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Hello all,

It’s that time of month again. You know, that moment dangerously close before the end of the month where I rush out another lackluster Dev Blog about the rad new gameplay features, that nobody asked for, right at the last second before the month is officially over according to Patreon time… Let’s dive in.


Skills:

Well, like I mentioned in last month’s blog about perks, this blog is primarily focusing on the WIP Skill system that I’m adding into the game. Not all of these function quite the same, (some are clear professions, where as others are an amalgamation or even more of disposition) but for the sake of simplicity, a “Skill” in TD (as of now) is an individual measure of experience that Tiffany has in one of 9 categories. Each Skill starts at Rank 1 with no benefits & has 3 attainable Ranks (Rank 4 = MAX) that confer various benefits.

In addition to specific Skill benefits, each Skill has the potential to open up additional dialogue paths in specific quests, offering more ways of completing them, and also function as unlock requirements for Perks(Like the Learning Skill related perks from the previous post).

During the game’s opening sequence, you will be asked to select up to 3 Skills that Tiffany already has some proficiency in. These Skills will start at Rank 2 instead of Rank 1. In the Full Release, the conversation that Tiffany has with Terry in the car will be overhauled to present Tiffany these options more naturally through dialogue choices. In the upcoming ALPHA/BETA builds, you will simply get to choose the options before the current, old intro plays(which is now skip-able remember).

Now, I’m still implementing a lot of the functionality for these skills at the time of writing, so things you see here may change in-between now and when you get your hands on them. Also, I suspect that the ALPHA/BETA versions of these skills will be comparatively bare-bones compared to some of my plans here. Some more-so than others, but I’ll touch on each one individually bellow. Just keep in mind that some of what I am about to describe might not be fully functional until the Full Release of v0.10 or even until future versions. The most important thing is that system is now set up up and ready to go. This means I can easily expand the usefulness of these skills or even add new skills (Fishing & Mining anyone? “What is this? Fucking Runescape!?” Yeah, probably...) in the future without breaking save files, which was the main goal.


Breeding:

Description: A measure of Tiffany's proficiency at reproducing.

Gain Exp from: Getting pregnant, being directly responsible for other girl’s pregnancies, but mostly from giving birth.

RANK 2:

  • +5% to Base Fertility.
  • +5% to Milk Production.
  • +10% to Base Ovum HP.

RANK 3:

  • +5% to Base Fertility.
  • +5% to Milk Production.
  • +15% to Base Ovum HP.
  • +1% to Twin Chance.
  • Remove END Pregnancy Penalty from Resist Tests.

RANK 4(MAX):

  • +10% to Base Fertility.
  • +10% to Milk Production.
  • +25% to Base Ovum HP.
  • +1% to Twin Chance.
  • Remove Pregnancy Penalty from Sprinting.

In the future, I may add a “Quality” measure for offspring, in which case this skill will affect the chance of breeding higher quality offspring.


Cooking:

Description: Used to make consumable food/drink items, some only obtainable via this skill. Recipes & ingredients can be looted or purchased during the game.

Gain Exp from: Cooking at Cooking Stations.

RANK 2:

  • Access to RANK 2 Recipes.
  • Gain a 3% chance of cooking a higher quality version of the item.

RANK 3:

  • Access to RANK 3 Recipes.
  • +3% to chance of high quality item.
  • +5% to cooked item value.

RANK 4(MAX):

  • Access to RANK 4 Recipes.
  • +4% to chance item quality.
  • +10% to cooked item value.
  • Ability to create Food Packages.

Higher quality versions of cooked items will sell for more and confer additional benefits when consumed. “Food Packages” are what is needed for Tiffany to secured food supplies for the various safezones in town. Also, if I've never said it before, all of the UI icons in this game are placeholder until I can properly commission my own. 


Crafting:

Description: Used to craft various items, some only obtainable via this skill. Can also be used to upgrade certain items or weapons. Recipes & ingredients can be looted or purchased during the game.

Gain Exp from: Crafting at Crafting stations.

RANK 2:

  • Access to RANK 2 Recipes.

RANK 3:

  • Access to RANK 3 Recipes.
  • Ability to construct wooden walkways in specific areas, to open up new paths.

RANK 4(MAX):

  • Access to RANK 4 Recipes.
  • Ability to defuse & collect explosive mines with at least Rank 2 Surviving.

An example of a weapon upgrade recipe: at Rank 2 Tiffany will be able to upgrade her original baton into a stun baton that runs on batteries and has a chance to stun enemies when hit.

Some recipes will require other Skill ranks to craft. As for wooden walkways, an example would be to cross certain points in the sewer where the original walkway has been destroyed. Later in the game, having a high rank Crafting Skill will allow Tiffany to better help with restoring the town. You've already seen the menu for this, it's the same as the cooking one, but for non food/drink items. 


Farming:

Description: Used to grow various produce at specific farmable plots. The plots will need to be tended to daily. Once harvested, these items can be sold, consumed or used as ingredients in Cooking. Seed Packets & Farming Items can be looted or purchased during the game.

Gain Exp from: Helping Jebadiah on his farm, but mostly from cultivating your own produce.

RANK 2:

  • +5% chance of bonus yield.
  • Gain a 15% chance of recovering seeds post-harvest.

RANK 3:

  • +10% chance of bonus yield.
  • +15% chance of recovering seeds post-harvest.
  • +5% chance of high quality produce.

RANK 4(MAX):

  • +10% chance of bonus yield.
  • +25% chance of recovering seeds post-harvest.
  • +10% chance of high quality produce.
  • All produce can be harvested 1 day earlier.

Think Stardew Valley. In the future, this may be expanded to include farming animals as well, but that will depend on a story plot point. Apart from being looted, there will be a chance to retrieve seeds when consuming some of the produce. High quality produce will sell for more and be required for some special Cooking recipes.


Learning:

Description: A measure of Tiffany’s intelligence & ability to learn efficiently.

Gain Exp from: Reading Books.

RANK 2:

  • Grants access to the “Clever Girl” Perk which grants +50% general level exp (150% total)

RANK 3:

  • The “Clever Girl” Perk now grants an additional +25% general level exp (175% total)

RANK 4(MAX):

  • The “Clever Girl” Perk now grants a second, additional +25% general level exp (200% total)

Reading Books will give her both Learning exp &General Level exp as well. Some rare books will also give some small skill in other skills too. If Tiffany reads a book it will be consumed. She ca instead sell the book for cash. She won't be able to read these books if she has an addiction, due to a lack of focus.

I may add additional elements to this skill in the future, like Hacking computer systems, or other intelligence benefits.


Persuading:

Description: A measure of Tiffany's social and & bartering abilities.

Gain Exp from: Passing dialogue checks(with any skill) and buying/selling items.

RANK 2:

  • Can sell items for 10% more cash.

RANK 3:

  • Can sell items for 20% more cash.
  • Can buy items for 10% less cash.

RANK 4(MAX):

  • Can sell items for 30% more cash.
  • Can buy items for 20% less cash.

This skill will be limited early on as I will need to add additional dialogue sections with Skill Checks. But in the future it will be more worthwhile. A good time to mention that dialogue checks are a flat success rate. You can either pass them or not. In-fact, the choice will be hidden if you do not meet it’s necessary Skill Requirement.

I'll also do something to make those dialogue options a little more clear with regards to their outcomes since that's looking a tad messy now...


Policing:

Description: A measure of Tiffany's proficiency at her job.

Gain Exp from: Making the "right choices" that Tiffany should be making as a police officer.

This is one I’m still working on. I wanted an incentive track for Tiffany to “do her job”, rather than just be totally corrupt with no consequences. Right now, apart from some dialogue options(you can see one in the previous image), this doesn’t do much else. But I will add other perks, moves and rewards that are tied to this skill before launch.

Later, in ACT 2, Tiffany will be able to be able to engage in daily police work in the town & city.


Surviving:

Description: A measure of Tiffany's survivability in these trying times.

Gain Exp from: Using the Crowbar/Lockpick, from foraging, from keeping Tiffany fed/hydrated & from successfully disengaging stealth mode before side effects appear.

RANK 2:

  • +6 to base Hunger & Thirst reserves. (105 total)
  • +10% chance of bonus yield when foraging.
  •  Lockpicks gain 1 extra use before breaking.

RANK 3:

  • +9 to base Hunger & Thirst reserves. (114 total)
  • +15% chance of bonus yield when foraging.
  • +10% length to Stealth Mode before suffering side effects.
  • Crowbars gain 1 extra use before breaking.

RANK 4(MAX):

  • +12 to base Hunger & Thirst reserves. (126 total)
  • +25% chance of bonus yield when foraging.
  • +15% length to Stealth Mode before suffering side effects.
  • Lockpicks gain 1 additional extra use before breaking.
  • Gain a 50% chance of finding 1 additional random item while looting containers. (Stacks with Booty Hunter Perk)

As I mentioned in the Perks blog, I plan on implementing a lockpick system that essentially functions the same way the crowbar system works now, but will be used for accessing different areas and also some safes.

Also mentioned here, I’ll be adding some foragable items like wild-berry bushes in the outskirts for example. This may expand to hunting game in the future as well.

Also, in future versions, I plan on adding a bonus for Tiffany getting a good night’s sleep. This will also award some Skill exp, and the bonus will get better the higher Tiffany’s Surviving Skill is. This will tie in nicely later once you get to choose when Tiffany sleeps. You will be able to go out at nights when it’s dangerous, but you will miss out on getting this good sleep bonus. So it’s a choice you’ll have to make.

This Skill really is a whole bunch of stuff all rolled into one...


Whoring:

Description: A measure of Tiffany's proficiency at  prostituting herself and others.

Gain Exp from: Prostituting herself or others for money/reward, submitting voluntarily in combat (before being overpowered) & a small amount from wanking(more from toys).

This one is still in the works as well. It is only a few dialogue options for now to get additional rewards from having voluntary sex.

Later, in ACT 2, Tiffany will be able to engage in daily sex work and this skill will facilitate how much money she makes, how much pleasure she can give/take etc.


Other v0.10 Progress:

The bulk of this section is news I already shared on the Discord earlier.

Better to let this new video do the talking here. It shows off some of the progress I've been making getting Gallery Mode working. Sex Scene and Zombie SFX Overhual. Specific temporary options for configuring Gallery Mode. Overhauled Options Menu in general (Including Keybinds). And less intrusive sex scene skipper. Simply Hold X (rebind-able) at any time during the scene. No more anoying popup at the start. 

CLICK HERE TO WATCH OR DOWNLOAD THE VIDEO. 

Still WIP of course, but getting a lot close to a quality bar that I'm comfortable with and sounds a lot better than what I had before. :') I've done some more work on it since but will show that off in another video in the next few days. 


One other neat little thing I've done that I didn't already mention on Discord, was making the zombies actually retain their positions after you leave the map they are in. Now, when you re-enter that area, they'll be right where you left them. So try not to get yourself cornered! (I'll be making it harder to actually get stuck in a never ending loop of combat engagements this way too, so don't worry about that)


Elsewise, still a heap to do, but getting there. Just to recap in terms of release plans: 

No specific dates, but:

  • ALPHA for all supporters in November - No new scenes. 
  • BETA for all supporters in December - Some new scenes. ($10 tier might get early access if I'm not running super late... And we know how that goes...)

At this point, I think ALPHA  saves may be compatible with the BETA release. But I doubt they will be  compatible with the Full Release. Any iteration of v0.10 will require a fresh save regardless since so much has changed from v0.09.

The ALPHA & BETA will not be available to the public since they are unfinished WIPs meant mostly for testing, feedback and preview purposes. Unlike previous Alpha's/Betas I am expecting a lot of actual bugs and problems thanks to how many things I have overhauled or changed.

The Full Release will be out when it’s done some time in Early 2022. There may be a 2nd BETA for supporters before then if things need further testing.


Terminal Quickies:

Far too busy to finish writing the next part of Lara's story until after the ALPHA/BETA are out. But since the next 2 amazing pieces of art by popsiclebunny are ready, I am sharing the 1st one with you here, and Special Forces members can also find the 2nd one here! 

If I take long enough with the story, maybe an additional image will be ready in time(and then I'll have to write more to adapt it...)


Goals for November:

1. Get the ALPHA out to all Supporter tiers for testing & feedback.
2. Start rendering scenes for the December BETA.


Closing Words:

Running ultra late on this one, and pretty tired myself, so I'll just leave you with a little glimpse of one of the scenes that will be coming to the v0.10 BETA that I've been preparing for... 

^ I wonder what wholesome acts will occur in here? 

Thanks for your support. We're almost there! I'll cover some poll results in the next post too. Speaking of, it may well be a progress report with percentages like I used to do when approaching the next release. Remember those? Those were the days.  :')

 ~Jim

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