- SimBrothel: PytFall Development -

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Re: - SimBrothel: PytFall Development -

Post by Xela on Mon Dec 31, 2012 3:30 am

Just a little update, game is being developed on PP (WM) forum. Progress has been mostly advances in code, like a bridge between battle engine and game engine + girl interactions screen + some logic and many bugfixes. Texts on next week are MUCH better now thanks to GonDra. Also new pictures for interface will be added soon, Tl is hunting for those.

New prebeta version should be out after more logic is added and girl's interact screens have some texts/action.

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Re: - SimBrothel: PytFall Development -

Post by ShadowArcher on Mon Dec 31, 2012 5:25 am

interesting, I'll have to pay better attention so that i could have caught this sooner than i did.

looking forward to a playable version.

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Re: - SimBrothel: PytFall Development -

Post by tilimir on Wed Jan 02, 2013 1:19 am

loving the screens. can't w.ait for playable

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PyTFall 0.2

Post by Xela on Thu Jan 24, 2013 12:53 am

PyTFall 0.2 is out. Note that this is almost 180Mb and definitely NOT worth downloading if you're not interested in project development as this is not a playable game yet. Version 0.3 should be the first 'playable' prealpha.

New stuff:

- A bunch of new picture categories but not all of the girls have them (Sakura having one of the most complete sets thanks to CW).
- Girlsmeets system without content (Simbro 1x ripoff), no content is yet available so only 'hire' works.
- Interactions added (Already have some simple scripts thanks to nighthalkek), more advanced versions in next prealpha.
- New location and a bunch of new girls (Thanks to GonDra, DarkTl).
- Some new things partly coded in + bug fixes.
- Better Next Day texts (Thanks to Gon again).

Link: https://dl.dropbox.com/u/43556362/SimBro%20PytFall-0.2-win.rar

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Re: - SimBrothel: PytFall Development -

Post by Guest on Tue Jan 29, 2013 8:13 am

I have high hopes for you. Most other iterations have been discontinued.

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Re: - SimBrothel: PytFall Development -

Post by Xela on Tue Jan 29, 2013 12:24 pm

LoL Thanks Smile

There are plenty of projects still being developed, those that have failed have done so mostly because programming languages were poorly chosen and project grew to large and/or awkward for one person to manage. Since this is being developed in Python on a ready to use framework and we have a small team contributing as time allows, I have high hopes for this project as well.


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Re: - SimBrothel: PytFall Development -

Post by KingofKings on Mon Feb 04, 2013 11:33 pm

using the old system and giving it yet another facelift...

I actually like this one, it shows a lot of promise.
The others either strayed from the path or just remade it with a new background.
You have taken the original, which we all know is a successful build and remade it for the new age.

Everything is refreshed and looks like it's going to hold better than the rest, add to the inclusive pictures where only text stood and we have a winning combination.

Though why did you pick on Tentacruel as the monster, he may not be the most liked but to be put against Sakura? pale What did he ever do to you to deserve such a fate?

Still going to wait for the first playable version and will help out with a few story things and bug testing if you want the help.
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Re: - SimBrothel: PytFall Development -

Post by Xela on Tue Feb 05, 2013 12:29 am

KingofKings wrote:using the old system and giving it yet another facelift...

I actually like this one, it shows a lot of promise.
The others either strayed from the path or just remade it with a new background.
You have taken the original, which we all know is a successful build and remade it for the new age.

Thanks, I want to keep it fairly close to original before we stray from the path completely as well Smile


KingofKings wrote:
Everything is refreshed and looks like it's going to hold better than the rest, add to the inclusive pictures where only text stood and we have a winning combination.

That's the plan, also better image handling and more pictures/categories.


KingofKings wrote:
Though why did you pick on Tentacruel as the monster, he may not be the most liked but to be put against Sakura? pale What did he ever do to you to deserve such a fate?

LoL Because that was the first decent looking tentacle monster I've found, I figured it was from Pokemon but had no idea what it was called Smile

It's a test for battle engine anyway, will be removed soon.


KingofKings wrote:
Still going to wait for the first playable version and will help out with a few story things and bug testing if you want the help.

4 - 5 weeks until playable preAlpha I expect, development boiler-room is in PinkPetal forums since there is no moderator here. Help is always welcome, the trouble is that I'm busy with advanced logic right now and will write modding guide and make modding more accessible only after AL is finished. Unless you want to try and figure out modding yourself, there is not much you can do other than maybe write interaction/girlsmeet texts.

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Re: - SimBrothel: PytFall Development -

Post by KingofKings on Tue Feb 05, 2013 2:46 am

Xela wrote:there is not much you can do other than maybe write interaction/girlsmeet texts.

Give me a girl, what you want as a text and I'll give you as much as I can, it's all for the game and I don't mine the boring stuff...

Jut don't ask me to program it, straight over my head and lose half my hair while I'm at it. lol!
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Re: - SimBrothel: PytFall Development -

Post by Xela on Tue Feb 05, 2013 3:42 am

KingofKings wrote:
Xela wrote:there is not much you can do other than maybe write interaction/girlsmeet texts.

Give me a girl, what you want as a text and I'll give you as much as I can, it's all for the game and I don't mine the boring stuff...

Jut don't ask me to program it, straight over my head and lose half my hair while I'm at it. lol!

We need to cover generic texts before we start writing those for individual girls.

In game, there is an interaction menu in girl's profile. Better texts/more events are needed. Just write the texts and menu choices and I'll code that in later. Same is needed for girlmeets in town, take a look how it is done in SimBro 1x, keep in mind that we can use menus, change backgrounds and locations. If you want, you can try to come up with a couple of NPC character like in Otherworld... Basically just think about what texts and interactions you want to see in game and write those. I'll code in.

List of picture categories to choose from, just right what category should appear and when.

profile

profileneutral
profilehappy
profileangry
profilesad

date
datebeach
ent
shop

rest

battle

nude

strip

anal
blowjob
les
sex

//.png
battle_sprite

questneutral
questhappy
questangry
questsad

//



--- ChW - 22.1.2013

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Re: - SimBrothel: PytFall Development -

Post by Xela on Sun Feb 24, 2013 3:59 am

Since this is a new feature, I'll post this update here as well. Been coding some boring logic for jobs for a long while now and decided to distract myself with something fun bounce


In any case, this is what I managed with our graphical designer M.I.A:




Pics for courses are randomly chosen from a variety of images that Dark and CW hunted down on the net. Those pics are also buttons that send your girl to do the course. There is still some logic and testing left but I'll try to wrap it up tomorrow.

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Re: - SimBrothel: PytFall Development -

Post by KaiSakurai on Sun Feb 24, 2013 5:34 am

NICE screenshot =D
that education systeme looks great =D
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Re: - SimBrothel: PytFall Development -

Post by Xela on Sun Feb 24, 2013 5:20 pm

KaiSakurai wrote:NICE screenshot =D
that education systeme looks great =D

Thank you, that is supposed to replace schools from the original Simbro to avoid cheap and easy level ups. Dark also found some new frames, we'll do with what we can get if graphic designer doesn't come back.

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Re: - SimBrothel: PytFall Development -

Post by Xela on Sun May 19, 2013 1:38 am

Hello everyone,

We're still practicing with Python and RenPy, trying to slowly develop the game.

It became clear that items system we had in place (with just 6 pieces of clothing and 6 items) was good for nothing so we added a better one. A lot of code has been added as well but it is still dormant so it's useless Smile

https://dl.dropboxusercontent.com/u/43556362/SimBro%20PytFall-0.29-win.rar

Items concept:

Items Concept Design:

Items will be created in XML, field default values will be filled be the class.


Item might fail without these 2 fields:

ID: Name of the Item.
- Game is likely to crash if not specified.
- xml field:
Code:
id="Dummy Item"

Icon: Path to file with picture of an item.
- We might use default here as well after we find some pics for slots that would make good defaults. For now, this is the second field item will fail without!
- xml field:
Code:
icon="content/items/dummy_item.png"


Optional fields:

Description:
- Defaults to an empty string.
- xml field:
Code:
desc="This is a dummy item for testing!"

Changing stats:
- Defaults to an empty dict.
- xml field:
Code:
<mod charisma = '20' />

Changing minimum/maximum of stats:
- Defaults to an empty dict.
- xml field:
Code:
<min charisma = '20' />
- xml field:
Code:
<max charisma = '20' />

Add/Remove traits:
- Defaults to an empty list.
- xml field:
Code:
<addtrait name = 'Sexy Air' />
- xml field:
Code:
<removetrait name = 'Retarded' />

Add/Remove skills:
- Defaults to an empty list.
- xml field:
Code:
<addskill name = 'Water 2' />
- xml field:
Code:
<removeskill name = 'Fire 1' />

Add/Remove Effects:
- Not implemented yet but the fields will be there. Effects in the future would be sick, poisoned, exhausted, pregnant and so on).
- Defaults to an empty list.
- xml field:
Code:
<addeffect name = 'Dizzy' />
- xml field:
Code:
<removeeffect name = 'Poisoned' />

Locations: Locations where the item can be acquired.
- At least one must be specified or item will be registered but will never appear in the game. The only reason to leave this out is if item can only be awarded by a script.
- This defaults to an empty list.
- xml field:
Code:
<location name = 'Item Shop' />

List of traits that favor/reject the item: (for auto-equipping or shopping).
- Defaults to an empty list.
- xml field:
Code:
<goodtrait name = 'Strong' />
- xml field:
Code:
<badtrait name = 'Meek' />

Price:
- Defaults to 0.
- xml field:
Code:
price = '10'

Cmax: Can only mod a stat up to this value. The idea is not to allow cheap, peace of crap consumables to max out a girl completely.
- Defaults to max value of a stat.
- xml field:
Code:
cmax = '75'

Sex: (Male/Female/Uni) This should prevent Male hero from being able to equip a dress or a strap-on.
- This will defaults to Unisex
- xml field:
Code:
sex = 'female'

Infinite: (If item is infinite in the shop)
- Defaults to false.
- xml field:
Code:
infinite = 'false'

Chance:(To acquire an item at any Location)
- Defaults to 50 if not specified.
- xml field:
Code:
chance = '100'

Badness: (Chance of girl buying this item)
- Defaults to 0 if not specified. (Meaning 100% chance)
- xml field:
Code:
badness = '10'

EqChance: (Chance of girl AutoEquipping the item)
- Defaults to Badness if not specified.
- xml field:
Code:
eqchance = '22'


Slots:
- Slot default to consumable!
- xml field:
Code:
slot = 'consumable'

List of slots:

Code:
            self.eqslots = dict(head = false,
                                      body = false,
                                      cape = false,
                                      feet = false,
                                      amulet = false,
                                      wrist = false,
                                      weapon = false,
                                      smallweapon = false,
                                      ring0 = false,
                                      ring1 = false,
                                      ring2 = false,
                                      belt0 = false,
                                      belt1 = false,
                                      belt2 = false,
                                      misc = false,
                                      consumable = None
                                      )

The 'key' (or the first word in each pair) is the slot you can choose for the item.

Options (possible but not limited to):
Weapon Slot - Sword, Dagger, Mace.
Concealed Weapon Slot - Dagger.
Three Ring Slots - Rings
Amulet Slot - Amulet
Head Slot - Helmet, Tiara, Crown
Body Slot - Armor/Clothing
Cape Slot - Cape
Feet Slot - Boots
Consumable Slot - Consumable


Consumable also opens a number of optional fields (maybe more in the future):

Block: Will have no effect if used again before x number of days. (Actually cannot be used again the way I programmed it for now)
- Defaults to false.
- xml field:
Code:
cblock = '5'

Temp: If item effect is temporary (in days).
- Defaults to false
- xml field:
Code:
ctemp = '3'

Effect: Determines the 'area' of items effect.
- Defaults to false (Meaning single girl)
- xml field:
Code:
ceffect = 'brothelfree'
Effect areas:
- 'false' = Single Girl
- 'brothelgirls' = All Girls in the same brothel with the girl.
- 'brothelfree' = All free girls in the brothel.
- 'brothelslave' = All slavegirls in the brothel.
- 'allslaves' = All slave girls that you own.
- 'allfree' = All free girls working for you.
- 'allgirls' = All girls in your service.


Three Belt Slots - To take items into battle or use them in events/quests.

Note: Battle Items are always consumables and will be created by dev team because we'll have to design them twice (Once in the game and another in BE). After a decent release version of a game is completed, I will figure out Battle Engine in depth and create a bridge to items as well as adding more synergy between BE and the game. For now I would prefer to focus on game code and content using just basic BE features.

Misc Slot:
- Will allow to equip one item that will give it's full effect after an item has been worn for a number of days. Basically the moment item is equipped, game starts to count days until a specified number is reached, than applies it's effect permanently and can be passed to a different girl or disappears.

Misc slot adds new fields:

Temp: How long until item takes affect in days.
- Will default to 10 days.
- xml field:
Code:
mtemp = '3'

Destruct: (Optional) Does the item disappear after it takes effect.
- Defaults to false.
- xml field:
Code:
mdestruct = 'true'

Reusable: Blocks the item to be used for the same girl twice.
- Defaults to false.
- xml field:
Code:
mreusable = 'false'


Book for example might be set to:
Reusable: false
Destruct : false
Temp = 10

Pet might be set to:
Reusable: true
Destruct : false
Temp = 1



Type: Important in some places like weapons since different weapons might make different sounds and have different damage modifiers in battle engine.
- Default to it's slot.
- xml field:
Code:
type = 'Sword'


- Items should be stackable.
- Shops should have locked inventories to be restocked once in 'x' number of days.


Notes:


- Only consumables (without temp effect) and misc items should award traits because if girl already has a trait that is awarded to her by a wearable item (ring or cape for example), trait will disappear as item is taken off. This is obviously possible to avoid but that would require a bit of coding and I see little benefit.


----------------------------------------------------------------------------
Still to design:
We still need to decide if we want shops to look like they do in Alkion/OtherWorld or give them a retro look like in old FF games.
Another issue is how to pass items to girls from player, do it in the girl profile screen or construct something like WM.

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Re: - SimBrothel: PytFall Development -

Post by Xela on Wed Jul 03, 2013 2:34 am

Been a while since I've posted here, but since our forums are down...

New Stuff:

- 250+ Items
- 4 Shops in the city
- 10 New girls
- Plenty new logic
- Some effects
- 40 - 50 traits
- Loads of improved code
- New way of cataloging pictures
- Equipment screen for girls
- MC class improved
- 18 Brothel Upgrades with all logic active (instead of 6 previously)
- Items transfer screen

and more...

Some new pics:


 





   

   


As an extra bonus, a new pic from our Russian sister game, crafts (Alchemy/Slithery soon will be in Twisted Evil  )

http://puu.sh/3tqaY.jpg

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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Wed Jul 03, 2013 11:19 pm

Oops, I guess we need another witch. I thought her hat will be outside the screen.
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Re: - SimBrothel: PytFall Development -

Post by Xela on Wed Jul 03, 2013 11:32 pm

I didn't even notice...

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Re: - SimBrothel: PytFall Development -

Post by Pyko on Thu Jul 04, 2013 4:30 am

How do you get access to the newest version?

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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jul 04, 2013 9:37 am

Git repo on SF but it's the development version rigged for testing so it's not even mildly amusing to play at this moment (You'd start with the best brothel and most girls). I've decided not to release dev snapshots version anymore cause until there is more (a lot more) content in the game and there is not much progress in that area...

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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 11:30 am

It appears that there is no as many pics for ruined cities as I hoped, so without advanced random dungeons generator we won't be able to make such location.

However, I've found a good deal of dungeon/catacomb/tomb pics and, oddly enough, beach pics as well, including those for BE.
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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jul 04, 2013 11:43 am

Great, I am totally lost without forums, cannot figure out what to do next with all our dev plans/ideas being layout there. Prolly gonna do some preliminary work on MC screen, his equipment screen and so on.

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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 11:45 am

How about death/resurrection system? It's hard to imagine final release with immortal girls and MC.
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Re: - SimBrothel: PytFall Development -

Post by Xela on Thu Jul 04, 2013 12:08 pm

Ok, that's important as well Smile

I need to think about this one, girl can die at a number of places like during job events, interactions and BE.

Be is prolly the biggest issue at the moment as it likely has to be reprogrammed and I don't want to touch that before 1.0 is released (I'll check is there is an easy solution just in case). Otherwise... It's job events only since interactions haven't been addressed yet.

Do we kill a girl off when her health reaches 0 or min['health']? I mean, do we have any items/traits that raise minimum health boundary? You've said something about that on the forum?

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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 12:27 pm

Since we planning to use things like min mp=5 to cast spells with cost <= 5 infinitely, I figured that min hp=5 could make the girl immortal, so I avoided it in both items and traits.

Maybe we will have some passive skills eventually to somehow avoid death with health<=0, but for now it should be sufficient.

One more thing is joy and suicide. Theoretically, joy should have some impact on girl's performance (like, -10% with 0 and +10% with 100), with 0 joy she gets depression effect, and, for example, after 5-7 days of depression she kills herself (1-2 days for girls with pessimist trait).

As for resurrection, we could either use a simple temple in the city for a fee or some remote sanctuary in the catacombs.
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Re: - SimBrothel: PytFall Development -

Post by DarkTl on Thu Jul 04, 2013 12:41 pm

Another thing is girl's body/remains. I guess you could use quest item type to keep them in MC inventory. If player simply wants to dispose of it, we could add cemetery location to the game.
Or, since resurrection is expensive (maybe depending on girl's level), he could use them to make a clone once (btw, clone's lvl should be dropped to 1).
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Re: - SimBrothel: PytFall Development -

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