Monday, November 25, 2013

If I ever had complex about...

... bugs in the my own code, now, after a roughly two weeks with the game that I mention in previous post, my complexes should be gone. :)  Really. This is very good sample - how to release unplayable due to bugs product. So, while I will be waiting for the patches to come, I'm returning to the active FM development. Thanks for the waiting. :)

 As always - no specific plans or promises. But this should be more focused on the content then 0.95 version.

Friday, November 15, 2013

Release 0.95



Okay, version 0.95

Staring of new game is required!
Too many changes in the genetic, old characters incompatible.

So, what new:

In game engine:
- Redesign of the Agency window. Player can see stats of the characters.
- Agency now is not hardcoded. Script /templates/system/agency_update control it. Also changed how new characters added to agency. Now new characters will be created with random period, and stay in agency for some random time.
- Genes now have ability to be "spring-like". RNA gene with this feature turned on after it value is changed will return to the "supposed to be" value as time pass. How fast it will be, and how far gene allow to push its value can be specified in the gene properties.
- Another refractory of the code for background tasks. They should work faster and game GUI should be more responsive. Can contain bugs, if game freeze, report please.
- Contract view moved from pop-up dialog window to the tab in the main window. It's allow quickly view contracts of all characters in management tab.
- Support for scripted contracts - scripter now can create his own contract with conditions to leave  or even other actions.
- Automated patch creation subsystem. On the development tab you can see two new buttons. First will be inactive (intended, by using it in the special mode I can create "master" CRC list of all resource files for certain release.)  Second button start patch creation: game check CRC of all files against premade list, and all changed files will be copied to the folder "patch". Subfolder structure will be preserved, and it will be ready to use. You can archive it and then post somewhere. :)

In game content:

- New race. Nekomata - peoples with cat-like ears and tails (you can seen them before in some places, but now it's actual playable race). Nekomata have some difference in genetic beside appearance, and can have children with humans. But crossfertility is not so high as fertility inside the race.
- Named character of new race, can be encountered in the "Fun House". One-time-per-character event.
- Characters now can't raise main stat's indefinitely. They used new genes ability to maintain values on "supposed to be" level. But training is still effective way to raise them temporary, though if character leave regular training he/she will lost gained bonus eventually. This give more meaning to the legacy mechanic. :)
- Males added to the agency, I checked most content for compatibility - few fixes done, but it should be playable. Right now you can gain male character as first proxy - it will be slightly harder start, but completely playable - I'm tested it.
- Added few sport tasks. They affect different stats, so now you can chose regime that suit you characters better. (Some tasks opens after character do it in the walk mode at least one time - you show them to him/her.)
- Added "eat" action to the edible items, so if they change something in the appearance organs scripts can react to it.
- Added checks about thickness before vaginal penetration. Now it's can be impossible if characters have too different sizes. :) Also done rebalance for the vagina descriptions.
- Many other minor fixes and tweaks.


Pass: fmaster



Wednesday, November 13, 2013

There is something that can be more strong than I'm.

So, maybe there will be some pause in the active game development after November 15-th. Why?

I do not like to lie, so it's like this: November 15-th - is the release day of the game, that I'm waiting for two years, right from the first announce. As I know myself, I'm not sure that I will can split my free time between it and my own game development at first time, so it's quite possible that development will be at hold for the some time. It's will not be too long, as any game can lost novelty after some time. Then I will return to the active development.

But current state of the this game is quite advanced from the 0.94, at least in the game engine and the balance. So, tomorrow, or maybe 15-th, I will do release 0.95 that will contain all this new stuff.  I will not go away from blog and forums, bug reports and suggestions will be welcomed as always, and I will try to post bug fixes as quickly as always.

Sorry for my selfishness, and thanks for understanding. :)

Friday, November 8, 2013

Blogger platform misconfiguration :(

I found today, that comments for the old posts Blogspot silently put in the "awaiting moderation" folder, without any notification for me by email. So, I missed some such comments.

I'm sorry for this.

If someone write comment that not shown so far - please repeat in the newer post (this will do).

Upd: I checked blog configuration, and  hopefully fixed this issue.

Wednesday, November 6, 2013

Found some missing thing

Sorry for the maybe a little too long silence. Development going steady, just little uneventful so far. :)

But today, as I start to implement full new race into the game, I found one missing thing in DNA. Though legacy of the parents affect children stats, I just not have any genes that affect actual look of the specific body parts. Like for ears: they can be "human",  "cat-like", "sharp-pointed" etc. Right now description can only relate on the generic.race gene, but it contain just single race marker - for character itself. So, no hybrids? It will be no fun. :(

So after some thinking, I come up with new groups of genes. Every body part will have gene  "<part_name>.look" that will contain in the text field actual description what that part look like. For example:

ears.look -> "cat-like". With appearance template "Character have <%proxy.getStatText("ears.look")%> ears." it will be shown: "Character have cat-like ears."

 Good thing: I not need to code anything in the game engine. What I need - just add these includes in the appearance templates.


P.S. Yes, new release will have designed DNA and support for new race, and at least one named character of it will can be encountered.