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May 2025

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  • Aug. 11th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 09:54 pm

    well, i've continued to work on the renderer, though it's increasingly unreasonable to call it "hell game" development as such

    i guess the thing is, aftr working on the parser i thought a bit about just how much writing would be involved in hell game 2, and before i really commit to all of that i'd like to finish off at least a few other, smaller, things first. maybe the ff7 twine thing, or maybe the superhero strip-blackjack thing, or maybe just some of the many wip fanfics i have sitting around. but oof, the writing for hell game 2 would be such a big commitment.

    (though part of that would probably involve me figuring out a way to write parametric scenes that was less word-intensive. i have a bad habit of making my sex scenes in porn games just as long as my sex scenes in porn stories, when they're kind of different beasts. but regardless, probably gonna try some non-hell game 2 coding & writing)

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  • Aug. 4th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 03:41 am

    more rendering

    this is so tangentally related to hell game that i feel kind of weird putting it in the hell game' tag, but, w/e. rendering stuff continues, mostly but not entirely on stuff that's not really relevant to hell game proper. this is a general-purpose isometric 2d rendering engine at this point, which is fine, but i'm only really gonna have to use the more basic functionality of that for hell game itself. i've been thinking about what a 'the new hive' desert-scavenging game would look like with actual graphics & gameplay, but i'm not really seriously considering that either.

    mostly right now i don't really want to work on intensive+parametric porn game writing, so i'm working on other stuff. hence the rendering

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  • Jul. 27th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 11:11 pm

    rendering

    well, i did some stuff that's tangental to hell game 2

    if you've been following my tumblr you've probably already seen the deluge of images, but i've been working on rendering stuff. this is kinda broad 'rendering engine' stuff that's not specific to hell game 2 (i have at least two other projects that could use the same setup), but it is also something i'd use for hell game 2, so, that kinda counts

    currently the hell game 2 demo is using an older version of a canvas-based renderer. it's decent enough but it gets kinda laggy and slow on bigger maps. for hell game, i'm still planning on having the maps be nearly-entirely static, so a lot of fancy rendering tech isn't really needed, but i would at least like to have the ability to render considerably bigger maps, so that at least has been pretty-much solved with this current chunk of coding

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  • Jul. 20th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 04:35 pm

    hell game news: still nothing.

    uh to be clear the current situation is that i've been going through some medical stuff & that's kinda been taking a lot of my attention away from, you know, working on stuff. but w/e it'll be a while before things resolve, so i would like to get back on to, you know, working on things in the mean time. so hopefully i'll have some stuff to talk about in the next few weeks; who knows

    (oh yeah i also have been writing this thing but idk what if any the timeline is for that getting posted in a more polished iteration. it's definitely not hell game related.)

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  • Jul. 14th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 01:12 am

    no hell game stuff this week! i'm actually working on other stuff right now but i'm sure i will get tired of that sooner or later

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  • Jul. 6th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 05:56 pm

    aggressive enemies & event activation

    okay, so i did end up doing some stuff on hell game 2. the current thing is getting more involved event logic working, which in this case looks like adding a few more event builtins like "is active" or "is aggressive"

    'aggressive' in this case means that the event will auto-trigger if the pc moves adjacent to it. this is useful for being able to force encounters. conceptually my idea of 'hell game gameplay' is still very heroes of might and magic influenced, so i'm envisioning a lot of bits where there's some kind of treasure or event or a special location tucked away in a cubby, with an encounter or two in front of it. you gotta clear the encounter to get the reward, that kind of thing. also, it makes it easier for me to cram forced encounters into hallways, since now an 'aggressive' encounter in the middle of a 3-wide hallway is enough to force the encounter, whereas previously i would've had to add in 1-wide sections with no diagonals to force the encounter. so this working should help me actually lay out a starter map with a certain level of structure. (i've been considering if i want to have encounters move around, since that kinda opens up a whole extra realm of gameplay. currently they're static events, (again like heroes of might and magic,) but having some encounters move around or chase the player or w/e would be... something. maybe not something i want to do, but it might be worth coding up just to see.)

    the other builtin i added is 'active'. events that aren't active don't show up, don't activate when you hit them, and can be walked through. it's like they're not even there. this is useful for: having events that turn off and on based on variable state. currently, if you ever walk next to an aggressive event, you're locked in place forever, since after the event finishes it's still there and it's still aggressive. having common combat encounters be aggressive but also have them deactivate themselves when you beat them would set up a very simple progression mechanic. it would also let me write multiple different versions of events and have them activate the next in a sequence to have some kind of story progression. kind of important to have something like that!

    this isn't 100% done currently; i still need to fix some bugs and add in the other builtin ("invisible", for events that aren't rendered but still can trigger if you walk over them, for hidden triggers), but it's a step. like i've been saying, i never really got event stuff working to my satisfaction in hell game the first, so getting all that working to the point where i can just write up a quest chain that has you visit multiple places, having various npcs show up or move around based on the quest progress, and have it all 'just work' is kind of a big goal here. that's the point where the engine is finally developed enough to start seriously adding in content.



    anyway, i did all that since i shut down the patreon. i should post about this here, i guess, since the patreon post i made about it no longer exists.

    so, patreon has had this 'id verification' thing looming for a while now (like, a year? or more?) -- they said that they'd be adding some extra verification for people producing adult content, and then they were extremely vague on what that would actually be. eventually that turned into 'take a photo of your id and send it to us', and i put off doing that, because... i mean, i have absolutely no faith in patreon's long-term existence as a site that will allow porn, plus a bunch of my recent stuff is stuff i haven't really been able to talk about on patreon due to their prohibited content rules, plus my patreon has kinda been an ignored tip jar for a while. so i wasn't really eager to jump through a lot of hoops just so i could go on scrupulously never asking if the part where you can be a giant demon-dog in hell game counts as 'bestiality' under their rules, or w/e. (or never mentioning the ff7 thing that absolutely contains actual bestiality, or the superhero thing that contains maybe-bestiality and rape, etc, etc, etc.)

    anyway so i shut the patreon down! rip my founder's account with only 5% fees. we'll see if i ever want to get back into trying to get paid for making weird porn stuff in the future, but for now tbh it's kind of a weight off my shoulders.

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  • Jun. 29th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 10:05 pm

    this week: no work on hell game 2! it's not looking too great for next week, either! sometimes stuff just comes up.

    at this point there are a few fairly-important parser fixes i could write, or i could just try to focus on actually writing anything. or work on maps or w/e else. probably i will not really work on any of that, though.

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  • Jun. 22nd, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 04:15 pm

    i got absolutely nothing done on hell game this week b/c i was occupied with rl stuff!

    that's how it is sometimes i guess

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  • Jun. 15th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 09:49 pm

    i didn't work on hell game 2 a lot this week because i was occupied with other things!

    friday and earlier today i finally sat down just so i could say i did something, and i made it so random encounters all got unique ids + their generated vartables were all stored by id in a big game state/progress object. so now it's possible for encounters to 'remember that you have visited them' and 'actually have progression across multiple visits'. kind of important to have working!

    this is also roughly 75% of what save games would be-- just a big serialized data chunk of all the game state that can change. depending on how i do the map (random vs. not) there may or may not be stored map data in save files; that's the remaining stuff.

    that being said, there are still plenty of parser fixes i need to make, or extensions to allow for more complex scenes. that was something i never really figured out to my satisfaction in hell game (the first), so i'd really like to get that working for this. beyond that, the major engine thing left is stats and skills being generated from bodies.

    like i mentioned last week, i'm approaching needing to actually make content for this thing! probably just story stuff, maybe with a few sex scenes, leading towards bipeds.

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  • Jun. 8th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    • hell game
    posted @ 05:04 pm

    this week: mostly drew some sprites. & did further concepting. i did end up finally removing all the old static events and replacing them all (save the intro event) with events that are loaded from files.

    the main thing i've been doing is thinking about how to approach the entire game's plot and tone. i'm trying to figure out what i want the actual first few encounters to look like, which means satisfactorily answering the question of "so why is the pc down with having sex with all these demons anyway". the current plot setup is like, disaster on a space station that has been sucked into orbit around hell, so presumably a human pc would have more pressing issues than what exactly the demon dick is like. but that depends on what tone i want to strike with the writing, really. this is probably why so many porn games go with "uhhh ambient demon sex magic makes everybody want to fuck" as a plot hook. easy justification! i'm trying to take things a little more seriously, while still sticking with a tone that's, you know, intensely sexual.

    the thing i really have to keep in mind is that, for games especially, 'tone' is less achieved by any one specific thing and more by the interplay of a dozen unrelated things that all add up to a feel and a mood. having a dozen encounters would go a long way towards presenting a coherent tone to the game, even if all the encounters are radically different and unrelated to each other.

    now that i am actually using the parser for all the encounters, it'd probably be a good idea to write a few starter scenes, anyway. like, trying out a bunch of different scene intros + the biped version of various sex scenes, stuff like that. we'll see.




    a collection of small pixel art creatures

    here's some of the sprites i drew! some of these are just redone versions of hell game encounters, or hell game encounters that never got sprites. one of them is based off a breath of fire 3 sprite. it's a melange. actually filling up this chunk with 40 separate sprites is kind of what i was talking about wrt 'coherent tone'. whatever they end up being, they'd all be things that fit in this grid

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  • Jun. 1st, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 12:23 pm

    this week was mostly drawing assets and challenge code elaborations. i drew a bunch more tile sprites and a few more monster sprites. i also fixed up the code so that it's finally using multiple spritesheets. previously i only had a single spritesheet loaded that was every map sprite together: ui, tiles, encounter sprites, you name it, all in one spritesheet. this meant there was a hard limit of 256 sprites total. now that is no longer the case, which is good going forward

    the other thing i did was continue messing with how challenges work. the main problem the system has is just that it's... not very interesting? the various kinds of attacks you can do don't really do much different; it's not very engaging to play; that kind of thing. like i said a few weeks ago, i decided to put in support for dark souls style stamina & combo systems. i don't know if i'll keep it, but it does constrain the combat in a way that means you can't just spam combo as much. i still need to add in 'poise', which here would represent the ability of some attacks/states to fill up/deplete a status bar and cause attacks to be interrupted (because you got knocked down). again, not super sure i want to stick with this, but i'm just testing out the mechanics so far

    probably i'm gonna try to focus on the more 'gameplay'-y stuff for a bit -- enemy encounter types, random encounter placement & removal, different body parts unlocking different challenge moves, whatever leveling up skills will end up looking like, challenge ui -- before i go back to working on, you know, the porn. it is funny to think about how the first public demo of this thing will probably contain almost no porn. i was a little dissatisfied about how hell game ended up just being a collection of one-off sex scenes, okay! i didn't really have the narrative+gameplay framework in place to do anything else. so with this, i'm gonna try to work on that part first, which might mean that there's a perfectly-playable non-pornographic demo release first.

    i am also thinking about how i want to handle the sex scenes. one of my big issues with 'the new hive' is that sometimes it would just drop you into a nonrepeatable 5,000 word sex scene for a random encounter, which... did not help the gameplay flow. considering the huge modularity of 'hell game' sex scenes, too, writing something that long for all bodytypes would be a nightmare. so they'll probably be substantially shorter?

    as with all game writing, it's more of a question of how to allocate the word budget. let's say you have a flat 8,000-word budget for an entire encounter. you could write one 8k-word sex scene for bipeds and then nothing else. or i could split it up across all the major bodytypes (biped, centaur, naga, quadruped, snake) to have a ~1.6k-word sex scene for each. maybe i split them both in two to have both topping and bottoming options for each; that would drop them down to ~800 words each. maybe i'd skim a little off each of those to write a short scene top-only variant for when the pc is a floating dick. or matched with a bottom-only variant for when you're a floating head.

    this kinda stuff ultimately gets into, like, the calculation of where to put gamedev resources so that it makes the most content for the most people. that kinda stuff gets exhausting to micromanage, though, so i usually try not to care too much about how, say, probably not a lot of people are going to be playing giant snakes so do i really need to write all the scenes where a pc giant snake fucks a given encounter? whenever devs do polls for "should this content get added or not" people are usually like, yeah whatever, add everything, but in practice we all have limited resources, so it's more a question of how much development time will go into each given thing. i'm trying to keep scope in mind if i wanna keep working on this thing.

    for hell game 2, i really would like to have encounters that, you know, evolve and change as you revisit them. sometimes literally! instead of just being a single static scene with a bunch of variations. so probably each specific scene will be shorter.

    anyway all of that is a big complicated content-writing decision that i'm kinda putting off until other things are marginally more finished.



    oh yeah, also i figured i have been posting these devlogs here for long enough that i might as well actually link them on the patreon. i have some complicated feelings about the patreon, namely, i do not trust patreon as a company at all, and i'm not really super interested in plumbing the depths of precisely what they consider to be forbidden content. at some point they are going to pull the trigger on making me send them a photo of my id, even though they already have my tax information. it's just kind of an exhausting mess. a bunch of the stuff i've been working on historically (the ff7 fangame, the superhero strip-blackjack thing, etc) featured things that patreon would probably get mad at for me posting about. but who knows! there are porn games happily making money on patreon featuring rape and bestiality and they seem to be fine! but wow the second you have a hypno spiral, good luck. so i haven't really wanted to post anything there for a variety of reasons.

    anyway, working on 'hell game 2' now, check out all the prior devlog posts i guess.

    going forward i will probably continue to not post much/at all on patreon. tbh i've been seriously thinking of shutting the thing down, just because... idk, complicated feelings about "making gamedev my job", basically, since historically that has been a great way for me to get super stressed and miserable. and if people are giving me money for it then it's definitely at least a little bit "my job". anyway.

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  • May. 26th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 02:17 am

    hell game 2 devlog

    not a whole lot this week. just today i rigged up some 'random map generation' that runs events loaded from files, so i can finally start taking out all of the old hardcoded scenes and replacing them. that's neat. it still doesn't record encounter data values, which is something i want to do a little carefully b/c depending on how that goes it could make save games much easier or more difficult. beyond that, not a whole lot. i drew a few more sprites + portraits for encounters. i hacked in support for unary operators into the expression parser, not well.

    isometric sprite art/game screenshot of a BSP-tree dungeon, with random monsters inside rooms

    i guess the big thing is just "more concepting", which i have to constantly remind myself counts as work on this. having a good idea of what i want the full scope of the game to be + how specifically that's conveyed is actually pretty important. i just tend to lose track of it since it's much less concrete than "fixed buggy event code" or w/e.

    (sometimes i get a little envious of the other weird porn games who seem so simply happy to get stuff working in their games. meanwhile i am out here writing entire custom engines and rendering setups & constantly dissatisfied w/ what i'm working on. that's kind of on me to actually, like, appreciate & enjoy the progress i'm making.)

    anyway i had been a little worried about being too derivative of hellpoint with the setup, but then i remembered that the way to seem "original" is to rip off multiple things at once instead of just the one thing, so i mashed bits from something else into the story concept and now it's different. i have a rough outline for how the "game plot" will go, but the details are kinda what make the moment-to-moment game experience, so i still gotta hammer out a bunch of those.

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  • May. 18th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 04:07 pm

    hell game 2 devlog

    this week: mostly parser tweaks and fixes. there's basically one big parser change i'll have to do in the future, that i'm kind of putting off, but in the mean time there are a bunch of minor fixes that need to get done. like: nested if/else and switch statements. those just did not parse correctly. now they do!

    i also made the dialog npc name/portrait code actually work right, so now it's possible for npc dialog to have pictures. this means i will have to draw a bunch of portraits for the encounters. that's gonna be a challenge. i never got around to that with hell game, but this time i'm trying to be a little more aggressive w/ creating art assets.

    also i made it so event files failing to load correctly creates a giant red error message. it is important to know when things go wrong. this involved actually loading all the misc. event files i'd written, & making a few more. i guess that counts as "writing scenes for the game" even if in practice it's currently mostly descriptions and dialog.

    i also tweaked the challenge code a little so that it's actually, you know, doing anything. you can block attacks now. i'm debating how in-depth i want to make it, but i am considering adding in full dark souls style stamina and poise mechanics, just to have some example data to test all the bar code & state management stuff. i'm not planning for this to be the dark souls of porn games, or in fact to be 'difficult' as such at all, i just think it would be very funny to use that as some testing data.

    (i have been considering releasing a 'demo', just... at the current point in coding there's not really much there, in terms of 'playable content'. maybe in a few weeks i'll polish it up a little and make sure to remove some of the old glitchy code and then post a link to it or something. as you might have noticed i'm not very good at keeping people up-to-date with my development process, and i don't really want to get into the mess of 'releases' every x weeks right this moment, especially when i'm currently (re)building the engine. regardless, any releases for a while would be more for debugging code & testing ui, not for actualy providing a game experience that people could play.)

    also in my continual slow process of announcing that i am working on this thing, i posted a new news post on the hell game site. i have very little clue how many people are still playing that. i guess i'll find out.




    oh yeah and here are a few of the monster descriptions i've written, to give people a sense of what the content spread will be like. there will also definitely be some returning encounters from hell game, tweaked in various ways probably.

    ( monsters + monster dick descriptions )

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  • May. 11th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 10:01 pm

    oh yeah hell game stuff

    i did not do a whole lot of stuff this week. i dug into the guts of the body-creation code and ported over a bit more of the original game's body specification stuff, so now it can mostly-accurately specify some noun forms for the pc. stuff like minotaur, satyr, centaur, naga, etc. the more general cases ("you're a wolf-man" or w/e) aren't really handled yet.

    since i'm planning on having pc descriptions generated with a normal encounter file, that means i need the parser to support all the stuff that would need to happen there. which is a lot; the pc description would definitely be the most advanced encounter in the game, just for the sheer breadth of content. i might ease back off that a bit and just work on some more general parser improvements. arguably i could just write scenes now, but a lot of setting stuff is still in flux, so i don't wanna fully commit to writing a bunch of stuff i'd have to discard later.

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  • May. 4th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    NSFW
    Tags:
    • hell game
    posted @ 01:30 pm

    ( You're about to view content that the journal owner has advised should be viewed with discretion. )

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  • Apr. 27th, 2024
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    • hell game
    posted @ 01:58 pm

    hell game 2 devlogs

    lol resurrecting the 'hell game' tag, i guess. so, i've been working on hell game 2 for a bit! uh here are the three images i've been posting when i talk about it so far:

    i've also been writing weekly devlogs, more for my own use than anything else, but i figure if i want to keep working on this it would be nice to have some level of public-facing awareness + engagement, so, i guess i will post the weekly update posts here. there's no playable demo yet b/c i'm still very much working on engine code.


    ( saturday, 27 april 2024 )

    ( saturday, 20 april 2024 )

    ( saturday, 13 april 2024 )

    ( saturday, 6 april 2024 )

    ( saturday, 30 march 2024 )

    ( saturday, 23 march 2024 )

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  • Sep. 2nd, 2020
  • xax: purple-orange {11/3 knotwork star, pointed down ({11/3}sided)
    Tags:
    • hell game
    posted @ 07:11 pm

    hell game source

    also i don't really know if anybody's interested in looking at the code, or like, to what degree i'm interested in doing anything with it, but i posted all the hell game code online under BSD 2-clause. good luck getting it to build and run.

    ha ha posting that in haskell game development chats, etc

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  • Jan. 29th, 2018
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 06:04 pm

    okay and now to get back on the hell game saddle, because i've been both slacking and running up against a frustrating part (these two issues are related)

    so the goal at this point is to finish up the new body additions, and also try to get some updated/expanded events into the game, ideally the rest of the intro scene (the problem with that is i need some better event placement to ensure the other intro event is placed near to the starting position without looking super contrived. but if super contrived is all i can do at this point then i'll take it), and maybe some other misc stuff.

    so the big todo for the rest of the update:

    • add detail options to the new ui. they would be in the form of selections like 'body hair»' and then the option dialog would be 'hairless' 'hairy' etc.
    • add in a new 'detail' category for coloration, patterning, hairstyle, and other bodytype stuff
      • build: fat/muscular/lean
      • patterning: solid, spotted, striped; maybe a part of color? or setting a patterning would open up a new detail option?
      • color: ...
      • hairstyle???: ??? (not really sure how much detail i want to go into here, but 'short' and 'long' is definitely too simplistic)
      • facial hair???: ???
      • body hair???: hairless, hairy, ???

    • [LARGE] support
      • bodies
      • horns
      • better support for cocks & balls, with objective-size lines in addition to relative-size lines

    • new elements: [STELLAR] [GEM] [ICHOR]»infested
    • add cumtype support for some sex scenes
    • new animals: [BAT] [CHICKEN] [DRAGON]
    • add feather material support to all scenes
    • add body state for tongue-cocks and tail-cocks
    • misc. other description fixes (legged snakes, orb ichor body, better flame coat, additional pre-leaking lines for many/large balls, give a hornless unicorn a 'horse' specnoun, add armored external ball fragments, etc)

    • let events push nodes onto/replacing/overwriting pc body nodes
    • actually test the above (w/ zombie hierophant scene)
    • integrate new body editor into the game
    • fix nodes not being consumed when equipped
    • fix body tree not being saved (ideally before the above)
    • make tree sidebar focus breadcrumb list on clicked node

    • try to get abzu fountains + the other half of the intro scene in
    • demo scene for taking giant dicks (probably son of hamar-tabal + 2+ giant snake dicks)
    • get at least one npc (flame demon, it's looking like) generating a fake body node tree
    • machine shop expanded flame demon scenes
    • spirit of flame cosmic seal quest
    • spirit of flame ovipos scene
    • void snake quest opener w/ randomized npc
    • zombie hierophant infestation scene
    • amduscias [GEM] scene


    most but probably not all of that should be finished before i feel ready to push the next update through.

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  • Dec. 12th, 2017
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
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    • hell game
    posted @ 03:02 pm

    hell game todo list for the next update

    • make cedar trees potentially store no encounters
    • and then rewrite the dryad cedartree index so AsDryad Leave changes it to no occupant, instead of disabling the event?
    • also change the farm intro, it's kinda top-heavy w/ the full hamar-tabal description at the start
    • change up the farm event generally to give access to both a hamar-tabal sex scene and a dryad one, w/ the option for a threesome. like

      1. turn in quest, get reward
      2. visit again, see voyeur/threesome scene
      3. visit after that, have 'fuck around w/ hamar-tabal' 'fuck around w/ dryad' 'ask for a threesome' options in the main farm option list

    • make the farm event the test for having an event that does another encounter request? like encounter data / entry point or smth, for the hamar-tabal and dryad solo sex scenes
    • move the encounter icon/splash text to being server-side
    • events that change their encounter's display name / icon (will-o-wisps going from being swamp fireballs to being gross monsters, etc)
    • try to get abzu fountains + the other half of the intro scene in
    • try to add in different machine shop openers + make the machine shop have full state for the occupants
    • basic body UI redux
    • hook up stat changes and skills locked/unlocked to the body UI
    • detail interface for body UI
    • draw some map tile variants
    • draw more map tile variants
    • get sloped map regions generating + rendering 100%
    • reimplement map sector bucketing + joining to try to get pathfinding set up for sector alcoves, so the opening abzu fountain intro section (+ abzu fountains generally) can actually get placed correctly


    A BUNCH OF DESCRIPTION BUGFIXES/TWEAKS. see full todo file.

    • sometimes snakes get no dick size lines
    • work out the conflicting length bits in knot/short dick/sheath description lines, probably by restructuring how dick size is stored
    • write an [ICHOR] orb variant
    • write a special line for "You're an armored headless humanoid." wrt nounspec of "empty suit of armor" + light beaming out of yr empty armor neck
    • improve the language for the [METAL] orb: "You're an armored formless thing, with half-formed arms bubbling up to the surface of a warped mobius-strip torus made from rough black metal, with your outside engraved with sigils of burning fire." 1. get rid of 'armored' adjective, 2. uhhhh the limb listing does not read good
    • add body descriptions for [HORN]
    • improve "four-legged snake" description
    • [WEAPON]»chain description for bodies & other assorted parts
    • animal horns on head changing skill unlocks or groan noises??
    • armored legs + external balls fragments


    there's a lot more stuff on the todo list, but it's like, fix this one specific line.

    • [STELLAR]
    • [LARGE] nodes on [ANIMUM], to become a giant wolf/snake/etc
    • [GEM]
    • [WINGS] (+ [BAT] [DRAGON] [CHICKEN])
    • [TENTACLE] (+ [OCTOPUS])

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  • Nov. 5th, 2017
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    Tags:
    • hell game
    posted @ 04:29 pm

    so here's this week's hell game to-do list. the next update i'm working on is just like, some short sex scenes depending on the winner of the poll, so for the next week the work is basically "finish up the stuff that didn't get finished last update"

    this is a long list.



    • wow fix the issue with save data being like 3mb in size

    • respawns actually happening, even if jankily
    • spawns & respawns setting encounter location fields correctly
    • map canvas element correctly sized
    • tunnels / stacks not so clogged with encounters
    • draw map sprites for throne / grotto / tunnels
    • old encounter files all moved to .Hubur
    • bug: sometimes body material mods (fire, ichor, metal, etc) aren't set? (setting a metal head prevents other body mods??)
    • make the map-regeneration code not set handlers, since it seems like that's been causing problems all around

    • suited demon basic talk / sex scene
      • intro blurb/talk opening
      • biped/naga/centaur/slithering bj splice
      • quadruped/centaur/slithering frot splice

    • nightmare basic talk / sex scene
      • intro blurb/talk opening
      • new variants?
      • quadruped/centaur mounted splice
      • biped/naga hj&blow splice
      • slithering splice

    new event stuff:
    • respawning resource nodes
    • SetEncounterData not setting subdata?
    • item conditions on choices
    • events that change their encounter's display name / icon (will-o-wisps going from being swamp fireballs to being gross monsters, etc)

    make into parametric location:
    • cave (asakku??)
    • skull (zombie; make zombie swordsman an actual zombie)
    • machine shop (hamar-tabal, flame demon, etc)
    • factory building

    respawning resource node locations:
    • caves (plants outside, mineral node inside)
    • swamp thicket (plants)
    • shoals (plants, fish???)

    (more) new encounters:
    • bone viper
    • rock demon
    • concrete snake
    • lesser demon?

    (more) new locations:
    • swamp thicket
    • shoals
    • alchemy shop
    • abandoned factory building
    • ganzer fortress
    • vortex
    • abzu fountains

    the only really important thing i'd like to get done is the resource node thing + some locations actually using it, since that's a big step towards "actual gameplay". but these are the targets.

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