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Main » Arrested Development » Checklist for release 0.1.2
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Posted on 01-15-13, 06:28 pm (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>
Posted on 01-15-13, 07:12 pm (revision 6)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I'm gonna have to mention here that the ponies are not hostile, and as such cannot be raped, Any creature that can appear non-hostile should have regular non-rapy consensual sex scenes.

• vendors (almost there, need more items and lootsets)
• way to get a home base so player's children have a place to appear in (reprioritized to low, see below)
villager scheduler
spitshine the travel UI (needs adjustment to larger UI)
• debug DoomRL-style timing

I don't just program Noxico...
Posted on 01-15-13, 07:31 pm

 

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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, 07:39 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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As I just snuck into your gdoc:
Ponies are never hostile. They only appear in villages and can thus not be raped, nor can they rape you. The player, as a pony, can rape hostiles.
Changelings can be considered "dark ponies". They appear in villages as well as in the wild, but rarely. Only those in the wild are marked as hostile and can thus rape and be raped. They can share most scenes with ponies, the only difference being their disposition (more Renegade than Paragon), hole-filled legs, and insect wings.

So no, those are not intended to happen, but the changelings let you keep your 10%. You're welcome.

I don't just program Noxico...
Posted on 01-15-13, 07:50 pm (revision 1)

 

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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, 08:01 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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...either share the changeling scenes in much the same way they share good sex, or not rape.

In fact, I'm thinking of making that a cultural flag. So if a hostile is horny enough, it checks their culture to see if they'd be willing to victory rape at all, and if they're willing to be unfaithful.

That last bit is not a joke btw there already is a "monogamous" setting in the culture data.

I don't just program Noxico...
Posted on 01-15-13, 08:16 pm (revision 1)

 

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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 01-25-13, 04:10 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Instead of doing the villager scheduler, I added a skin vs weapon defense multiplier thingy.

I also cracked compression for the MIX system, reducing the size of Noxico.mix from 388.238 to 142.935 bytes by GZipping all the .xml and .txt files contained therein.

Also there is initial support for vendors. Did I mention that yet?

I don't just program Noxico...
Posted on 01-25-13, 10:24 pm (revision 1)

 

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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, 08:45 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I considered filtering equipped stuff, actually.

I don't just program Noxico...
Posted on 01-26-13, 07:03 pm

 

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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, 07:45 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I was like, "if I filter them out in vendor mode but not container mode, it'll be inconsistent, even though the two screens are literally the same code with a few mode checks in. Also, if I filter them out, it'll be inconsistent with the inventory screen."

So I just shrugged and decided I'd tackle the alternative when I add error feedback.

I don't just program Noxico...
Posted on 02-06-13, 02:55 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Speaking of vendor mode, I added actual vendors.

Basically, for each town being generated, there's a 50% chance of a non-outskirts board to have a vendor. Once one is placed, the chance lowers for the next board. Vendors have a "role/vendor" token added, plus a random amount of money (at least 1000 Z) and a random truckload of items that have a price.

I already have an idea on how to do vendors with specific kinds of items, but for now they'll just sell random gargbage.

Fun thing to try: have a vendor within talkin range, and empty their closet. Immediately talk to the vendor and sell them as much of their own shit as you can. You will have most if not all of their money and not be attacked, since you're no longer carrying stuff with their name attached. I should make inventory management take a turn.

I don't just program Noxico...
Posted on 02-21-13, 06:16 pm (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Added the ability to read books and raise stats with them, and to use an XInput gamepad.

I don't just program Noxico...
Posted on 03-26-13, 06:34 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Travel system, timing, UI, scheduler, stability... I think this is worth a bump to 0.1.2. The only reason not to is Pillowshout's checklist.

I don't just program Noxico...
Posted on 03-26-13, 08:12 pm

 

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Honestly, I'm not sure how long it'll be before I manage to get my shit together. If you want to bump up to the next version and publish a release, then go right ahead. Otherwise you might be waiting for a while. :(

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 03-26-13, 08:55 pm (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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It's sad to hear that.

In better news, we now have biome-specific random clutter. Trees and rocks and cacti oh my.

Edit: oh and the pony content let me know that your scheduler and my expectations didn't work together well. Now they do. Expected characters had no schedules.

I don't just program Noxico...
Posted on 03-26-13, 09:30 pm (revision 2)

 

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Yeah, I just caught that bug recently when I was playing around with the new timer system.

Speaking of which, after you made the switch to the DoomRL style timer, the game really started chugging for me, where each turn was taking about half a second to complete. I noticed that the game seemed to be redrawing the screen several times per turn, and I'm thinking that might have something to do with it.

Lead writer on Noxico (and sometimes programmer or designer) <br>
Posted on 03-27-13, 08:42 am
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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It's not redrawing the entire screen, only the parts that changed. Personally I prefer it this way as fast opponents no longer teleport -- you can see them actually move now. Still... half a second? That's just not right. It should be more like this.

Now admittedly, I added a thing to count how many times Board.Redraw() was called between every Player.EndTurn() and put it in stdout -- four or six at the start, then zero. Started a new game... and then I noticed that it was flushing and reloading neighbor maps every turn. As if the neighbors didn't update and thus were slated for unloading and actually got there. Load and flush are also written to stdout, after all. Knowing for certain that it wasn't redrawing the entire screen, I removed that counter thingy again. That was the only change since yesterday. But the strangest thing of all is that it stopped flushing neighbor maps.


I don't just program Noxico...
Posted on 03-27-13, 09:16 pm (revision 2)

 

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Yeah, having had a look at some of the top level code, I gotta say that it's kind of a mess and could really do with some refactoring. There's a fair bit of spaghetti code going on and it's honestly hard to tell when or where these things are getting called. Also a good refactoring would definitely help with tracking down bugs like that last one.

Maybe you could also try to pull the screen updates out of the game updates. That way even when the frame rate drops a bit, the game will still play at the same speed. I know this would mean having to make the sceen update asynchronously - which would be a major pain in the ass - but it could help to make things run a bit smoother. Just something to consider if you're feeling ambitious.

Lead writer on Noxico (and sometimes programmer or designer) <br>
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Main » Arrested Development » Checklist for release 0.1.2