DoujinStars
thaumx
thaumx

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Release - Version 0.02.2 [backer]

It's been one month since I released the first public version, and the response has been overwhelming. I also think we've made some really good progress from that first release! 

If you haven't yet, come check out the Discord Server! It's been fun talking with all of you, and it makes it really easy to share what I'm working on and post little previews without having to take the time to make an entire Patreon post.

Lots of changes this time around, particularly if you haven't seen version 0.02.1 or 0.02.0. My work has been spread out a bit, and I worked on a lot things beyond what I promised for this release. I had a snafu or two because I had to re-think how I would implement the wardrobe system. Originally I had been planning on using arrays of objects to store the needed information, but the Twine state/history system prevents that because it doesn't make deep copies of objects. However, I was able to work around it, it just takes a little more coding work to use a simpler data structure. :)

The wardrobe system has thousands of lines of code, and there is a ton of code in numerous areas so far. (Just looking at the word count below will probably make that obvious, there's only about 27-28K words of story content thus far.) It's a bit difficult for me, because I know a lot of you wonder "why are you making X so detailed/complicated when you aren't even out of the prologue yet?". It's worse because a lot of code things aren't exactly obvious to players unless you unpack the html file.

The reason for this heavy load of detail up front goes back to some basic design principles for good software development. I'm not trying to insult or degrade anyone's work here, but not all approaches to development are the same. If I wanted to focus getting out of the prologue, and having a 'playable' game, I'd probably be there already. This would definitely be the way to go for trying to get more support on Patreon.

My focus, however, is on making a good game. Because I did planning, I already know the kinds of things that will be in the game, and how I want them to work. By writing code that supports those features from the beginning, and taking extra time to make code modular and centralized, those features are far easier to implement later in development. (And unplanned features are easier too.) It does take longer up front, but it pays off many times over later in development. 

Many developers here on Patreon take the approach of working towards a playable game before adding in details and features, usually with code that works specifically for what's coming in the next release. Some of you may have noticed that those games become playable quickly, with updates flying out at a break-neck pace. Those projects get popular fast, but they usually have a common theme of dramatic slowdowns in development. Many have updates that come slower and slower, or have updates that seem to add less and less. It usually isn't laziness at fault, but the expanding cost of code debt

I am specifically attempting to develop Accidental Woman with as little code debt as possible. When it's time to add getting wet or semen stains to clothes for example, I won't have to re-write or modify the entire set of code governing clothes. It's already ready. Similarly, because I'm taking time to put important player stats--such as arousal--into flexible modification functions, I don't have to write code to examine a ton of pc traits each time I change it. In fact, I can make sure that when your arousal increases, it always considers the character you're playing, from personality and libido to chosen sex traits. I think you'll see that this leads to a much-more-steady development pace, and new mechanics and story content that doesn't seem to ignore what came before.

Thanks again for all your support, and I hope you enjoy this release!

I am releasing this version to $1 supporters as well, because this will become a public version towards the end of the week.

Change Log 

Version 0.02.2 - Passages: 100, Words: 135396

Note: To view the wardrobe, go to one of the women's clothing areas in Bullseye and click the "fitting room" action link. I recommend that you buy some clothes beforehand so you can play with them in the wardrobe. (can't do much with a nearly-empty wardrobe!) It's also a good idea to save before entering the wardrobe. While you can return to Bullseye from the wardrobe, I recommend loading that save you made instead.

Note: Backwards compatibility will allow you to play the game successfully without making a new character, and see the new content. However, due to extensive changes to the game, it's recommended that you start a new game (particularly if you want to create a save that will work properly with future versions.)

Comments

It says in the post above, but you have to go to the fitting room while in Bullseye.

ThaumX

also how do i get to the layout seen in the picture ? i dont even have a wardrobe as content stops before getting to make any free choices

frederik wøhliche

so still no content ? a bit of a shame cant wait till you can actually do stuff XD its great you get the chance to set up your story and such but when you have all sorts of clothes and promises for thing you can do its a shame there really isnt any of that content yet took only like 5 mins going through the new stuff

frederik wøhliche

Yes, this is a bug. I'll get it fixed, thanks!

ThaumX

Not sure if this is a bug or just not gotten to yet, but after checking out of Bullseye and getting back to Lilly's the money displayed on the left hand bar didn't reflect the deduction.

Jaye R.

Thanks for the report Chris, it's always appreciated! The quest is indeed setup in such a way that you have to buy (panties, bra, dress) or (panties, bra, top, bottom) at the same time to properly trigger completion. I should've considered multiple "trips" for this, but was avoiding the <<unset>> macro. I'll get it fixed ^_^ The main shopping cart shows ALL the items in your cart, but the individual shopping links only show the clothes in that section. I was trying to make it a bit easier to see what was in your cart from the clothes you're currently looking at. I'll add in a new button to view the entire cart.</unset>

ThaumX

Bug: I'm not sure but I *think* we have to buy the full outfit *in one visit* before we can leave. Buying lots of stuff, trying to leave, going back in to buy underwear, trying to leave, going back in to buy a t-shirt and skirt and trying to leave didn't work. Buying bra, panties and dress in one visit did work.<br>Related minor bug: shopping cart only shows items from current section, not total, making it a little harder to make sure you've got everything and to track your total price.

Jumpy James Johnson Junior

Thanks :) you don't need a new character to read the new story content. If your save is in or before bullseye, you can also check out the wardrobe preview in the fitting room. I would recommend starting a new game at some point, but it could wait until the next version. Just run backwards compatibility to use a save from an older version.

ThaumX

This is a game I have an anxious countdown always ticking in patreon. The thorough detail in character creation hooked me. I just hope soon enough we'll a little bit of story evolved, past the car "distraction", but if that's a small price for (close to) perfection I can wait. :-) Until then I'll get fun making more PC's. By the way, do I need to make new characters to take advantage of the update?

Wildhawk

Thanks Hashes. I think that twine/sugarcube will be okay. The main limitations I'm watching out for can be solved if they become a problem by modding the twine code itself, but I don't think it'll come to that. :)

ThaumX

Your explanation is spot-on RE: code debt and the way most games appear to be developed these days. The amount of design and system forethought going into your game is exactly why I'm backing. My only fear for the project is the use of Twine, but I am eager to see how you overcome some of the shortcomings. I have seen way too many naive and lazy implementations get bogged down by data and backstack bloat. Thanks for the update! Looking forward to seeing how things have progressed.

Literally Marty


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