Sunday, February 26, 2023

Weekly Update #3

Hey hey,

Kay here~ 👋 



This week passed by way too quickly >.>

As a quick rundown of what I finished this week:

  • Removed some old code that wasn't needed anymore
  • Wandering System is in its barest form, but working
  • Stamina is now mostly* implemented
  • Sleep mechanics and how it ties in to stamina is working
  • HP and levels are in, however I still don't know if I'll need them any time soon
  • Familiarity and the Familiarity cool-down timer has been added.
  • Friendship level and Friendship XP have now been implemented. However, tweaks or reworks may happen in the future
  • Affection is now implemented
  • Nature is mostly done, but some additional work is needed
  • Moods work, but some additional refining is needed

Wandering System

Not much to say about this. For now to test the stamina system, I wanted the Garde to wander around randomly, draining stamina as it happened. However, I couldn't get this to work at all, so it's back to the drawing board on how to implement this. The initial idea was to drain stamina while the Garde was moving, with the destination position being recorded and checking if the Garde reached that, stopping the stamina drain. In reality though, it seemed that the Garde never reached anywhere close to the destination position so stamina would just endlessly drain. My current idea to fix this is to record both the starting position and get the ending position, doing some math to get the distance between those two points, then subtract some stamina all at once based on that.

Hopefully this method works, but I'll have to wait and see after I actually implement it.


Stamina

Stamina system is mostly up and running, with the aforementioned issue when moving and Long Stamina Regen/ restoration not being present.

If you need a refresher: Long stamina dictates how much stamina you have over all; short stamina is the moment-to-moment energy. The more short stamina is used, the quicker long stamina drains, with the percentage of remaining long stamina also being the percentage that short stamina can regenerate to. When long stamina is completely drained, short stamina doesn't regen.


The next plan for this system is to move it out of the Garde for now. Since things other than Garde will use the stamina system, I'll need to move it from inheritance based to composition based. This isn't the only system I'll need to do this for, but in terms of just getting it to work this will do fine.


Sleep

Sleep meter works. It slowly drains over time until it's restored. The purpose of this is to limit the amount of actions that can be done in a single day. Currently there are no ways to restore the meter unless it's by sleeping, however in the future I might implement some form of temporary options like chugging large amounts of caffeine. 

Currently the sleep system has an effect on stamina, but I'm not sure if I want to keep it or modify it at this point in time.


HP and Level

Works just like in the games, nothing too big to note here

However with levels, I'm going to change them just a bit with how they work in terms of XP. I have a rough idea on how I'm going to do that, but I need to expand upon it before making it viable. Since this isnt an actual recreation of the other games, getting XP through the normal way will be quite difficult. Looking on the wiki I did find items that give xp instead of fighting, but doping up a Garde is probably not the funnest way to play so to the drawing board I go.


Familiarity

The more you interact with the Garde, the more familiar she becomes with you. However, there's a time limit/cooldown since this stat also affects other stats, so the more familiar the Garde is with you, the easier time you'll have with raising other stats. However, since this is a neutral mechanic you can still be viewed negatively by the Garde despite being very familiar to her.


Friendship

 Friendship levels and xp have been mostly implemented. I may have to do lots of tweaking, however, once I get to playtesting portions of the game. This is probably one of the more important equations/systems because it also will tie into the Love system and trust system as well. I do need to make some additional modifications so that there are separate values for each character the Garde is friends with. This goes for the other stats as well; right now per each inter-personal stat the Garde only has one to keep track of over all, which may be changed by the next weekly update.


Affection and Nature

Affection is mostly untouched in how it works, but is fully implemented, with an added bonus of giving some variation onto the xp gain when needed.

Nature was a bit tricky to deal with since it had so many stats related to it to keep track of, but a quick struct fixed that. However, additional work needs to be done on Nature to make it compatible with the other systems I've come up with. In the other games, Nature affects moves and tastes, but in this game, Nature affects the XP gain rate on some systems in addition to how much XP is needed to level up.

As of right now, I have no idea how I'm going to approach this, but hopefully I can get an idea of how this will work within a day or so~


Moods

Moods are mostly working, but with how they are in their current state, they feel mostly incomplete.

My previous idea involved having moods range from -1 to 1 with the highest mood being the main mood and the others being statuses. 

As for the actual current implementation, during talking to the Garde certain actions will either raise or lower an emotion, change where the default emotion will go (for example, the emotion will decay to 0.1 instead of 0), and Emotion decays over time towards their defaults (they might be happy now, but as time passes they'll have a more neutral emotion).

With how they work now, I don't think these emotions can be tied to the animation system I set up previously that allows the Garde to react based on choice, and I really don't feel like adding a reaction system.

Oh well, time will tell if I come up with something better, but for now the Moods system is definitely not finished as of now, and much tweaking will be needed before I feel satisfied.


Anyways, that's all for this week~

Sunday, February 19, 2023

Weekly Update #2

Hey hey peeps~

Kay here 👋


I finally finished up all the document works so in this up coming week I'll be back in engine and by next update will hopefully have some more images and videos to go along with the weekly update~

Completed this week is:

  • Lust System
  • A few misc things (like weight, height, ect.) These things are just a single number in the end.
  • Garde x Garde relationships and events
  • Sex System is fleshed out
  • Hangout and Dating System
  • Day/Night Cycles + Time in general
  • A nice farming side activity
  • Buying/Selling (stores)

 

 

Lust System

Lust is divided into 2 Sections: Long-Term-Lust (LTL) and Short-Term Lust (STL)

Depending on how the player interacts with the Gardes and her emotions, STL will go up and down, though it will drain on its own over time. LTL, however, controls how quickly STL goes up and drains.

STL also controls a few other things, like how receptive the garde is to flirting and such
Don't let LTL get too high though, or you may find yourself getting pounced on~


Garde x Garde Relationships and Events

Through the small talk system, Gardes in your group will occasionally start talking to each other with their own storylines and such, which will either boost or worsen their relationships without player input.

This can either be through generic interactions (short scripts written that can be said by anyone) or through more specific interactions (scripts made for those two characters specifically) based on the relationship level between the two characters that are speaking.

This system wont come into full fruition until I get the script written down, unfortunately.

Garde Sex System

As said in a previous post, the player can initiate seggs at designated event spots in the world, given that the right conditions are fulfilled. Once the requirements are actually met, a little UI pops up showing all the actions you can take at that moment. 

I want this to be something interesting so this portion may be subject to reworks later.

Before you can actually seggs, you need to get each other in the mood, engaging in foreplay until the level meter (goes from 0-5) reaches at least 3. 

A slight twist on this is that the recipient isn't a passive participant, and may decide to make moves on the player as well depending on their personality and how high their immediate lust is.

Sex is similar, the player choosing animations they want to see starting at level 4 until the limit of level 5 is reached, climaxing the scene.

A note worth mentioning is that depending on the Garde's nature and personality, they may like or dislike certain types of foreplay/sex positions, and they'll be sure to tell you. Similarly, if they pounce on the player and they don't like that for whatever reason the player can tell them that they don't prefer what the Garde is doing and she'll remember to not do it in the future
If the love level is high enough though, the Garde may just let you do things they don't like to them anyways~

A Garde's Nature an personality also dictated where they like getting touched, how sensitive they are in general, as well as how easily they get aroused.

Once sex is over though, LTL resets back to 0. However, depending on the Garde, STL will remain high, so the action's not over just because you finished a round~

Learning new positions

Now unfortunately for you, dear player, the Garde's start out with no sex positions and instead they have to learn them. Why? Cause fuck you that's why. (Actually it's because the """source""" has moves the Gardes can learn, so I thought of making the sex positions moves that could be learned as well similarly to the moves. Yes, this does mean each move has a certain amount of times you can use it before it needs to be "recharged")

In order to learn new sex positions, you can either find a weathered porn mag page out in the world, or complete a few sidequests to get access to the highly-illegal E-TMs

What's the difference?
Porn mags are easy to learn, but only 1-time use as after learning the move the page falls apart from too much "studying". And once the PP for the sex position reaches 0, the Garde forgets the sex position, probably because they were fucked silly or something idk. Porn mag pages also can only be taught to one Garde at a time, so choose wisely. On a positive note though, you'll be able to find these things everywhere in the world so it's not too difficult to get and use. Some poor pervert probably lost his collection in the mountains and now all the pages have blown into town....

Sex positions learned from E-TMs, however, are never forgotten. Because it was made with shady illegal technology though, they're highly fragile and break after one use. Never fear though, because the Garde that learned it can pass on the knowledge through psychic powers (and an intense kissing session which has a bonus of increasing STL greatly)

Once the Gardes know about porn mags and learning new sex positions, they might find some on their own while out and about, giving the page to the player after they meet back up. When looking independently like this, they seem to find yuri pages more often than not. Weird....

As a side note, if two or more Gardes decide to sex each other, the PP wont go down, and the lust meters wont deplete.

 

Special Effects~

You know all those sound effects, text bubbles effects , and the little jolt lines you see in hentai doujins?
Yeah I want to try adding those in my game since I think they're neat. I've also not seen them done on a 3d format so this will be interesting to try and accomplish.


Hangout and Dating System

When two or more Gardes aren't traveling with you, they'll most likely go off on their own to do things. And when they do this, there's a chance that they'll go with another Garde to do an activity together, depending on how good their relationship with that Garde is. Of course, they can ask multiple Gardes to go together. The end result is a slight boost in relationships between the Gardes, meaning they'll get along better in the future.
They can either hang out at spots, go on dates with each other, or, in rare cases, commit some spicy action

Occasionally, one or more Gardes will come back to the player asking for their opinion or advice for their up-coming date with another Garde. Helping them out and customizing them will give a small boost of affection towards the player.

You know when a Garde is going out on a date because they'll be dressed up differently from how they usually are or are different from what the player set them to be. Don't worry, they'll change back once the date is over.

If spicy things happen, the Garde that's always with the player will notice what they're doing and ask the player if they want to peek at the action, letting the player sit back and enjoy the show. Well, depending on if the Garde that's letting you peek doesn't get horny and pounce on you halfway through....

Day/Night cycle and weather

They'll go passively, with minutes and hours ticking at a faster rate.
Make sure to keep track of the days so you don't miss any scheduled dates with your Gardes~

Every 4 months or so seasons will change just for some variety. 

Since I'm a lazy bastard only rain or snow will happen, but the likely hood of it happening depends on the season. Light rain, heavy rain, and thunderstorms can still happen though. The same holds true for snow/blizzards.

Certain buildings and shops will only be available at the right time of day, with some only being open during a certain season.

I do have a system where I can pick out specific dates for Holidays and such which may be used in special events for the Gardes.


Berries and Berry farming

The player can buy a plot of land for quite a bit of money. 

For even more money, the player can purchase an expandable greenhouse to be built where the player can farm berries to sell all-year-round. Just make sure to water and fertilize the trees frequently.

And to store all that fertilizer you're probably going to need a shed too~

 

Garde Customization

Here's a big one.
Essentially the player will be able to customize the garde how they wish, but only up to a certain point with that certain point being the love level. At max love level, the garde will be completely customizable.

Earlier than that though, the Garde will have a certain affinity towards each item, and prefer wearing that over other things. Even if the player dresses the Garde in low affinity items, then you'll probably see them in different clothes when they go on dates and such. If affinity is 0% then the Garde doesn't want to wear the item at all.

As for a list of things that can be customized on a Garde:

  • Hair length, Color, Style
  • Accessories
  • Hats
  • Shirts
  • Dresses
  • Pants
  • Skirts
  • Shoes? 
  • Lewd clothings
  • Lingerie
  • The color of all of these things are customizable as well

 Dyeing is the main way you color items and the Garde. Utilizing those berries you have you can craft certain dyes.

 Normal clothes can be bought during the day at certain shops, but lewd clothing can only be bought at a night store with a special pass~

Rumor has it this shop even has a restricted section that lets you modify a Garde's body further.....

 

Stores~

 Economoney

Buy stuff, sell stuff.

Different stores for different needs.
Can't sell your junk to all stores, only certain ones~

Friday, February 10, 2023

Weekly Update #1

 Nyello peeps, 

Kay here~


No pictures this time, since I haven't been working in the engine too often. A large portion of this week has been spent writing down the specifics of the game and figuring out how everything is going to work on paper. The other half was spent in a long and dark time on desmos working out how a few equations are going to work out "on paper". I've lost count of how long I stared at graphs and equations that I don't want to do it again for a long while.

Now that that's out of the way, here are the things I managed to complete this week.


Event spots

In short how they'll work is each location has an event (or several in one spot), and depending on if certain conditions are met, you'll be able to perform the event there.

Said events could be a date, conversation, quest continuation, sex scene, or something else.

If the player meets the requirements for more than one event at the same location, then a little menu will pop up letting the player choose which event they want to do.


Quest system

Yep, there's quests.

My goal with quests is to tell an interesting story rather than to just be an annoyance. So while the skeleton is down, it's going to be a long while before I consider the quest system to be up and running. 

It certainly needs a lot more work.

Small-Talk System

This is one of the more simpler systems in my opinion. If you're near a character or if two characters are near each other then they do some simple chatting on their own even if you're not actively interacting with them. Of course, based on the character's current stats and mood, you'll get different responses. Make sure not to ignore them or else they might get a bit angry!


Following System

Follow the leader!

The plan so far is to only have 1 or 2 be able to be carried around with the player, which means the rest will actually be in world following behind the player. Most of the heavy work with this system will come in play testing. Don't want to have it be like skyrim followers trapping you because they refuse to move from a door they're blocking....


General Emotions and Statuses Systems

This one's the big one, and the one that's taken up most of my time in both writing, and in graphing equations.

 Rather than go over each one in detail, I'm just going to list which sub-systems I have completed with a small blurb on what they are.

  • Stamina
    • Comes in 2 variants: long and short
    • Long is how much stamina the player has total
    • Short is how much the player can immediately use.
    • Restoring short stamina drains long stamina
    • Same system applies to your companions
  •  Sleep
    • If the player is too tired then they can't perform certain actions
    • If Long stamina is still full then you can perform actions regardless
  •  HP
    • Dunno if I need this in my game
    • may be expanded upon or removed entirely
  •  Some other stats
    • Same as HP, may not be needed
  • Level
    • from 0-100, used in calculating some other things
    • XP - can be gained from doing lewd things or from "other ways" 
  • Friendship
    • Goes from level 0 to 5
    • However you can have as many points in Friendship as you can possibly gain
    • When you get closer to the Garde, you get a certain amount of XP in friendship
    • Get enough XP and you get a point
    • Affected by Familiarity
  • Affection
    • If friendship is high enough then you start getting points in affection
    • Works basically the same as Friendship
  • Nature
    • Applies a flat bonus or debuff to most other stats based on the personality of the Garde
  • Love System
    • Doesn't start until Affection, Trust, And Friendship reach a certain level
    • Goes from level 0 to 100
    • The XP needed to level up changes based on above listed stats
  • Trust
    • Trust goes up quickly with familiarity
    • Distrust happens if you do bad things
    • Distrust will slowly go away over time and take away from overall trust
    • If Trust reaches 0, then most other stats will also becomes 0
    • Similar to friendship (goes from levels 0-5), but lots of distrust will net you much less XP in trust
  • Familiarity
    • Simplest stat
    • The more you interact with the Garde, the more familiar she'll become of you
  • Moods
    • Many have positive and negative values
    • Highest valued mood is considered the main one
    • They all tend to 0 as time passes
    • Depending on how you treat, the default of 0 might be higher or lower, so mood numbers may tend to go towards those values over time instead of 0

A few things I still have to finish up for this section is the Lust System, Relationship System, and a few other misc things.

Over the next week or so I plan to work on the Interaction, Sex and positions, Day/night Cycle, experiment with maybe a minimap, Ships, peeking system, a literal farming system, and cosmetics.

Once all of these things are planned out then I hopefully can get back into engine and actually work on the things that I initially said I was going to do in my previous blog post.

 

Anyways, that's all for this week! 

Bai bai~ 👋👋👋