Tuesday, December 30, 2014

Quest handling

Hello!

In the last two days I decided to add a way to handle quest in the game.
Now chapter00 isn't anymore a simple event but a collection of 3 quests.

So what actually change from the point of view of the player?
Nothing much, there's just a new tab that shows the quests and their status. (still need to improve graphics)
What change from the point of view of someone that should write a quest?
Something more.

-Firstly I added two new event steps:
StartQuest and EndQuest
both take as parameter the id of the quest (e.g. Main.Chapter00.RentHome)

-Secondly I added a way to query the state of a quest

-Lastly I added a quest definition. Which is a xml file that contain all the data pertaining the xml

So if someone would want to write a quest he has to:
1. Define the quest in the xml definition file.
2. Start the quest from an already playable point of the game.


Sunday, December 28, 2014

New dress

Hello, short post here.

I've been working on a new dress.

The dress is a simplified version of the one of the main character of final fantasy xiii.
I thnik I'll need to investigate the other final fantasy as well since the dress design in those game is really nice.



If you people have any dress to suggest, please do, since it's really time taking to search for nice dresses.

Monday, December 22, 2014

Continuing chapter 0 and 2 new event steps

Hello, it's been some times since the last update.

I was not able to do much in the previous days. But now I restarted working.
Recently I written down 4 out of 8 events needed to complete the chapter 0.
During the writing I added two new event steps:
-One for setting a title in the event page.
-One for setting the subtitle in the event page.

I need for sure to add a third event step that will be used to make the game get recurrent (each week and each month) payments from the player.
Chapter 0 talk about how city life was pretty different from what the player expected.
He now needs to pay for food and for rent and that's why I need the event step I said.

To end today post here's what does look like the event screen.

As you can see the title and subtitle are on top left. They're kinda hard to read if there's a dark image as you can see. But when I'll sort out the UI I'll see if I can put inside some kind of container or if I can get that movie subtitle kind of effect (you know the one where the letters are black with a small white border).

Since I'm not a native english speaker the event will probably be full of errors and a nice feature I'd like to have is a correct button for all the grammar nazis out there. Using the correct button you will be prompted to write the corrected text or to replace it altoghether if you think it would be better.
The correction now will be sent to a server so I can see it and correct the text for the next release.
I'm still not sure if this is hard to do or not, I've looked upon the Parse service which seems pretty easy to use and it's free(for my needs at least).

Once I have that, it should be pretty easy to add a way to send me crash logs and bug reports.

Monday, December 8, 2014

Started working on the story: Chapter 0

I started working a little on the story.
I decided there will be a main story (quest) and that it will be divided in chapters.

I'm now writing at an high level the chapter 0 which is a sort of introduction where it tells you how you started being a slave trainer and what's the city you're in feels like.
It's a small chapter where you've just moved to the city and try to buy your first slave.

This made me think that I need a way to keep track of quests. So in the following days I'll probably write down the events for chapter 0 and while doing so I'll add the new EventStep that will be required for managing the quest.

What's an EventStep? (maybe I already explained that?)
Let's start by defining an event. In the game an event is a piece of story.
For example you decide to go and work to the brothel? An event will start explaining you what happened.

An EventStep is the building block of an event.
For example there's an EventStep for displaying text to the player, one for adding money, one for changing expression etc...

And that's it... From now on if I refer to EventStep you will be able to understand what they are.



Sunday, December 7, 2014

New dresses YAY

Hello there,

in these days I was not in the mood to write code, so I decided it was time to draw some more.
So I made 3 new dress. Here they are:


So, I made:
-the "rags" for the upper side
-the one legged trousers
-the "curtain" trousers

In image 1-2 you can see how the dress interact with pregnancy.
For the "curtain" style the interaction is less visible they just start to disappear under the belly.

For the colors don't worry these are not definitive, I'll make definable (is this a word?) in-game.
In fact all of the dresses are dressed (to make it simple) in grayscale and are colorized inside the game via shaders.

For whoever is interested dresses can be added by anyone (clearly you have to draw them) and I will provide a guide + templates in the future.

When drawing dresses I always have a big problem, I don't know what to draw...
If you can point me to some dress (either sexy or not) you'd like to see please leave a link to it. I'll look into it and if I like it I might add it to the game (depend mostly if it's too complex to draw)

Tuesday, December 2, 2014

Removed cholesterol from events

Note that this post might be somewhat technical for whoever never seen XML before or an SlaveMaker event.

Today I made a change to the way events are written.

There were two elements that I was not very fond of and I decided to finally eradicate them from the events.

The first element was <Resolveable> element which was needed to "decorate" some elements used to make branch in an event.

For example a piece of an event could be looked like this:

<Resolveable>
    <If Expression="true">
         <SetText>Fuck off!</SetText>
    </If>
</Resolveable>

whereas now look like this:

<If Expression="true">
     <SetText>Fuck off!</SetText>
</If>

The other element I removed (kind of it still have a use in one case) is the <Composite> which is just a collection of element. For example the <If> (again) was able a single element inside itself, so for having more than one was necessary to use the composite like this:

<If Expression="true">
    <Composite>
         <SetText>First node</SetText>
         <SetText>Second node</SetText>
    </Composite>
</If>

Now this is not needed anymore and can be written without the composite.
But I decided to leave it this node in since there's still use for it. There's in fact an element that can handle "single" elements inside itself which is the <Random> element. I said "single" since in reality the element has multiple elements as children but handle them singularly.

<Random>
   <SetText Random.Weight="1">random 1</SetText>
   <NoOp Random.Weight="98"/>
   <Composite Random.Weight="1">
       <SetText>Multiple</SetText>
       <AppendText>node</AppendText>
       <AppendText>here</AppendText>
   </Composite>
</Random>

In this case 98 times out of 100 no operation would be executed.
In 1 case out of 100 the first SetText would be executed.
In the remaining 1 out of 100 the 3 elements in the composite would be executed.

I might decide to remove it later because I'm in an ethical pickle...
But anyway for today I've written to much and probably nobody will read this anyway.

If you've been so mad to read all the way trhough and have question about event and other element that might be used, just drop a comment :)

Saturday, November 29, 2014

Facial expressions

Howdy citizens,

I had procrastinated during the week but today I worked on how facial expressions should work.
I already had facial expression (basic one) ready, but today I implemented the way to change them.
In general whoever will write an event for the game should not worry about expression since they will be calculated on the trainee* stats. E.g. a unhappy trainee will have an unhappy face whether an angry one will have and angry face etc...
But still, someone who write an event would propably need to change the expression based on whathever the event is about. For example, if in the event the trainee is surprised, the writer should be able to put a surprised expression on the trainee face, without having the other stats interfere.

WARNING TECHNICAL (somewhat) TEXT FOR EVENT WRITER:
So, to make it short I made two new element for the xml events:

-LockExpression: this element will be used by the writer to decide put on the trainee face an expression, using this element will prevent the auto-expression service to run, so if you lock the expression to happy and then redure the happiness stats of the trainee to abysmal levels she will look happy anyway until you use the...
-UnlockExpression; this element can be used to unlock the expression. Continuing the example written before if you then unlock the expression, the auto-expression will be enabled again making the trainee look sad.

END OF TECHNICAL TEXT FOR EVENT WRITER

The automatic expression is at the moment very simple, only trainee happiness is considered and only three expression are defined:
-Normal
-Happy
-Unhappy

in the future I'd like to add a more complex automatic expression using more parameters and I'd like to add a finer grained way to lock expressions by making each facial component changeable.

Unhappy


Happy

Saturday, November 22, 2014

Save and load feature

Yello,
something important that was still missing from the game was saving and loading. I thought serializing (i.e. convert data in a saveable format) would be difficult, since I never had the problem of saving data this way, instead I found it's pretty easy and straightforward to do.

It need some more testing in order to understand if I actually save all the data needed by the game, but other than the save and load feature are completed! YAY!


Thursday, November 20, 2014

Dress up screen, the revenge

Ok, today I should have finished all the logic behind the equipment screen.
The other day I was only able to put on dress,
today I'm able to put on dress, remove dress and return to the week planner.

You're probably wondering what's a week planner?
As in slave maker game is comprised of two "phases" the planning phase and the execution phase, here, the planning phase is called week planner since the game progress a week at a time. I decided to make it a week in order to make it easier to see the pregnancy progress, I mean you have to wait 4*9 turns in order to see a fully pregnant girl instead of 7*4*9.


Wednesday, November 19, 2014

Basic equipment manager

Hello there,

today I improved how dresses are loaded and now the game takes the data used for the dress all from xml files, making them moddable.

This was useful because I created the page used to dress up the trainee.
What the hell is the trainee? The trainee is the name used to refer to the "slave" inside the code and in the events xml.
Anyway I will need to add a section to the mod documentation to describe the procedure to add clothes but atm I'll leave it out since I'm not sure I'll find a lot of people willing to do that.

Here's the page:


Note that when I said I created the page I'm not really referring abount the graphics, that's something that can wait until before release but just that I created the basic logic behind it.

#region For technician only
MS WPF make it really easy to change the graphics later since there's no logic whatsover inside the view. If you never used it you should because is a really good framework.
#endregion

And now that I think of it this is the first time I show you a screen of the whole application.
Note that the right section of the screen is actually a part that is visible from every page of the game and not only the equipment so it doesn't count when I said I created the logic for the equip page :)

Sunday, November 16, 2014

Yoko hairs

I'll try to use this blog to write down progress done.

Today progress: I was not in the mood to code but I drawn down a new fringe and new sideburns.
What does this mean? Remember the first post where I said girl are generated randomly?
The hairs are composed by 4 elements:
-fringe
-base (the hair that cover the skull)
-sideburns
-ponytail

The fringe and sideburns are hugely inspired from yoko, some anime (don't know which one) girl with big boobs and skimpy dress.

Here's both the fringe and the sideburns:



Saturday, November 15, 2014

First post! Yay!

Hello people,
I'm Nixon28 (the one from hentay foundry btw) and I decided to open this blog spot (that I hopefully will not abandon in less than a week) because It's been a while I'm working on a project of mine. It's a game similar to one of the hentai classics: slavemaker. I will refere to this project by the current project name which is XMaker while the game name is still TBD.

So, you probably wonder what's this game is all about.
For whoever already played Slavemaker the basic gameplay is pretty much the same:
1.Select what the slave will do during the week.
2.Make her do it.
3. ???
4. Profit!

So, what's the current features?
-Random slaves: Slaves are generated randomly and can be seen in game. Things like hairs, boob size, eyes etc will be randomized.





















-Pregnancy support: The girl can get pregnant, and her belly will increase gradually (there are 3 different stages of bellies) this is the last one:



















-The events can be created by the users, I'll provide the required documentation to create new events. The events are created using XML.


















And that's it, for the current most noteable features. Not much, uh? But still it's a start right?

Anyway if anyone is interested and would like to contribute, I'm pretty scarce in the storytelling front, so it would be nice to have someone to give me ideas about what event could happen (not necessarely sexual).
If you have questions on the game, please leave a comment!