Showing posts with label game. Show all posts
Showing posts with label game. Show all posts

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.


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 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!