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Main » Director's Trailer » PillowShout's Prose and Code Depositorium
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Posted on 01-10-13, 08:58 pm (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, 08:59 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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It's not really The Battlefield, it's just based on it, in looks. And those are demonstrated in the two panels I linked to. When the dream switches, the two areas start blending together.

I don't just program Noxico...
Posted on 01-10-13, 09:19 pm (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, 04:17 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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When you go to sleep, there's a chance of a <tt>(dream)</tt> scene being engaged. The main difference between that and a regular scene is that dreams get the checkerboard background, and a different song starts playing until you wake up.

The checkerboard background being replaced by the forest during the intro was just an idea, and frankly there's too much text in the introduction to properly see it anyway.

I don't just program Noxico...
Posted on 01-11-13, 05:44 pm (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 01-11-13, 08:31 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Not too go off topic but there's a variable mix system in the works, so most if not all the MOD Archive stuff will be gone some time. Also rendering the loop issue moot.

I don't just program Noxico...
Posted on 01-17-13, 10:06 pm

 

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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, 06:42 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I like the detail with regards to how tall Melfina is compared to the player.

I don't just program Noxico...
Posted on 01-18-13, 07:45 pm

 

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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 01-26-13, 08:52 pm (revision 1)

 

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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, 04:56 pm (revision 1)
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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* Kawa whistles approvingly

Edit: I see you have the canine rape start link to a series of generic scenes. The fun thing is, they don't need "generic" in their name.
<tt><scene id="CanineRape" name="(rape start)"></tt> and <tt><scene id="GenericRape" name="(rape start)"></tt> are both invoked by name -- "(rape start)" -- and told apart by their respective filters, right?
So if they both have a <tt><action name="player win butt fuck"></tt>, and you have a <tt><scene id="CanineButtFuck" name="player win butt fuck" list="..."></tt> but also "FelineButtFuck" and "GenericButtFuck", all with the same name attribute... which would be chosen if you decide to fuck a canine in the ass?

I don't just program Noxico...
Posted on 01-27-13, 05:13 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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The following scenes are defined, in roughly this order:
<scene id="CanineWinRapeStart" name="(rape start)">
        <filter target="bottom" type="bodylev" name="canine" />
        <action name="player win pussy fuck" />
        <action name="player win butt fuck" />
</scene>
<scene id="CanineButtFuck" name="player win butt fuck" list="Fuck 'em in the butt">
        <filter target="bottom" type="bodylev" name="canine" />
        ...
</scene>

<scene id="FelineWinRapeStart" name="(rape start)">
        <filter target="bottom" type="bodylev" name="felinoid" />
        <action name="player win pussy fuck" />
        <action name="player win butt fuck" />
</scene>
<scene id="FelineButtFuck" name="player win butt fuck" list="Fuck 'em in the ass">
        <filter target="bottom" type="bodylev" name="felinoid" />
        ...
</scene>

<scene id="GenericWinRapeStart" name="(rape start)">
        <!-- no filter -->
        <action name="player win pussy fuck" />
        <action name="player win butt fuck" />
</scene>
<scene id="GenericButtFuck" name="player win butt fuck" list="Fuck 'em in the cornhole">
        <!-- no filter -->
        ...
</scene>

The player defeats a canine opponent and decides to rape them. The system is invoked with the request "(rape start)", which finds that "CanineWinRapeStart" is the first to match, filter-wise. If the opponent were feline, the canine bodylev check would've failed and the search continues until "FelineWinRapeStart" is found. The actions for "CanineWinRapeStart" are filtered, finding "CanineButtFuck" to match first. Therefore, "Fuck 'em in the butt" is displayed. A choice is made, and the system self-invokes "player win butt fuck". Again, a query is run on scenes with @name="player win butt fuck", and each option is filtered, ending up with "CanineButtFuck" as the first once more.

But what if we remove the scene with ID "CanineButtFuck"?

In that case, "CanineWinRapeStart" is still found. In the action gathering phase, "FelineButtFuck" fails, and we end with "GenericButtFuck". Therefore, the action list on screen has "Fuck 'em in the cornhole". Selecting that gives the generic buttfuck scene.

That way, unwritten specific content can fall through to written generic stuff until the specifics are added.

And that's why you might want to change your scene names.

I don't just program Noxico...
Posted on 01-27-13, 07:22 pm

 

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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 01-27-13, 08:05 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I see your point.

I don't just program Noxico...
Posted on 02-02-13, 07:09 pm

 

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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, 08:24 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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I am totally 0kay with all of the above, and your damnit moment will stop making sense the moment the server thinks it's tomorrow :)

I don't just program Noxico...
Posted on 02-02-13, 08:55 pm

 

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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

 

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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, 04:06 pm
<i>Prophet of Celestia</i><br>Baka on the streets, senpai in the sheets

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Just so you know, I rewrote your missing body parts method to return all missing tokens for a given plan in one exception, and call it from the game's constructor instead of Character.Generate. That way, I got a whooole lotta missing tokens down with only one restart per plan.

Pushed all that and the missing tokens.

I don't just program Noxico...
Posted on 02-05-13, 05:50 pm

 

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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>
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