <someof min="1" max="3"> parka, wool_scarf, wool_mittens </someof>
</lootset>

<lootset target="container" type="wardrobe">
   <filter type="location" name="biome" value="Desert" />
   <someof min="1" max="3"> silk_scarf, cotton_blouse, sandals </someof>
</lootset>

Anyway, these are just some ideas. I'm sure you could come up with some better syntax, but I wanted to give you some idea of what we could do with a system like this. Let me know what you think!


Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 03-01-13, 11:21 pm in PillowShout's Prose and Code Depositorium

 

Posts: 60/105
Since: 12-06-12

Last post: 4051 days
Last view: 4033 days
Whoo! I'm back!

Well, sort of.

Sorry about the hiatus, but there was some crap I had to deal with over the past month and I wasn't feeling up to writing because of it. Unfortunately, said crap is still not entirely dealt with, so I won't be doing too much from now until whenever it's resolved. That said, even if I didn't feel like writing, I did manage to get some coding done, and now I present the fruits of my labor.

https://docs.google.com/file/d/0B_IgNCoukjzDQmhidDFOU3dkVmc/edit


After I noticed you doing a fuckton of refactoring, I decided that I'd like to do the same thing to the descriptions. I hope that as a result, using the description functions should be much more universal.

The biggest and most immediate change is that most of the descriptions for each token type have been moved into their own file (bodyparts.xml) rather than being hardcoded inside a function. This will hopefully create a more universal set of descriptions, and it means that even the LookAt functions can use them.

Next is the condensing or replacement of the old description functions. These have mostly (with the exception of the random euphemism functions) been modified to use the universal descriptions, and all of them have been changed to only return either the adjective describing a body part or the name of a body part, but never both. I'm hoping that this more atomic approach will allow for greater flexibility and make these functions useful even outside of dialogue.

Lastly, I've changed the names of several token replacement tags in dialogue to better use the new functions and to better adhere to the new atomic approach. The scene files I've included have all been updated to use these tags.


I'm sure there's probably some ways to improve what I've got here, so don't hesitate to make any changes if you think it'll make for a cleaner design.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Pages: 1 2 3 4 5 6
Main » PillowShout » List of posts