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Email:
anonymousynn@gmail.com


May 21, 2017

Progress Report - Not Hotfix Yet (any day now): Liquid System v2.0 = Waterskin Drink Verb, Alcohol System + Test Item, Repair System + New Item: Leather Scrap, New Save System v2.0.

Hey guys!

I don't have a lot to report on this time because the things I'm working on take up a lot of time and a lot of testing to get right, but I think you guys will be excited since it brings some interesting new features! Yay for feature bloat. But in all honesty these things were all planned from the beginning, so now that they are finally in the game, that's one less thing for me to worry about later. Anyway! I'll get right to it!

As for the hotfix, I have to fix .....one script having to do with the Zombie Run Event, and work out a kink in the new Save System, hopefully those will be solved by tomorrow and then I'll release the hotfix. If not, then the moment they are fixed and altered, I'll do the hotfix ^_^ 

Liquid System v2.0 + Waterskin Drink Verb:
The Waterskin Dump Verb and the Waterskin Drink Verb is finished (for now). For water, you have a 15% chance to gain back either +8, +7, +6, +5, +4, +3, or +2 Health, and a 5% chance to cure all physical ailments like Poison and Sickness upon consumption. For regular milk, you have a 15% chance to gain back either +8, +7, +6, +5, +4, +3, +2, or +1 Health, and a 5% chance to gain +3 Maximum Health upon consumption. For alcohol, you have a 15% chance to gain +3, +4, +5, +6, +7 Alcohol Level (if you haven’t vomited), and if you are Sexy/Sarcasm Mood Dominant, a 25% chance to gain +4, +3, +2, +1 Lust. If you are a Sympathy/Serious Mood Dominant, a 25% chance to gain +4, +3, +2, +1 Health.  Every other liquid has a placeholder for now, but they can be “used” and the waterskin can be emptied for all liquids and substances.

As I mentioned before too, there are just about 50 or so different substances to fill the Waterskin with now, so it should open up the game-play a lot. Keep in mind too, when you come to a water source, you fill your containers with the source now!

Alcohol System + Test Item:
I have created an Alcohol Effect System. You can become: Buzzed, Kinda Drunk, Very Drunk and Completely Smashed. Later on, there will be different alcohol’s that get you drunk at different rates, but for now there is only a test item which is located in the Test Item Cache in the Waterhole. How the system works, the more drunk that you get the more blurred the main text gets, although later on it’ll carry to all text if I can do that. There are different things that can happen during each drunken stage as well: When you get Buzzed and Kinda Drunk, there is a 25% chance if you’re a Sexy/Sarcasm Mood that you’ll gain either +1, +2, +3 or +4 Lust and a 15% chance if you are a Sympathy/Serious to gain +1, or +2 Defense. When you’re Very Drunk and Completely Smashed, you have a 10% chance to dry-heave but not throw up, a 10% chance to actually throw up but recover, and then a 10% chance to throw up and get alcohol Poison (which is the normal poison effect). If you throw up, in either case, you won’t be able to consume alcohol anymore until the drunk effect has completely worn off. You can still receive alcohol Poison on the wind-downs of Completely Smashed and Very Drunk too! So be careful! 

Repair System + New Item: Leather Scrap:
New Item Added: Leather Scrap for Repairing Durability on Leather Clothing.

Repair has been added to all Weapons and Clothing Items. How it works is, Clothing and Weapons are labeled as three different types: Cloth, Leather and Armor. Leather and Cloth is reserved for the Tailoring Skill, while Armor is dedicated to Metal Work. So basically, when you click the Repair button on an object…your Tailoring and Forging Skill will be tested. A short explanation is below.

Cloth
Tailoring Skill of 0: Require 1 piece of torn cloth, at this level 5% success, +3 durability.
Tailoring Skill of 1: Require 1 piece of torn cloth, at this level 10% success, +3 durability.
Tailoring Skill of 2: Require 1 piece of torn cloth, at this level 20% success, +3 durability.
Tailoring Skill of 3: Require 1 piece of torn cloth, at this level 30% success, +3 durability.
Tailoring Skill of 4: Require 1 piece of torn cloth, at this level 40% success, +3 durability.
Tailoring Skill of 5: Require 1 piece of torn cloth, at this level 50% success, +4 durability.
Tailoring Skill of 6: Require 1 piece of torn cloth, at this level 60% success, +4 durability.
Tailoring Skill of 7: Require 1 piece of torn cloth, at this level 70% success, +5 durability.
Tailoring Skill of 8: Require 1 piece of torn cloth, at this level 80% success, +5 durability.
Tailoring Skill of 9: Require 1 piece of torn cloth, at this level 90% success, +5 durability.
Tailoring Skill of 10: Require 1 piece of torn cloth, at this level 95% success, +7 durability.
Leather
Tailoring Skill of 0: Require 1 piece of leather scrap, at this level 5% success, +3 durability.
Tailoring Skill of 1: Require 1 piece of leather scrap, at this level 10% success, +3 durability.
Tailoring Skill of 2: Require 1 piece of leather scrap, at this level 20% success, +3 durability.
Tailoring Skill of 3: Require 1 piece of leather scrap, at this level 30% success, +3 durability.
Tailoring Skill of 4: Require 1 piece of leather scrap, at this level 40% success, +3 durability.
Tailoring Skill of 5: Require 1 piece of leather scrap, at this level 50% success, +4 durability.
Tailoring Skill of 6: Require 1 piece of leather scrap, at this level 60% success, +4 durability.
Tailoring Skill of 7: Require 1 piece of leather scrap, at this level 70% success, +5 durability.
Tailoring Skill of 8: Require 1 piece of leather scrap, at this level 80% success, +5 durability.
Tailoring Skill of 9: Require 1 piece of leather scrap, at this level 90% success, +5 durability.
Tailoring Skill of 10: Require 1 piece of leather scrap, at this level 95% success, +7 durability.
Armor/Metal
Tailoring Skill of 0: Require 1 piece of scrap metal at this level 5% success, +3 durability.
Tailoring Skill of 1: Require 1 piece of scrap metal, at this level 10% success, +3 durability.
Tailoring Skill of 2: Require 1 piece of scrap metal, at this level 20% success, +3 durability.
Tailoring Skill of 3: Require 1 piece of scrap metal at this level 30% success, +3 durability.
Tailoring Skill of 4: Require 1 piece of scrap metal, at this level 40% success, +3 durability.
Tailoring Skill of 5: Require 1 piece of scrap metal at this level 50% success, +4 durability.
Tailoring Skill of 6: Require 1 piece of scrap metal at this level 60% success, +4 durability.
Tailoring Skill of 7: Require 1 piece of scrap metal, at this level 70% success, +5 durability.
Tailoring Skill of 8: Require 1 piece of scrap metal at this level 80% success, +5 durability.
Tailoring Skill of 9: Require 1 piece of scrap metal, at this level 90% success, +5 durability.
Tailoring Skill of 10: Require 1 piece of scrap metal at this level 95% success, +7 durability.

If you have a lower Tailor or Forger level, you also risk consuming the material you were going to use to repair your item without actually repairing it. Here are the numbers which counts toward all types: Cloth, Leather, Armor. ((just using cloth as the example):
Tailoring Skill of 0: 10% to lose on failure.
Tailoring Skill of 1: 10% to lose on failure.
Tailoring Skill of 2: 9% to lose on failure.
Tailoring Skill of 3: 9% to lose on failure.
Tailoring Skill of 4: 8% to lose on failure.
Tailoring Skill of 5: 8% to lose on failure.
Tailoring Skill of 6: 7% to lose on failure.
Tailoring Skill of 7: 5% to lose on failure.
Tailoring Skill of 8: 5% to lose on failure.
Tailoring Skill of 9: 1% to lose on failure.
Tailoring Skill of 10: 1% to lose on failure.

You also have a 5% chance to increase your Tailoring or Forging level with every successful repair that you do! 


New Save System v2.0:
Not much to say about this since it isn't working at the moment --- but it reduces the amount of code needed to run it, AND it can save clone information/items/stats as well which the original couldn't do. So it's a vast improvement, but not ready yet. This obviously breaks all previous saves of the game as well.

COMING UP:
Hotfix Coming Soon, Finishing New Descriptions, hopefully Finishing Cow-Taur, hopefully more Pregnancy, Entice Scripts, More Masturbation variances, New Character Creator, and that's all I can think of at the moment but there's a lot more coming.

Anonynn.




May 15, 2017

No Update - Progress Report: No Hotfix Yet, New Liquid System v2.0, New Player Stat Screen, New Items, Clothing/Weapon Durability, Updated Help Guide, Clothing Remaster/Adjustments, Rold and Aaleahya Relationship Status' Hardcoded, Dark Elf Race Change, Enemy Forced Entice, New Clothing Loot Function

Hello everyone!

I hope all of you have been well! I've been working pretty damn hard on the game and I'm making a lot of headway, but because of a few last minute changes I'm kind of in the middle of a couple of things which is why there isn't and update or a hotfix yet. There's actually 1 thing keeping me from doing the hotfix at the moment and that's a glaring error on the Zombie Run Event in the very beginning if the player isn't carrying a weapon, which I am remedying by adding Clothing and Weapon durability. I wasn't going to do this until later, but it seems like it's the best time to do it. I'll explain that in more detail below!

Anyway, lots to talk about so I'll get started.

No Hotfix Yet:
I know, I'm a horrible person, but I don't want to release something that's half-finished or that has a glaring bug (that I know about). In this case, I'm referring to the Zombie Run Event in the very beginning of the game. Currently, it's supposed to have a chance to destroy a weapon that you're carrying, and then remove that weapon, but do to the Duplication System, the game's having trouble recognizing the originals. Instead, I've decided that implementing Clothing/Weapon Durability will be the best fix. This means that an article of clothing or two, or more possibly, as well as some possible weapon damage will happen instead. So once I get that all set up, then I can release the hotfix.

New Liquid System v2.0:
Whew! This took a long while to set up and make work. But now ANY liquid container from here on out (currently only the Waterskin) can hold ANY liquid in the game including: human semen, elven semen, dwarven semen, dragon-descended semen, halfling semen, orc-descended semen, gnome semen, dark elf semen, goblin semen, incubus semen, alaraune nectar, demon semen, minotaur semen, dryad nectar, goo semen, naga semen, centaur semen, neko semen, wolf-taur semen, dragon semen, orc semen, doll semen, bee-taur semen, drider semen, and goo slime. I’ve also added girl-cum to the game including: human, elven, dwarven, dragon-descended, halfling, orc-descended, gnome, dark elf, goblin, succubus, cow-girl, goo girl, naga, centaur, neko, wolf-taur, dragon, orc, doll, bee-taur. It can also hold, Cow-Girl Milk, Regular Milk, Alcohol, Blood and Juice as well.

In addition, this also fixed the Fireplace Douse Event which wasn't recognizing the Waterskin being full. Now the description of the Waterskin (and eventually every liquid container) will tell you what you're container is full of. I've also tested the Douse event numerous times and it works perfectly.

Unfortunately, I still have to add some important immersion details in there, such as, what you're dumping on what. You'll also have the option of masturbating with semen or girl-cum (which will affect sexuality as well and possible get you pregnant too). Some liquids like "Blood" will only be drinkable IF you pass certain parameters and drinking some of the liquids will obviously cause some transformations unless you have some Resist.

New Player Stat Screen:
I don't have much to verbally say about this so I'll let it speak for itself. Check it out! Hope you guys like the new set up. ((Hannah, Rold, and Aaleahya will actually display relationship status' there once you meet them. The code reflects you "meeting them" but not giving any relationship points, that's why it's unknown. They also won't show up until you officially meet them))
.


Clothing/Weapon Durability:
So I've touched on this a couple of times, but basically articles of clothing and equipped weapons are going to start being susceptible to damage and repair, the latter via tailoring and forging. The former however can happen via Events, Night Traveling and Combat but the percentages that the clothing and weapons can be damaged will start off low so I can figure out where that sweet spot is that makes it not too easy and not too hard. But essentially, your adventure will wear down your clothes and you'll be forced to change them, repair them, or have them destroyed. I haven't hard-coded anything, but here's the run-down of the tailoring (which will be the same for forging).

Tailoring Skill of 0: Require 1 piece of torn cloth (scrap metal for forging), at this level 5% success, +3 durability.
Tailoring Skill of 1: Require 1 piece of torn cloth, at this level 10% success, +3 durability.
Tailoring Skill of 2: Require 1 piece of torn cloth, at this level 20% success, +3 durability.
Tailoring Skill of 3: Require 1 piece of torn cloth, at this level 30% success, +3 durability.
Tailoring Skill of 4: Require 1 piece of torn cloth, at this level 40% success, +3 durability.
Tailoring Skill of 5: Require 1 piece of torn cloth, at this level 50% success, +4 durability.
Tailoring Skill of 6: Require 1 piece of torn cloth, at this level 60% success, +4 durability.
Tailoring Skill of 7: Require 1 piece of torn cloth, at this level 70% success, +5 durability.
Tailoring Skill of 8: Require 1 piece of torn cloth, at this level 80% success, +5 durability.
Tailoring Skill of 9: Require 1 piece of torn cloth, at this level 90% success, +5 durability.
Tailoring Skill of 10: Require 1 piece of torn cloth, at this level 95% success, +7 durability.

I haven't decided how much durability will come with what item, but I think it'll be different from shirt to shirt, and from category to category. It'll depend on the material of the clothes as well. ^_^ So you'll have to keep an eye on things!

This also opens the game up for clothing creation as well since Tailoring/Forging will be fully functioning at this point.

Updated Help Guide:
Not much to say on this particular thing, but the Help Guide up to this point has been completely updated. I even messed around with some of the font color's for easier scanning.

Clothing Remaster/Adjustments:
Because of the Player Description Remaster being completed, I had to go back through and fix some of the clothing wear descriptions as well, which basically had me redoing a lot of the clothing. So I said f*** it and decided to just remaster clothing while I was there (that's also a huge to-do off my list). Because of this, I stream-lined descriptions, I adjusted a few stats here and there, and I decided to add in a bunch of variations to some categories because they were lacking in options. I've redone all of the Head, Hand, Feet and Inner Torso so far.

Here are all the new articles of clothing: Dark Green Headband, Red Horned Headband, Skull Dorag, Rainbow Dorag, Black Fedora, Tan Fedora, Fingerless Leather Gloves, Perforated Leather Gloves, Sexy V-Cut Black Bra, Full Cup White Bra

---- with much more on the way. I'm hoping this will expand a lot of categories and add more variations but to be honest this will just be the beginning. I want each article of clothing to have multiple colors and varied stats so people have a lot to choose from.

Rold and Aaleahya Relationship Status' Hardcoded:
As you could see from the Stat Screen, Aaleahya and Rold Status' have been hard-coded into the game, so now they are essentially ready to be remastered. But obviously, I'm going to "get to them" as I go through the Laboratory: which will have a place to create clothes, create weapons, play with alchemy and so on just to give the player a taste of things. <----- These are NOT in the game yet.

Dark Elf Race Change
:
I decided that Dark Elves needed to be their own race, so essentially, the Corruption event of turning into a Dark Elf from a normal Elf has been removed and altered. I thought this created more variation for the player; now you can play an Evil Regular Elf, or a Good Dark Elf if you like.  

Enemy Forced Entice:
Enemies have a secret piece of code on them for special attacks, but I haven't programmed any in yet. But that's going to change in this update. I'm working on the skeleton ground work for enemy special attacks that will force Entice no players. These of course are Sexy/Sarcasm Mood dominant (if you are Sympathy/Serious Mood dominant, the special attack will be an actual, regular but specialized attack). Anyway, for Sexy/Sarcasm dominant, the enemy will attempt to force you into a sexual frenzy which has a percentage of hitting or not. If it hits and you are horny, you'll automatically perform a randomly chosen Entice on that enemy (which could affect a number of variables: sexuality, corruption, pregnancy etc). If you aren't horny, this specialized attack (if it hits) will raise your lust by either 1, 2 or 3, which can ultimately trigger the player becoming horny. This is going to be a lot of fun!

I'm also trying to set up code that disables Entice if you physically attack the enemy with a regular attack. Cause no one can have sexy time while they are bleeding down their middle. So if you attack an enemy, you cannot Entice them any longer (although their specialized forced Entice can still proc because they want to catch you off-guard).

New Clothing Loot Function:
In places where certain pieces of clothing are, I'm instead going to add this function that randomly draws from a pool of all the current clothing items in the game to appear instead which basically means you might never get the same article of clothing or weapons on any given play-through. Cool huh? :D

COMING UP:
New Character Creator work, new Area descriptions, more Pregnancy, finished Cow-Taur transformation, Entice scenes, more Clothing remaster, finished details of Liquid System v2.0, more Masturbation scenes, more New Items, Laboratory Rold/Aaleahya remaster, more Day/Night Travel Mini-Events, Real Travel Events.

Hotfix: In a few days hopefully.
Next Release: Patron Beta 02JUN17

See you guys soon with more updates!

Anonynn.