Thursday, September 4, 2014

First draft for reboot.

Don't worry, this one will be a short post :)

We've mostly completed the home bunker section of the game.  I decided to upload a link so the people interested can see how the new format will be.  There is very likely some bugs in it and if you do find some, please please please take a screen shot and send it to me.  This version stops as Kaylee is taken out of the bunker. 

Let me say that again:  There is no "new" content in this update.  You only get to run around the bunker and go through the story there.  (Which does include the first naughty scene, perverts!) 

I'm honestly hoping to be writing new scenes within two weeks, but we'll see how much time we can dedicate towards it.  If we keep going as we have been we can very easily make that goal.  Even if we don't, I promise I'll get the next upload out before another year passes ;)

Mega link: https://mega.co.nz/#!vx0UhQxa!XzEXduQ-8Gp_76uDA_bZ5ov2lOM3tkrFu1mRWL6oO-I

Dropbox link:  https://www.dropbox.com/s/eryiiodq2lujwph/The%20Verse0.1.swf?dl=0

29 comments:

  1. ... So apparently I forgot to say the magic word?

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  2. Who's more perverted? The guys who play the game or the girl who makes it based around a super sci-fi version of herself?

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    1. A) Who says the main character is actually based on Asmina? You can't just assume that on an email address, as my email is the name of one of my fictional characters, who isn't at all me. B) Whether or not Kaylee is based on Asmina, creating a game isn't a sign of increased perversion, it's a sign of increased creativity. Anyone can rub one out, but not everyone can create something worthwhile. And C) does it really matter what floats a person's boat?

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    2. It wasn't meant as an insult. As far as I'm concerned there's nothing wrong with being perverted and I have nothing but respect for Asmina. Creating this type of game is a sign of increased perversion. Creativity and perversion are not mutually exclusive and she obviously has both in spades.

      If she wasn't a pervert she wouldn't have decided to make such an adult themed game and I'm glad she did.

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    3. Yeah, sorry about coming off so snarky. I read your comment without realizing the context.

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    4. Oh christ i just made a terrible realization...

      ... Does this make us terrible people for submitting Super Asmina to terrible situations?

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    5. .... Clean thoughts, clean thoughts, clean thoughts...

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  3. I tested out the draft version and I must say I'm quite impressed! I didn't encounter any problems, the new UI worked great and the game seems to have kept it's spirit through the engine change. I'm already eagerly waiting for new versions. :)

    One thing I noticed missing was some kind of indicators on the compass movement buttons that would tell where I might end up to. I think there were tooltips on the Rags version? Also there was no save system that I could see, but I'm sure you've planned to include one at some point.

    - K -

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    1. Actually those indicators on the compass is my first thing I'm working to address today. I noticed it was missing something after uploaded it. Funny how it works out that way, eh?

      Saving? I decided it will add another layer of challenge if I didn't add a saving/loading feature. Like the old days where you had to beat the game in one sitting.

      >.>

      <.<

      Okay I decided for my sanity's sake that players will only be able to save when Kaylee uses a bed or some other means of resting. "Quicksaving" anywhere and everywhere was going to be challenging to code.

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    2. I'm cool with only saving in a bed. It adds some old school dread, when all you want to do is save and are trying desperately to avoid fighting.

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    3. or you know, avoid being someone's toy.

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    4. As someone who didn't use Rags before, the fact that the compass icon can be clicked was completely non-obvious to me. In fact this post ended up telling me where to look. An explicit hint within the game would be very helpful I think.

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  4. Heh, that goes without saying!

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  5. Something I noticed that I wish you had was the ability to look back at what was said. That was possible in RAGs but not now, is there an easy way to fix that or is it just a matter of getting used to a new system that wont have that option? Thanks for coming back and I really cant wait to see more.

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    1. I'll look into extending the text instead of replacing it, but it won't be like rags with how it pretty much never cleared the text log. I could do that but I don't think I'll like how it looks. I think I'll prefer it not clearing while in a longer scene but clearing while just walking around.

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    2. You could try saving the text content in a pair of stacks, and then making it possible for the player to flip back and forth between these pages. It wouldn't be able to be saved, but then it wasn't in RAGS either. You'd probably want to add a "jump to latest page" button too, for those who want to look up something that was said 200 pages ago and then get back to where they were without clicking back for another 5 minutes or whatever.

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    3. I don't think that's going to happen, I'm sorry. That would be quite a bit of work for something I don't feel is very important. It's a good suggestion though and if I thought of it at the start I could have designed it around that idea. As it stands now I would have to convert everything to that new way. Maybe for my next game :)

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    4. I find the Rags way pretty bad to read, you always have to search where the new text actually started. Clearing out the window and only extending without any text scroll is way better imo.

      As for the logging, how about adding a log button, which when clicked shows a scrollable overlay that contains all text - basically like the normal Rags output, scrolled to the end. I agree that pages or anything fancy within the log would probably be to much effort, but looking up what was just said can be pretty helpful.

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    5. I have to agree: whenever RAGS scrolled the text window up more than a few lines, I was likely to have to read back up a paragraph at a time or start a long way back and re-read text to find where the new information started. Having the new information be all the information shown would make it a lot easier far more often than losing old text would be an issue.

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    6. I think I found a decent middle ground but I wont know for sure if I'm going to stick with it until more content is done. This whole game is a big learning experience for me to see exactly how I want future games done :)

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  6. Asmina, once you've finished this game, any chance you'll pick up "Instinct Program" and (re)make that, too?

    I want to know what was going on, what else Gentleman Jack had in store for us, what the VR kit could do and what was going to happen "on the last train at night next week."

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    1. Unfortunately it just wouldn't be the same without Alako at least co-authoring it :(

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  7. Hi Asmina, just checked the blog for the first time in ages and I'm super excited to see you're back!

    How is the schedule keeping up?

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    1. Like every other schedule I ever make lol. I took a break the last couple days but I'm back at it. I'm giving up on schedules though :)

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    2. Haha that's life for ya!

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