http://www.mediafire.com/?5g096u5r1ppev7d
-fixed a few issues with the game menu being incomplete, and getting stuck in endless loops
development homepage for frogue latest release: 0.4.2b http://www.mediafire.com/?5g096u5r1ppev7d
2/29/2012
2/28/2012
frogue 0.4.2
http://www.mediafire.com/?vokyvakd5gt7gdz
frogue 0.4.2
-saving and loading characters works now
-increased the number of save slots to 6
-general navigation works now
-size of explorable continent increased to about 40 areas
-a large number of events are still one sentence 'stubs' with no real content
feedback, comments, suggestions, requests, or thoughts on which events i should fill out first are all welcome.
now that i'm going over my 'to do' list i'm realizing that i (sort of accidentally) knocked off three of the items on my list - persistent world data is in, and the existing system can easily handle cities and dialogue - which means that there's only three more features that need to be added before i can start focusing on content: combat, inventory, and the sex scene generation. i want to include a party interface to allow you to take companions with you, but that can be added after.
combat is next, for the 0.5.0 release.
frogue 0.4.2
-saving and loading characters works now
-increased the number of save slots to 6
-general navigation works now
-size of explorable continent increased to about 40 areas
-a large number of events are still one sentence 'stubs' with no real content
feedback, comments, suggestions, requests, or thoughts on which events i should fill out first are all welcome.
now that i'm going over my 'to do' list i'm realizing that i (sort of accidentally) knocked off three of the items on my list - persistent world data is in, and the existing system can easily handle cities and dialogue - which means that there's only three more features that need to be added before i can start focusing on content: combat, inventory, and the sex scene generation. i want to include a party interface to allow you to take companions with you, but that can be added after.
combat is next, for the 0.5.0 release.
release tomorrow
i'm about an hour short of posting 0.4.2. i haven't put saving and loading through the final bugtest, but the big kinks have been ironed out. all of the events that i've written are in place, navigation functions perfectly (the game even shows you which directions you can and can't go now), and all that i need to do is finish up the options menu (so you can finally put things into metric) and actually load the events into the locations (which isn't difficult, but takes time).
2/27/2012
locations now work
locations (should) now work properly, although since importing the old events isn't yet complete there isn't anything to do in them yet. loading should work although i haven't tied saving in yet. also, the game should now track world data - so far there's a few story-related flags, a bunch that are reserved for various npc events (like the dryad, which admittedly nobody will get to see until you can raise your stats). also haven't bug tested any of this so it probably doesn't work. i did a check out of curiosity, and the project is sitting at 15,000 lines of code and 2,700 lines of comments right now.
i may or may not have a lot of time available to program tomorrow, depending on how work ends up going. if i do have a lot of time i'll be able to put out 4.2 at around 5.30 / 6am us central, otherwise it will probably be out on tuesday.
if you open up the .txt files that the game creates to save data in and fiddle with things a bit, you could conceivably unlock the (beginnings) of a gangbang, but other than that, still no sex just yet.
i may or may not have a lot of time available to program tomorrow, depending on how work ends up going. if i do have a lot of time i'll be able to put out 4.2 at around 5.30 / 6am us central, otherwise it will probably be out on tuesday.
if you open up the .txt files that the game creates to save data in and fiddle with things a bit, you could conceivably unlock the (beginnings) of a gangbang, but other than that, still no sex just yet.
2/26/2012
Codex: Knell (city)
Location: Continent of Aven, eastern Rygal Forest
Population:
(anthro enabled) 79% Forester, 5% Ratkin, 4% Faekin, 4% Lepin, 3% Human, 3% other, 2% centaur
(anthro disabled) 80% human, 7% goblin, 5% orc, 4% faekin, 2% centaur, 2% other
Military:
Knell has a unified military and legal system, with the few full-time military personnel acting as sheriffs when the city is not at war. Although this leaves the city vulnerable at first glance, a number of factors make it more than capable, at least defensively. The large population of hunters and woodsmen in the area can turn into irregulars capable of carrying out ambushes and laying traps overnight, turning any attempted occupation into a grueling campaign against guerrillas. The city itself holds regular archery tournaments and open archery training camps for it's citizens, enabling them to easily be formed into a defensive force to man the town's walls. Beyond this, there are a number of independent militias, extremists who will occasionally clash with one another for one reason or another, but work together without hesitation to defend Knell from outsiders.
Rulership:
The rulership of Knell is both very simple and obtuse. In the strictest sense there is a single absolutist leader that manages the city and the buildings within it, collects taxes, organizes the military guard, and establishes law (most of which is concerned with theft of property, assault, and murder; there are no explicit economic, religious, or social laws to speak of). This is a hereditary position called Margave, passed from parent to eldest child (barring explicit instructions otherwise). The Margave serves as the absolute arbiter of disputes and keeper of peace, although in practice the day-to-day goings on in Knell is managed by various councils of the elder (50 and older) members of the city. It is rare, but not unheard of, for non-Foresters to be invited into these councils, which while lacking in any real authority, are respected enough for their expertise that those who go too often or too far from their advice will find living in Knell much more difficult, with inns suddenly running out of space or shops mysteriously being out of stock. These councils form to handle issues regarding everything from sanitation practices to the regulations regarding sale of imported alcohols, and can range from just a few individuals to dozens, depending on how many people's cooperation is needed to get a task done.
Economics:
The almost absolute lack of legal code regarding commercial exchange would make Knell an trader's haven, although the near anarchy that tends to break out from time to time (even in spite of the best efforts of the military guard) make the Trigare Commons, just to the south, a more popular stop for the more legitimate traders who don't need to worry about regulation so much. The unusual paradox of this is that it is possible to find almost anything in Knell except the things you would need on a day-to-day basis. All other governments recognize transactions in Knell as valid, however, making it a popular stop for those with less savory merchandise, such as certain alchemical supplies and weapons. Dwarven weapons and armor of a higher quality than Ironwall technically allows for exports infrequently show up in Knell, although the rogue traders who sell them rarely show up in person for fear of being identified and ostracized by their kin.
Underworld:
Gambling, prostitution, and slavery are all fairly commonplace in Knell, although confined to specific areas for one reason or another. Imperial slavers are common here, as it is one of the few other places on Aven where the laws regarding it aren't buried under mountains of laws that limit the duration of servitude. Gambling is surprisingly well-organized, in large part due to the fact that the frank anarchy of the city means that organizers have to maintain a reasonable degree of fairness or risk running afoul of one of Knell's many citizen militias. Prostitution is easily the most widespread and respected of the three, being generally regarded and treated as a legitimate profession by the populace at large, although a number of self-imported religious groups have also integrated themselves into the city to try and curb it's influence. These are generally regarded as being in poor taste but, unless they get too aggressive with their message, they are not harassed. Smuggling, technically speaking, is nonexistent in Knell because there are no import or export laws to break, which has made the city a haven for those transporting goods to or from other locations.
Persons of note:
Margave Faedr - The standing Margave, a 60-something Forester thought to be in his last few years of life. The two most likely heirs, his eldest son Laush (aged 43) and a granddaughter named Rhynd (aged 19).
Laush - The eldest child of Margave Faedr, Laush has established himself as a very capable member of the military guard, and has long been the go-to on matters of import when Faedr is unavailable. He bears no grudge towards Rhynd for her sudden rise to prominence, recognizing that even if she does become the de-facto leader of the city, she would likely turn to him to keep the military guard running smoothly.
Rhynd - Granddaughter of Margave Faedr and (by that) a niece to Laush, Rhynd spent the majority of her youth traveling with caravans, as there were no jobs within the city that her already rather large family needed her for. As a result she has gained, what is for a Forester, a surprising understanding of the politics on Aven as a whole, as well as forming several political and business relationships outside of Knell. This makes her a bit of a rarity among Foresters, and while many Foresters dislike the idea of increased interaction with the outside world, Margave Faedr sees the potential benefit that having a more diplomatic leader could have on the city.
Silas Barius - An Imperial citizen, Silas is the assumed name of the primary organizer of the Imperial hand of slavery in Knell. While close to fifty years old, he is still in robust condition, and is supposedly a former slave himself. While the truth of this is unknown, it is certain that he is intimately familiar with the business. He serves as the unofficial face of the slave trade in Knell, and is one of those few outsiders who are routinely brought into the relevant councils. He is much calmer and more collected than many Imperials, with a tendency to hold his tongue when words aren't necessary.
Population:
(anthro enabled) 79% Forester, 5% Ratkin, 4% Faekin, 4% Lepin, 3% Human, 3% other, 2% centaur
(anthro disabled) 80% human, 7% goblin, 5% orc, 4% faekin, 2% centaur, 2% other
Military:
Knell has a unified military and legal system, with the few full-time military personnel acting as sheriffs when the city is not at war. Although this leaves the city vulnerable at first glance, a number of factors make it more than capable, at least defensively. The large population of hunters and woodsmen in the area can turn into irregulars capable of carrying out ambushes and laying traps overnight, turning any attempted occupation into a grueling campaign against guerrillas. The city itself holds regular archery tournaments and open archery training camps for it's citizens, enabling them to easily be formed into a defensive force to man the town's walls. Beyond this, there are a number of independent militias, extremists who will occasionally clash with one another for one reason or another, but work together without hesitation to defend Knell from outsiders.
Rulership:
The rulership of Knell is both very simple and obtuse. In the strictest sense there is a single absolutist leader that manages the city and the buildings within it, collects taxes, organizes the military guard, and establishes law (most of which is concerned with theft of property, assault, and murder; there are no explicit economic, religious, or social laws to speak of). This is a hereditary position called Margave, passed from parent to eldest child (barring explicit instructions otherwise). The Margave serves as the absolute arbiter of disputes and keeper of peace, although in practice the day-to-day goings on in Knell is managed by various councils of the elder (50 and older) members of the city. It is rare, but not unheard of, for non-Foresters to be invited into these councils, which while lacking in any real authority, are respected enough for their expertise that those who go too often or too far from their advice will find living in Knell much more difficult, with inns suddenly running out of space or shops mysteriously being out of stock. These councils form to handle issues regarding everything from sanitation practices to the regulations regarding sale of imported alcohols, and can range from just a few individuals to dozens, depending on how many people's cooperation is needed to get a task done.
Economics:
The almost absolute lack of legal code regarding commercial exchange would make Knell an trader's haven, although the near anarchy that tends to break out from time to time (even in spite of the best efforts of the military guard) make the Trigare Commons, just to the south, a more popular stop for the more legitimate traders who don't need to worry about regulation so much. The unusual paradox of this is that it is possible to find almost anything in Knell except the things you would need on a day-to-day basis. All other governments recognize transactions in Knell as valid, however, making it a popular stop for those with less savory merchandise, such as certain alchemical supplies and weapons. Dwarven weapons and armor of a higher quality than Ironwall technically allows for exports infrequently show up in Knell, although the rogue traders who sell them rarely show up in person for fear of being identified and ostracized by their kin.
Underworld:
Gambling, prostitution, and slavery are all fairly commonplace in Knell, although confined to specific areas for one reason or another. Imperial slavers are common here, as it is one of the few other places on Aven where the laws regarding it aren't buried under mountains of laws that limit the duration of servitude. Gambling is surprisingly well-organized, in large part due to the fact that the frank anarchy of the city means that organizers have to maintain a reasonable degree of fairness or risk running afoul of one of Knell's many citizen militias. Prostitution is easily the most widespread and respected of the three, being generally regarded and treated as a legitimate profession by the populace at large, although a number of self-imported religious groups have also integrated themselves into the city to try and curb it's influence. These are generally regarded as being in poor taste but, unless they get too aggressive with their message, they are not harassed. Smuggling, technically speaking, is nonexistent in Knell because there are no import or export laws to break, which has made the city a haven for those transporting goods to or from other locations.
Persons of note:
Margave Faedr - The standing Margave, a 60-something Forester thought to be in his last few years of life. The two most likely heirs, his eldest son Laush (aged 43) and a granddaughter named Rhynd (aged 19).
Laush - The eldest child of Margave Faedr, Laush has established himself as a very capable member of the military guard, and has long been the go-to on matters of import when Faedr is unavailable. He bears no grudge towards Rhynd for her sudden rise to prominence, recognizing that even if she does become the de-facto leader of the city, she would likely turn to him to keep the military guard running smoothly.
Rhynd - Granddaughter of Margave Faedr and (by that) a niece to Laush, Rhynd spent the majority of her youth traveling with caravans, as there were no jobs within the city that her already rather large family needed her for. As a result she has gained, what is for a Forester, a surprising understanding of the politics on Aven as a whole, as well as forming several political and business relationships outside of Knell. This makes her a bit of a rarity among Foresters, and while many Foresters dislike the idea of increased interaction with the outside world, Margave Faedr sees the potential benefit that having a more diplomatic leader could have on the city.
Silas Barius - An Imperial citizen, Silas is the assumed name of the primary organizer of the Imperial hand of slavery in Knell. While close to fifty years old, he is still in robust condition, and is supposedly a former slave himself. While the truth of this is unknown, it is certain that he is intimately familiar with the business. He serves as the unofficial face of the slave trade in Knell, and is one of those few outsiders who are routinely brought into the relevant councils. He is much calmer and more collected than many Imperials, with a tendency to hold his tongue when words aren't necessary.
off topic work
spent some time tonight organizing how pregnancy is going to end up work (the one last major thing that i've forgotten). as far as time, it will literally take 9 months (in-game) for a human to have a child, and i do want things to impact the pregnancy (eg, engaging in hand-to-hand combat with ogres is inadvisable during your third trimester). the other side of this is that i want there to be plenty of non-combat activities available in the cities, from meeting people to managing properties (whether that's a shop or an inn), but for now, that's all in the far future. basically, i just put all of the relevant numbers and info into the game.
some races (like coastdwellers) will lay eggs. unlike live births, which are divided into the first/second/third trimester, eggs are handled with the first 'trimester' being conception to the formation of the egg, formation to they laying of the egg, and laying to the hatching of the egg. generally, the first two steps take a relatively short period of time, while the hatching takes noticeably longer. also, most humanoid egg-laying races will only lay one or two larger eggs, rather than lots of really small ones.
there are also two races - the haigen and kraken - that lay 'clutches', large amounts (40+) of very small eggs. these are measured from conception -> laying, laying -> hatching, and hatching -> maturity. since these eggs are smaller there's an extra step in between the 'birth' of leaving the egg and reaching an identifiable member of the species. in addition, the second and third stages see relatively high mortality rates - not all eggs hatch, and not all hatched spawn live to become juveniles.
slimes are the only race that leave 'buds'. these are a bit like eggs, but also have a chance to survive even if ruptured early. the basic reasoning is that slime reproduction involves them pulling off a bit of their own material, a part that doesn't hold memory or consciousness, and letting it rest in an egg until it 'heals' itself back into a full (if small) body. this has to be done separate from the slime because if the tissue tells it's still attached to brain matter, it won't generate more brain matter (to avoid things like having a slime with multiple consciousnesses in it).
also spent some time testing the main interface in preparation for the 4.2 release. the code for saving/loading characters and game settings is ported over, so it just needs to be linked up and it's ready. locations are functioning, they need to be linked up, and the directions info (stuff that tells the game which directions you can go from an area) needs to be linked into the menu and that will be ready. after that, 4.2 should be complete.
some races (like coastdwellers) will lay eggs. unlike live births, which are divided into the first/second/third trimester, eggs are handled with the first 'trimester' being conception to the formation of the egg, formation to they laying of the egg, and laying to the hatching of the egg. generally, the first two steps take a relatively short period of time, while the hatching takes noticeably longer. also, most humanoid egg-laying races will only lay one or two larger eggs, rather than lots of really small ones.
there are also two races - the haigen and kraken - that lay 'clutches', large amounts (40+) of very small eggs. these are measured from conception -> laying, laying -> hatching, and hatching -> maturity. since these eggs are smaller there's an extra step in between the 'birth' of leaving the egg and reaching an identifiable member of the species. in addition, the second and third stages see relatively high mortality rates - not all eggs hatch, and not all hatched spawn live to become juveniles.
slimes are the only race that leave 'buds'. these are a bit like eggs, but also have a chance to survive even if ruptured early. the basic reasoning is that slime reproduction involves them pulling off a bit of their own material, a part that doesn't hold memory or consciousness, and letting it rest in an egg until it 'heals' itself back into a full (if small) body. this has to be done separate from the slime because if the tissue tells it's still attached to brain matter, it won't generate more brain matter (to avoid things like having a slime with multiple consciousnesses in it).
also spent some time testing the main interface in preparation for the 4.2 release. the code for saving/loading characters and game settings is ported over, so it just needs to be linked up and it's ready. locations are functioning, they need to be linked up, and the directions info (stuff that tells the game which directions you can go from an area) needs to be linked into the menu and that will be ready. after that, 4.2 should be complete.
2/24/2012
work, again
re-did everything from last night (completed events for ~13 of the locations; a lot of the remaining content that needs to be transferred is simple placeholder events if i remember, so they shouldn't be too hard), added support for lactation fetish at a future point (kinda surprised i forgot that in the first place), trolled /d/ for ideas on what should come out of lizard tits.
from the thread on 4chan:
>Why not a nutritious fluid meant to help little slimes grow up big and strong? Slime "milk" would be like a thinner, simpler version of the goopy stuff that goo girls are made of, easy for other slimes to absorb.
>Googirl milk could also have a specific effect on non-slimes: increased fluid production. A few mouthfuls of it causes breasts (if any) to turn tightly engorged and leaky within minutes, and balls and prostates (if any) to be almost painfully desperate for release. It wears off pretty fast, but repeated exposure can have long-term effects, i.e. perpetually dribbling milk-factories and/or absurdly huge loads and a need to cum multiple times per day.
(response)
hrm... now that i'm thinking of it some more, it would make some sense for slimes to breast feed, given on how they reproduce. if they 'lay' smallish buds, rather than growing to massive size and splitting into two equal halves, you could have distinctly juvenile slimes. add to that a simple stipulation that slimes have a tougher, more membranous outer 'layer' that prevents accidental re-combination with other slimes, and you'd need a specialized system for feeding younger slimes that can't hunt on their own.
...which would also mean slimes in this world can feed on things other than cock juice, which would make sense both in terms of allowing them to grow to human-like sizes without milking millions of cocks, and avoiding loli slime controversy. age-related shenanigans is one of the few things that is strictly not going to be in the game.
>Semi-serious idea, maybe lizard tits can squirt out natural lubricant. Hear me out:
>>Lizard people aren't really breastfeeding types
>>Lizard people don't naturally lubricate "down there"
>>Sex is very chafe-prone
>>In addition to kinda sorta making sense for biological reasons, lube titties would also mean that lizard women prepare for sex by "milking" themselves onto their partners' cocks and their own pussies, which is a little bit HNNNGH
(response)
A worthwhile thought...
(not posted: i really do like the idea behind it. gives cold blooded races a noticeably different physiology, which is nice from a diversity standpoint, but means you need to track lube production. not as simple as just using race, since characters will be able to significantly alter their character over time, eventually turning race into a mutable concept.)
>You know I honestly think the fluid doesn't matter that much. Most people (as do I) only like lactation in hentai for its extreme nature, where it squirts out real hard. It mimics a male orgasm and at the same time shows the girls fertility. If I look at regular porn with lactation however, it grosses me out as it simply drips down in watery streams.
>Whatever comes out, it should be thick and plenty. Even though it is kind dull, simple milk is possibly the best. I don't really like the idea of goo for goo girls as it essentially means she's squirting out herself which doesn't sound sexy at all. Maybe water would work for them, as although it's a large part of them it's not the girl itself especially (and it makes for good stories as she'll have to be filled up again, hue hue).
>For other creatures liek reptiles it's a bit harder. A reptile squirting milk might be over the WSoD. How about venom? Seeing as this is a h-game, venom would obviously mean aphrodisiac
(response)
as i've tried to explain it before, if fenoxo's CoC is /d/, this game is going to be more /tg/. a bit more 'realistic' in terms of that sort of thing; instead of whipping your cock out during combat and fucking your opponent into submission, you whip it out after they've been forced to surrender and explain that there's only one way they're going free.
although, if you give the males a sort of low sex drive and turn females into the sexually aggressive type, it would make sense as a sexual stimulant... and possibly cue some snake girl date rape. i think i might actually end up going with that.
so, how about the people reading the blog? what sorts of ideas do people have? new ideas? expansions on one of the above? right now it's just being called "PLACEHOLDER", so any ideas are going to be better than what's currently in the game.
from the thread on 4chan:
>Why not a nutritious fluid meant to help little slimes grow up big and strong? Slime "milk" would be like a thinner, simpler version of the goopy stuff that goo girls are made of, easy for other slimes to absorb.
>Googirl milk could also have a specific effect on non-slimes: increased fluid production. A few mouthfuls of it causes breasts (if any) to turn tightly engorged and leaky within minutes, and balls and prostates (if any) to be almost painfully desperate for release. It wears off pretty fast, but repeated exposure can have long-term effects, i.e. perpetually dribbling milk-factories and/or absurdly huge loads and a need to cum multiple times per day.
(response)
hrm... now that i'm thinking of it some more, it would make some sense for slimes to breast feed, given on how they reproduce. if they 'lay' smallish buds, rather than growing to massive size and splitting into two equal halves, you could have distinctly juvenile slimes. add to that a simple stipulation that slimes have a tougher, more membranous outer 'layer' that prevents accidental re-combination with other slimes, and you'd need a specialized system for feeding younger slimes that can't hunt on their own.
...which would also mean slimes in this world can feed on things other than cock juice, which would make sense both in terms of allowing them to grow to human-like sizes without milking millions of cocks, and avoiding loli slime controversy. age-related shenanigans is one of the few things that is strictly not going to be in the game.
>Semi-serious idea, maybe lizard tits can squirt out natural lubricant. Hear me out:
>>Lizard people aren't really breastfeeding types
>>Lizard people don't naturally lubricate "down there"
>>Sex is very chafe-prone
>>In addition to kinda sorta making sense for biological reasons, lube titties would also mean that lizard women prepare for sex by "milking" themselves onto their partners' cocks and their own pussies, which is a little bit HNNNGH
(response)
A worthwhile thought...
(not posted: i really do like the idea behind it. gives cold blooded races a noticeably different physiology, which is nice from a diversity standpoint, but means you need to track lube production. not as simple as just using race, since characters will be able to significantly alter their character over time, eventually turning race into a mutable concept.)
>You know I honestly think the fluid doesn't matter that much. Most people (as do I) only like lactation in hentai for its extreme nature, where it squirts out real hard. It mimics a male orgasm and at the same time shows the girls fertility. If I look at regular porn with lactation however, it grosses me out as it simply drips down in watery streams.
>Whatever comes out, it should be thick and plenty. Even though it is kind dull, simple milk is possibly the best. I don't really like the idea of goo for goo girls as it essentially means she's squirting out herself which doesn't sound sexy at all. Maybe water would work for them, as although it's a large part of them it's not the girl itself especially (and it makes for good stories as she'll have to be filled up again, hue hue).
>For other creatures liek reptiles it's a bit harder. A reptile squirting milk might be over the WSoD. How about venom? Seeing as this is a h-game, venom would obviously mean aphrodisiac
(response)
as i've tried to explain it before, if fenoxo's CoC is /d/, this game is going to be more /tg/. a bit more 'realistic' in terms of that sort of thing; instead of whipping your cock out during combat and fucking your opponent into submission, you whip it out after they've been forced to surrender and explain that there's only one way they're going free.
although, if you give the males a sort of low sex drive and turn females into the sexually aggressive type, it would make sense as a sexual stimulant... and possibly cue some snake girl date rape. i think i might actually end up going with that.
so, how about the people reading the blog? what sorts of ideas do people have? new ideas? expansions on one of the above? right now it's just being called "PLACEHOLDER", so any ideas are going to be better than what's currently in the game.
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