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Hey everyone,

This is going to be a brief update. I’m still working on about a million different little things. The biggest has been trying to find a balance for these new figments. Honestly at this point I feel like they might be too hard / have too much health. It feels a little like as the abilities begin to stack on each other I’m running into edge cases. Nothing too serious and I hope with these new distilled energy canisters it might give players a way to build up and make combat a little easier.

I don’t have a good way to distill energy just yet. But again I’ll probably make a machine in the Labs to create it. I’ve also started setting the arcade up for daytime use. Basically just putting a few final details and adding citizens.

Part of setting up the arcade is a number of sequence templates (somewhat like the Daycare). They are in a very early stage and I hope to get a few more done this week now that I’ve got all the interaction points in.

I’ve also set up the post arcade dream and the new ability unlock scenario. As I said I need to find a good way to slow progress for a couple days in the game and give you a chance to visit the fun zone in the daytime. I might add a step to the final quest to visit the Arcade owner now that the arcade is back up and running.

I’m also back on the continence system. I’m writing up a number of new ideas and general principles that might work that I need to test. I’m not sure if being more interactive or less is the way to go. I don't want it to become too annoying and interrupt your play session. I’m going to keep drafting out some ideas then I might do a little prototyping.

That’s all for now. My big next priorities are more templates for the new area. This includes setting up and testing them. Once that’s done I’ll pass them off to the writers. That’s all for now I’ll have more updates next week!.

Files

Comments

Anonymous

I’d love for the continence system to be more interactive! But no rush great game you are working on ❤️

Anonymous

Honestly, I think the continence system is set nicely as it is for the pooping side of the game. I know if I eat something that triggers it that I have a certain amount of time to make it to a toilet or I poop myself. I would say the wetting side needs a little work because I never know when that is going to happen. I think the arcade ghosts being challenging will be fun. When games are too simple they get boring. Give us a chance to test them out as is and, if we say they are too challenging, then you can fix it in a later update. Looking forward to playing the game.

Anonymous

Balancing is definitely a tough gig - take all the time you need, don't rush yourself on all the little things you've got on your plate. Appreciate the update as always!

Babybluesea

I really like that as the game went on I started seeing some regressed characters like the girl by the fountain. I would love to see more of that like the ones at the picnic or by the library or in the library more characters focus less on their studies and occupy the nursery.

Anonymous

Looking great so far. Just a few suggestions: I think as incontinence progresses the character dialog needs to change. Like, at a certain point you go, "Did I just? . ." as you aren't even sure if you really wet yourself, and less of a mobility pause. Something similar for messing as well, and you stop caring / reacting as much. Also, I don't think, at current, the diapers are holding enough pee before they start to leak. Current high-end diapers like ABU will absorb so much they will absolutely force a waddle when near urine capacity. It can literally be hard to walk. I'm not too concerned about the upcoming arcade ghosts being too hard. As long as you have the Imaginary Friend ability you should probably be able to deal with them without too much trouble.

Anonymous

As always you're doing an amazing job. Regarding the balance, it seems that you found a good way to bypass the 5 energy cap with your distilled energy, and I think that could allow some great play For the incontinence, I think you could work on both the more interactive and less interactive. For the interactive side, when your continence is still more or less high, it would be interesting to have an holding mecanism so you can choose to try to make it to the toilet. And on the other hand, on the less interactive side, maybe you could tweak a bit your randomness to make it less predictable, as for now when your continence is decreased you can know approximately when an accident will occur (around mid gauge I think?).

Anonymous

I would like to see the interactivity of the continence system raised for sure. Besides the spanking scenes, it's probably my biggest draw to the game and I often find myself wishing I could engage with it more. As always, thanks for the work!

Huggernaut

I think you're doing awesome! When I think about a continence system, I think some consequences would be fun. I find that in the beginning, much of my time is spent going back and forth to different buildings to attend class to make the day go by so I can get to night and progress the story. There is a lot of transit, and that increases as the town becomes part of the story again. My thought would be to see how continence could interact with those aspects. Incontinence is obviously...thrilling to many of us playing this game, but fundamentally, it's still inconvenient. Having a system that is both slightly inconvenient but also fun would be amazing. Being forced to have think through...can I do x or y without having an accident, is what I really want out of a game (and not my real life). Having a system that makes me unsure is great (and I talk about this is in a subsequent comment), but also having conditions where I feel compelled to even care is important too. What do I lose when I have an accident? Time, power, options? In turn, can accepting my limitations and the help of npcs actually help me retain some good things, at the expense of...adulthood. Some conceptual ideas that I've thought about some, but not alot: -Teachers don't let you sit down if you have an accident (maybe there is some percentage chance of failure depending on how revealing your clothing is). Sounds complicated. - Teachers don't let you sit down if you don't have a diaper of some kind on.-&gt; would have to be after a certain point in story/continence progression - Roving NPCs on campus that interrupt you and bring you to a changing spot. (side note-&gt; it would be super immersive to have this happening to other diaper-wearing NPCs too, and have the roving NPCs occasionally script into checking/detaining/changing another NPC) - Losing ability to change oneself -&gt; this seems at once natural, and tough to justify in the UI. I do think it's weird that I can clean myself off in the middle of a crowded space. Maybe a restriction that I have to at least be in a bathroom before fiddling with my diapers? Seems like a low priority feature at best. Being able to snap change, though, would affect the effectiveness of the other features I'm speculating about. - This would affect balance, and would be a huge addition feature wise...but maybe after too many trips to the infirmary, or too many 'captures' by NPCs or too many times turned away by teachers, there's a new type of mandatory college class called potty training that takes up one of your two-per-day options

Huggernaut

The potty class would obviously set you back balance wise big-time, as now you would have to spend time not improving your skills for combat but improving your continence stats. But it would be fun because it would really tie your gameplay during the day and night together. As for what it could be...maybe they give you some food and all you have to do is use the potty to leave. Or you could not...or be unable to... I've thought about how this would work less but it'd be fun not to have a class that you just sit through and becomes complete. It would be fun too to see regressing characters show up there as the game progresses. Maybe you take some pill and it maxes out the games 'need' meters. Then you have a bit to use one of the potties, or use a diaper. If you use the diaper an NPC changes and you lose some amount of your hidden continence score. If you potty you can leave, and your hidden continence score goes up. If you don't potty you have to try again with another pill. Obviously, there needs to be some guard to prevent characters who have hit rock bottom from being stuck there for life. Maybe in potty training, the hidden continence score can't be 0.0 or whatever. Maybe it gets reset to 0.1 so if a character is a rock bottom, they can rebuild it over time by attending potty class.

Anonymous

Totally cosign these last few comments up above me. To River's point, my problem with the current system is that it's so predictable - and paradoxically, it gets more predictable as continence goes down, since the player realizes that eating or drinking anything will trigger an almost immediate accident. For a sufficiently incontinent character, a bottle of water is effectively a direct mechanism for making them pee. So, by deciding when to drink that water or eat that hamburger, the player ends up almost literally controlling the exact timing of their character's bathroom needs - precisely when the character is supposed to be losing control! So I think there's a lot of potential for a more dynamic continence system to really let the player feel like they're losing grip on their character's potty training.

Huggernaut

Oh, other random idea. And sorry if some of this is in the game and I haven't tested or found out haha. The burger person should check your diaper and turn you away if you show up to work wearing a diaper and have any level of accident.

Huggernaut

I agree with this. I think there is some randomness in there already, but yeah, it does happen that there is an instantaneous effect I think. I think also strange is that if I eat food, have a small but not large amount in my tummy, and then feed myself on drinks alone, that amount in my tummy never goes away. I think there should also be some element where some amount grows over time. Maybe like, need progression. Like, if you eat a little food, the need will grow until you have to void. I think randomness here could be super fun. For example, you have a continence score of 1-0. You also have a critical threshold, where once a need goes past a certain point, the pc starts indicating their need to the player. I think the randomness now is about how much notification there is, but maybe there is room for a little more Let's say that a pc drinks a bottle of water and goes to 25% of their bladder need. What could happen then is, if the pc has a continence score of 1, walks in circles and doesn't do any activities, doesn't fight, relieve themselves, and doesn't consume any more, the pc reaches critical in about 5 minutes. What could happen too is that the time to critical could be variable based on continence score. Maybe at 25% bladder need, the time to accident at continent score 1 is actually some time between 4 min and 5 min. At continent score .5, it's 2.5 min to 5 min. At 0.0, its .5 min to 2 min, for example. Then, in the critical stage, the number of notifications is also variable. So for continence score 1, the pc notifies of need 8-10 times, and for 0.0, 0-3 times. These mappings of continence score to variable timings could be weighted. A 1 continence score may have a range of 8-10 notifications, but most of the time gets the full 10. A 0.0 continence score has a range of 0-3 notifications before an accident, but 80% of the time winds up getting 0. If you want to potty train again you have to use your opportunities! The way I'm thinking of need progression is sort of like setting an interest rate. I'm not a big math person, so maybe there's a better way. Basically, if a category (bladder, tummy) is at 0.0, there is no interest rate or a very small interest rate. Then, whenever the first 'deposit' enters that category, an interest rate is set based on the variance and weighted probabilities of the continence score. That interest rate compounds at some hidden interval, probably as small as can sanely be made. You could have new deposits adjust that interest rate, or not. Then, when the 'principal' in the category has been 'drained' the interest rate sets back to default until the next food or drink is consumed. Food could also have their own affects on the variance of interest rate, though that would be a huge complicator for little gain.

Anonymous

I forgot to add,maybe a sort of digestive timer for food would help to offset the immediateness of the control loss at low continence level. Basicaly,make a food waiting for X time before having an effect. You could even randomize X so there's more unpredactibility.

Anonymous

These ideas sound super fun, and would definitely make the “progressive regression” of the campus much more believable.

Anonymous

I think you have good ideas. Our Character should become completely incontinents and have accident without prior notification