Ok, I said I'd try to sit down & put the rest of my responses together in some coherent manner. Well of course that didn't happen, so here's another splatter of responses in no particular order. ;)
Invincible Escapes: I'm hearing folks ask for some invincibility when escaping from grapples. I'm slightly against this, mainly because some of the weapons already grant invincibility with their S attack. The weapons are balanced around this. So for example the large 2H weapons are kind of slow in their normal attack & have long recoveries, but they also do excellent damage & have fantastic invulnerability with their super move. I even tried to set it up so that there's (usually) time to swap weapons after an escape.
So if you're the type who likes to jump into large groups, I assume you're going to pick a weapon with a good super for escaping from being surrounded. This may be a poor assumption on my part, but I can't quite tell from the comments. I personally think that if you get surrounded by a large group, then you really should be in trouble, so I'm pretty happy with how the mechanics here are working. About the only change I'm considering here is granting more space if you die & use a continue.
Game Speed: On my original computer, the game played at about the right speed when I set it to 20 FPS (frames per second). What I didn't realize was that the game was actually running at ~14 FPS even in empty rooms, because my computer was really slow. When I moved to my gaming PC, suddenly everything was way too fast, as the game was actually running at 20 FPS.
So sometime between the last two releases, I reset the game speed down to 15 FPS, which should put the game at about the right speed on everyone's PC. The problem is a few of you already had nice PCs, and got used to the faster game speed. So now the latest release seems like it's running in slow motion. I think the solution here is I need to find the FPS command & just make a slider to keep everyone happy. In the meanwhile, here's the 0.50 release at both 15 FPS (current speed) & 20 FPS (fast speed):
Current Speed
Fast Speed
If you think the game needs to be even faster (or slower), let me know. Ideally I'll build a slider into the game to let you pick (assuming Flash lets me change this on the fly).
Arrow Respawn Rate: Okay, let's rewind back to the previous release. Originally, your body score moved the grapple bar indicator, and spirit controlled how much damage you did. Although that sounded good on paper, it turned out I didn't like this system for two reasons. The first was that Lei Lei's sex scenes ended way too fast, and the other was that you couldn't watch the animations because you were constantly staring at the arrows.
So I re-tuned the system quite a bit, with the intent of fixing both these problems. Now both body & spirit move the bar, but in different ways. Body still works very similarly, and moves the bar in your favor if your score is higher than your opponent(s). Spirit moves the indicator by controlling how often the arrows appear. So if you want to see the arrows appear quickly, you need to raise your spirit score.
That solved the first problem just fine, but it meant that anyone with a high spirit was still playing the 'watch the arrow' game. So I re-tuned the arrow game a bit as well. Now the time between arrow respawns is longer for everyone, but the jump on the grapple indicator is also much higher when you complete a series. It should play almost exactly the same, the difference is you now have more time to watch the animation. The message I'm hearing is that folks don't like having time to watch the animations. I find that really hard to believe, although perhaps what they mean is that they want to constantly be doing something. I'm more inclined to believe that everyone who is complaining is playing Farah, and don't grasp that the penalty for having a low spirit is long delays between arrow respawns. I can't prove that though, so I'd love to hear some more detailed responses here.
Character balance: Folks think Farah is more powerful than the other two. At this exact second, I'm inclined to agree, although not to the extent I'm hearing. I'd like to balance this back a bit, without nerfing Farah. I may further buff spirit in sex grapples, or I may buff the regeneration rate from spirit. There haven't been a lot of spirit puzzles yet either, which is something I'd like to add. The key here is I don't want to completely lock Farah out of a section of the game.
Leveling system: I'm seeing requests for more RPG elements, mainly a leveling system of some sort. Wasn't planned, but I like the idea a lot. I'll see if I can crowbar something in here, so that there's yet another advantage to defeating monsters. In fairness though, there's very few monsters that can be avoided, it's not like you can run around them if they're in your way. So whatever I do here will be minimal. I absolutely do not want folks to feel like they have to farm monsters for XP before they can progress.
Damn, that's a long post. But I think I hit all the big buttons. If there's something else on your mind, let me know. I promise I read every comment, even if I don't respond to it directly.
DirtyC101
What if porn games were actually 'good' games too?
(Not that my games are good mind you, but it's a fancy goal.)
Saturday, December 3, 2011
Monday, November 28, 2011
Feedback Loop - part 1
Wow, has it been a week already? Time flies. I'm glad to see so many positive comments, means I'm on the right track. Then again, the simple fact that y'all are here means you like porn games, so there may be some bias in my favor. hahaha.
Anyway, what I want to focus on today is the criticisms. So far they've all been good stuff that I can work with, keep them coming! Let's start with the easy stuff:
Crawling. I put this in on purpose to both change the pace & the setting a bit. Let's face it, my rooms all look & play about the same, so crawling was added to alter the flavor some. Makes the room 'feel' smaller (imo), and also changes the pace. Unfortunately, slow doesn't necessarily mean fun. I'm getting that message loud & clear. I'll tweak this some. I think there's a compromise here that will still keep the atmosphere I want without making people dread another crawling room. I also think I overdid the crawling on the bunny burrows, so I'll simply yank some of that as well.
Exploring the bunny town becomes boring/frustrating. Okay, this is a gigantic "uh-oh" from me. The game is supposed to be about exploration, fighting, & fucking. It sounds like somehow I went wrong with that formula. What I find interesting is that I noticed the same thing when I was building the game. I ended up turning monsters off after a while. At the time, I just figured it was because I was busy testing shit & just wanted to run around. I think the problem is that the monsters are so prevalent that they're seen as more of a nuisance than something interesting.
I think simply yanking them from the 'travel' zones will help tremendously. Or at the minimum, they shouldn't respawn in the overworld zones. This could potentially cause problems, as you need the gear monsters drop to get past the wards, and you probably don't have enough backpack slots until late into Act 2. I may need to force additional spawn in other areas, but I think that's a smaller problem that can be managed.
The other part of this might be that the dunecrawler requires 3 parts, but there's absolutely no hint to where they are. *Spoiler Warning* The first one always spawns in the elf camp (outside or in tents), the second is always in the Southeast corner of the village (lower left), and the third is always in the Northwest. . If the guy in the dunecrawler gave simple direction to the next piece, would it have helped the 'fun' of the game? Example: he says something like "A bunch of Elves stole the regulator I need, I think they ran down that big road to the East."
That reminds me, the village is set-up so that you're walking North-South, and if you take the road you go East-West. If he's giving directions, would it be easier if I flipped those?
Slime Boss Fight. Okay, this was supposed to be an order of magnitude harder than everything else. To be blunt, I want to give y'all some sex scenes, and an easy way to get there is to force the occasional loss. This is why the game has multiple continues, and I have no qualms designing monsters to take them away. ;P (That's a topic by itself, I'll try adress it more in a later post).
I'm hearing the right number of people saying it's hard, so I think I got 'hard' just fine. Again, the problem is that hard doesn't mean fun. In my opinion, the root of the problem is that the fight can only play out in 2 ways. Either he manages to grab you, in which case you get to watch yourself be locked into a slow grab --> clothestear+poison loop, which ultimately kills you with minimal sex. The other option is this run away & attack dance pattern, which, while amusing enough the first few times, gets old around long before he's dead.
So I have some ideas on how to fix this. I think simply reducing his health some while drastically increasing the damage he does to armor would really help liven up the fight. Now instead of a series of armor saves, you'd get to actually struggle in the grapples a bit. He is a boss, so I'm totally down with him completely dominating the hero if he gets his 'tricks' to work. But it needs to be more involving than it is now.
Okay, that's already a long post, and I have plenty more to discuss. I'll try to put my thoughts together a bit better & touch on some more points next week.
DirtyC101
Anyway, what I want to focus on today is the criticisms. So far they've all been good stuff that I can work with, keep them coming! Let's start with the easy stuff:
Crawling. I put this in on purpose to both change the pace & the setting a bit. Let's face it, my rooms all look & play about the same, so crawling was added to alter the flavor some. Makes the room 'feel' smaller (imo), and also changes the pace. Unfortunately, slow doesn't necessarily mean fun. I'm getting that message loud & clear. I'll tweak this some. I think there's a compromise here that will still keep the atmosphere I want without making people dread another crawling room. I also think I overdid the crawling on the bunny burrows, so I'll simply yank some of that as well.
Exploring the bunny town becomes boring/frustrating. Okay, this is a gigantic "uh-oh" from me. The game is supposed to be about exploration, fighting, & fucking. It sounds like somehow I went wrong with that formula. What I find interesting is that I noticed the same thing when I was building the game. I ended up turning monsters off after a while. At the time, I just figured it was because I was busy testing shit & just wanted to run around. I think the problem is that the monsters are so prevalent that they're seen as more of a nuisance than something interesting.
I think simply yanking them from the 'travel' zones will help tremendously. Or at the minimum, they shouldn't respawn in the overworld zones. This could potentially cause problems, as you need the gear monsters drop to get past the wards, and you probably don't have enough backpack slots until late into Act 2. I may need to force additional spawn in other areas, but I think that's a smaller problem that can be managed.
The other part of this might be that the dunecrawler requires 3 parts, but there's absolutely no hint to where they are. *Spoiler Warning* The first one always spawns in the elf camp (outside or in tents), the second is always in the Southeast corner of the village (lower left), and the third is always in the Northwest. . If the guy in the dunecrawler gave simple direction to the next piece, would it have helped the 'fun' of the game? Example: he says something like "A bunch of Elves stole the regulator I need, I think they ran down that big road to the East."
That reminds me, the village is set-up so that you're walking North-South, and if you take the road you go East-West. If he's giving directions, would it be easier if I flipped those?
Slime Boss Fight. Okay, this was supposed to be an order of magnitude harder than everything else. To be blunt, I want to give y'all some sex scenes, and an easy way to get there is to force the occasional loss. This is why the game has multiple continues, and I have no qualms designing monsters to take them away. ;P (That's a topic by itself, I'll try adress it more in a later post).
I'm hearing the right number of people saying it's hard, so I think I got 'hard' just fine. Again, the problem is that hard doesn't mean fun. In my opinion, the root of the problem is that the fight can only play out in 2 ways. Either he manages to grab you, in which case you get to watch yourself be locked into a slow grab --> clothestear+poison loop, which ultimately kills you with minimal sex. The other option is this run away & attack dance pattern, which, while amusing enough the first few times, gets old around long before he's dead.
So I have some ideas on how to fix this. I think simply reducing his health some while drastically increasing the damage he does to armor would really help liven up the fight. Now instead of a series of armor saves, you'd get to actually struggle in the grapples a bit. He is a boss, so I'm totally down with him completely dominating the hero if he gets his 'tricks' to work. But it needs to be more involving than it is now.
Okay, that's already a long post, and I have plenty more to discuss. I'll try to put my thoughts together a bit better & touch on some more points next week.
DirtyC101
Saturday, November 19, 2011
When will the game be posted?
Right now! Check the sidebar, version 0.50 is out. It's incomplete in places, and some of the art is just wireframes, but it is very playable. There's a lot to say, so let me try to be brief.
Re-read the instructions at the start menu. A lot has changed.
R activates run mode, and down arrow activates blocking. While running, your defense is greatly reduced. Vice versa when blocking. Not 100% sure I even want blocking in this game, but given how hard some of the monsters are, it's almost a necessity. (Feedback here would be good)
If you are dominating a 1-on-1 grapple, extra monsters will not be able double team you.
None of the new monsters have double-team grapples (yet).
Just pointing both of these out to try & avoid some confusion.
As always, please feel free to mirror this game on other sites. I have no idea what my limitations are on bandwidth & all, so having the game distributed to multiple locations is probably a good idea.
Lastly, I wanted to point out that now would be a really good time to send me a donation. I think y'all know I've been having computer problems, and the machine I had been using to make this game is now kaput. So, I'm going to be building a new computer for the sole reason of making games. Some folks have already come forward with money (thanks again!), and I figure now's as good a time as any to beg a bit. To be perfectly clear though: I do not NEED money. I'll be buying a new machine with or without donations, so please don't think that you must donate for any reason. Donations would be very appreciated though, so if you enjoy my games, well... now would be a fantastic time to show it. =)
Thanks Everyone!
DirtyC101
Known bugs:
If multiple monsters drop items simultaneously, only one will hit the ground.
If you are grabbed while using a Staff special attack, the power up sound will continue for a while
Being re-grabbed immediately as the first grab is ending will often cause the grapple bar to remain hidden for that grapple
Large items in the foreground can look funny. Their tops will be hidden when in dark rooms, and they will often clip the interface bar at the top of the screen.
The code "TowardTheHorde" says it doesn't work when entered. It actually does, and it works better than it's supposed to (it unlocks both Act 1 & 2 monsters, instead of just Act 1). Since it's a 'good' bug, I'm going to leave it for now. Enjoy. ;)
Re-read the instructions at the start menu. A lot has changed.
R activates run mode, and down arrow activates blocking. While running, your defense is greatly reduced. Vice versa when blocking. Not 100% sure I even want blocking in this game, but given how hard some of the monsters are, it's almost a necessity. (Feedback here would be good)
If you are dominating a 1-on-1 grapple, extra monsters will not be able double team you.
None of the new monsters have double-team grapples (yet).
Just pointing both of these out to try & avoid some confusion.
As always, please feel free to mirror this game on other sites. I have no idea what my limitations are on bandwidth & all, so having the game distributed to multiple locations is probably a good idea.
Lastly, I wanted to point out that now would be a really good time to send me a donation. I think y'all know I've been having computer problems, and the machine I had been using to make this game is now kaput. So, I'm going to be building a new computer for the sole reason of making games. Some folks have already come forward with money (thanks again!), and I figure now's as good a time as any to beg a bit. To be perfectly clear though: I do not NEED money. I'll be buying a new machine with or without donations, so please don't think that you must donate for any reason. Donations would be very appreciated though, so if you enjoy my games, well... now would be a fantastic time to show it. =)
Thanks Everyone!
DirtyC101
Known bugs:
If multiple monsters drop items simultaneously, only one will hit the ground.
If you are grabbed while using a Staff special attack, the power up sound will continue for a while
Being re-grabbed immediately as the first grab is ending will often cause the grapple bar to remain hidden for that grapple
Large items in the foreground can look funny. Their tops will be hidden when in dark rooms, and they will often clip the interface bar at the top of the screen.
The code "TowardTheHorde" says it doesn't work when entered. It actually does, and it works better than it's supposed to (it unlocks both Act 1 & 2 monsters, instead of just Act 1). Since it's a 'good' bug, I'm going to leave it for now. Enjoy. ;)
Saturday, November 5, 2011
November Update
Some of you may remember I took a LONG break this spring due to unforseen computer problems. Well those same problems are back. I managed to recover the source file, so the good news is I haven't lost a thing. The bad news is I think that computer is out of extra lives. Time to build the raft & the bonfire & send it to the great afterlife. Much of it is 9 years old, so I really can't bitch. That's like living to 300 in human years. haha.
For the time being I've re-purposed my gaming rig. So yes, work will be progressing again shortly, and I still plan to have something out by the end of the year. Hopefully before 11:59 on New Years' Eve, but it wouldn't surprise me if I'm working up to the wire.
On better & brighter notes, I'm finally working on the sex animations. Some of them are pretty hot, imo, while others are still off a bit. For example there's a 69 position which doesn't quite line up right. The girls are roughly the same height, but the perspective on one of them is always wrong because they're both drawn from the same angle. Despite being primarily a profile view, there's a slight angle to the view as well. When you flip one of them over, her perspective is now backwards. I can kinda work through that by positioning the girl on top as if she's at a different angle, but it's not perfect. In short, it looks funny. Still hot, but funny. ;)
Hahah, I guess it looks even stranger with her still clothed. But I'm sure y'all know how to fix that by now. Actually, now that I look closely, it looks like K's armor is partially clipping that humans' boob. Need to fix that too.
That's all for now. Fair warning, posts for this month may be scarce. I plan on doubling down on the game to try & get as much done as I can, which means less time for talking about it. :P
DirtyC101
For the time being I've re-purposed my gaming rig. So yes, work will be progressing again shortly, and I still plan to have something out by the end of the year. Hopefully before 11:59 on New Years' Eve, but it wouldn't surprise me if I'm working up to the wire.
On better & brighter notes, I'm finally working on the sex animations. Some of them are pretty hot, imo, while others are still off a bit. For example there's a 69 position which doesn't quite line up right. The girls are roughly the same height, but the perspective on one of them is always wrong because they're both drawn from the same angle. Despite being primarily a profile view, there's a slight angle to the view as well. When you flip one of them over, her perspective is now backwards. I can kinda work through that by positioning the girl on top as if she's at a different angle, but it's not perfect. In short, it looks funny. Still hot, but funny. ;)
Hahah, I guess it looks even stranger with her still clothed. But I'm sure y'all know how to fix that by now. Actually, now that I look closely, it looks like K's armor is partially clipping that humans' boob. Need to fix that too.
That's all for now. Fair warning, posts for this month may be scarce. I plan on doubling down on the game to try & get as much done as I can, which means less time for talking about it. :P
DirtyC101
Monday, October 24, 2011
Background's background.
Let's fire this one off by saying thank you to everyone who commented on the previous post. I am well aware that many of you have to make additional accounts just to post here. So, thanks for taking the time to do so. I've read through the comments at least a dozen times already over the last weeks, and will likely do so again before I'm done.
Game is progressing along well enough, but I'm kinda at the 'boring' part - I'm drawing backgrounds. Now, I rather like this part, as this is also when I code the movement between all the different rooms. So when I'm done, I've suddenly gone from a blank canvas to a world where I can walk around. For lack of a better term, the game becomes an actual game. But this part doesn't make for great blog material, as it doesn't generate any news. There's no new programming tricks I need to try & learn, and the art isn't so hot to be worth really showing off either. It's just part of the game making process that ya have to get through.
In fairness, there is actually A LOT to learn just about drawing backgrounds. It just isn't nearly as interesting as drawing boobs. ;)
So rather than talk about backgrounds, let me mention something else that's been on my mind:

There's a lot more gear available now. So you'll be able to pick the weapon class you want to swing & which armor you want to wear. But this creates a new problem. None of the items were drawn with the intention of being mixed & matched.... so the characters can end up looking just ridiculous. Amoung my friends we'd say the character has been warcrafted, as this happens all the time in WoW. In the picture above the collar & the gloves are both black, so it's not terrible, but you can imagine how bad this looks with a bright blue hat. Not sexy at all.
Then again, a mop isn't exactly sexy either, so it's not like I can preach too much here. But I'm seeing some really terrible visual combinations on items players could use together. In an MMO, you just shrug & move on. In a sex game, it strikes me as a much bigger problem.
That's all for now
DirtyC101
Game is progressing along well enough, but I'm kinda at the 'boring' part - I'm drawing backgrounds. Now, I rather like this part, as this is also when I code the movement between all the different rooms. So when I'm done, I've suddenly gone from a blank canvas to a world where I can walk around. For lack of a better term, the game becomes an actual game. But this part doesn't make for great blog material, as it doesn't generate any news. There's no new programming tricks I need to try & learn, and the art isn't so hot to be worth really showing off either. It's just part of the game making process that ya have to get through.
In fairness, there is actually A LOT to learn just about drawing backgrounds. It just isn't nearly as interesting as drawing boobs. ;)
So rather than talk about backgrounds, let me mention something else that's been on my mind:

(As always, ignore the pink boxes & most of the text. Just there for testing)
There's a lot more gear available now. So you'll be able to pick the weapon class you want to swing & which armor you want to wear. But this creates a new problem. None of the items were drawn with the intention of being mixed & matched.... so the characters can end up looking just ridiculous. Amoung my friends we'd say the character has been warcrafted, as this happens all the time in WoW. In the picture above the collar & the gloves are both black, so it's not terrible, but you can imagine how bad this looks with a bright blue hat. Not sexy at all.
Then again, a mop isn't exactly sexy either, so it's not like I can preach too much here. But I'm seeing some really terrible visual combinations on items players could use together. In an MMO, you just shrug & move on. In a sex game, it strikes me as a much bigger problem.
That's all for now
DirtyC101
Sunday, October 9, 2011
Double Post: Elves! + Name your favorite postions
And the last race that will inhabit Act 2 is: Elves. Woo!
I tried some new stuff here, and I'm really happy with how both of these turned out. The hairstyles were both deviations from my normal. The guy's in particular was completely new. Fortunately, there's tons of 'anime hair' out there if you search, and even a few tutorials on how to draw it. I do think it's pretty funny - when I was drawing it I thought it looked like shit, but was maybe passable. Now that I'm seeing it again today, I think it looks pretty good honestly.
The girl's hands aren't quite right, but when I draw the gloves over them, I think it comes out pretty close to what I want. I might try another pass, but honestly that's can be like an entire day's worth of work, & not sure there'd be enough of an improvement to justify the time.
The only thing that's jumping out to me as wrong is their relative head sizes. The girl's head is a bigger than the dude's, and their neck lengths are off. I think I'll probably change the dude's to match, although either would work imo. It's only when you put them side by side that it looks strange.
So that's what I see. Really not many changes planned for these two. If you have any comments or artist feedback, get it in now before I start animating. =)
That's kind of a short post, so let's move on a bit more. Here's a picture of all 6 'monsters' together:
A few weeks ago I mentioned that I'd consider requests for sex positions. Well now's your chance. A few rules before we start though:
Oh, & lastly, please don't be disappointed if I don't use your suggestions, or if I do something similar but not what you had in mind. I'm a big believer that too many chefs will spoil the stew, so anything said here will get my spin on it. Should help keep the game coherent, or failing that, at least maintain a thread of commonality.
Thanks
DirtyC101
The girl's hands aren't quite right, but when I draw the gloves over them, I think it comes out pretty close to what I want. I might try another pass, but honestly that's can be like an entire day's worth of work, & not sure there'd be enough of an improvement to justify the time.
The only thing that's jumping out to me as wrong is their relative head sizes. The girl's head is a bigger than the dude's, and their neck lengths are off. I think I'll probably change the dude's to match, although either would work imo. It's only when you put them side by side that it looks strange.
So that's what I see. Really not many changes planned for these two. If you have any comments or artist feedback, get it in now before I start animating. =)
That's kind of a short post, so let's move on a bit more. Here's a picture of all 6 'monsters' together:
A few weeks ago I mentioned that I'd consider requests for sex positions. Well now's your chance. A few rules before we start though:
- Your pose must have 4 variations of the same position, and they need to include at least one phase where the hero is dominant and one phase where the monster is dominant. For example, I could do something with doggy style like: Phase 1: Hero reaches under legs & gives handjob, Phase 2: Monster grinds cock on ass, Phase 3, Doggy style penetration, Phase 4, Doggy style, anal penetration. Your suggestions don't have to use the same position for all four phases, but remember that there's no animation between the different phases, so keeping the poses similar is important. Having them teleport from say a missionary position to a standing one looks wierd (imo).
- Try to limit vaginal/anal penetration phases. Single monsters should only have one, and double team attacks can have one or two. (My doggy style example above fails this rule, which is why I haven't used it yet).
- All the monsters are drawn from the side. Try to keep the requests to something I could realistically show from this view. I'm not completely opposed to drawing the heros at new angles, but I'm not in favor of it either.
Oh, & lastly, please don't be disappointed if I don't use your suggestions, or if I do something similar but not what you had in mind. I'm a big believer that too many chefs will spoil the stew, so anything said here will get my spin on it. Should help keep the game coherent, or failing that, at least maintain a thread of commonality.
Thanks
DirtyC101
Saturday, October 1, 2011
October Update
Important stuff first: Still no date on the next beta.
Okay, with that out of the way, my goal hasn't changed since last month. I'll post something before the end of the year. I want to get as much done as possible before I put out my next release. Ideally I'd like to post a nearly completed game for final bug checking, but more realistically I'll be happy if I have Act 2 finished by then.
So most of this month has been spent drawing. And that's fun enough I guess, but I get sick of it after a bit. When I get fed up & have to do something else, I go work on splicing the story into the actual game. So let's talk about cut scenes. Originally I wanted to do like a comic book, where there would be maybe a few pages & the screen would slide from panel to panel. But it's so much easier in flash to just completely refresh the screen, so what I have now is more like a mini-slide show.
Don't worry, there's not that much. My goal here is to keep them light enough that folks will skim them at least once. Which is actually the point of today's post really. K. Fox & Leilei's intro story are both pretty quick, but Farah's seems like it's too long. So as soon as I remember how to attach flash files, I'll post her intro below. Take a look, and let me know what you think. Is this too much intro/dialogue for a porn game? And yes, I know I'm using stick figures at the moment. Like I said, this was something to do when I did NOT want to draw more. It'll get fixed.
The only other bit I've been working on is flipping between the acts. It might not sound like a big deal, but the main game is set up for combat, with bars & zooming & all that good stuff. Trying to turn all that off so I can post scene transitions is proving to be much harder than it should be. heh.
DirtyC101
Farah's Intro:
You can also download it directly here.
EDIT: This flash didn't fit well in the old layout. To fix this, I've increased the main column width for the blog. Seems like something I'll need to do eventually, as I'll likely post full games here at some point.
Okay, with that out of the way, my goal hasn't changed since last month. I'll post something before the end of the year. I want to get as much done as possible before I put out my next release. Ideally I'd like to post a nearly completed game for final bug checking, but more realistically I'll be happy if I have Act 2 finished by then.
So most of this month has been spent drawing. And that's fun enough I guess, but I get sick of it after a bit. When I get fed up & have to do something else, I go work on splicing the story into the actual game. So let's talk about cut scenes. Originally I wanted to do like a comic book, where there would be maybe a few pages & the screen would slide from panel to panel. But it's so much easier in flash to just completely refresh the screen, so what I have now is more like a mini-slide show.
Don't worry, there's not that much. My goal here is to keep them light enough that folks will skim them at least once. Which is actually the point of today's post really. K. Fox & Leilei's intro story are both pretty quick, but Farah's seems like it's too long. So as soon as I remember how to attach flash files, I'll post her intro below. Take a look, and let me know what you think. Is this too much intro/dialogue for a porn game? And yes, I know I'm using stick figures at the moment. Like I said, this was something to do when I did NOT want to draw more. It'll get fixed.
The only other bit I've been working on is flipping between the acts. It might not sound like a big deal, but the main game is set up for combat, with bars & zooming & all that good stuff. Trying to turn all that off so I can post scene transitions is proving to be much harder than it should be. heh.
DirtyC101
Farah's Intro:
You can also download it directly here.
EDIT: This flash didn't fit well in the old layout. To fix this, I've increased the main column width for the blog. Seems like something I'll need to do eventually, as I'll likely post full games here at some point.
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