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 Hello everyone! 

I've gotten a lot of feedback on Hentai University. Sorry if it feels like that's all I've been posting about, I tend to work on whatever grabs my attention at any one time.
I'm posting because I've been working on engine stuff I'm pretty excited about showing off. My javascript skills have really been improving. I'd also like your feedback on Hentai University's system of progression. More on that at the end.


First up, a discord channel! https://discord.gg/pDht5BZ
More than a few have requested it. Feel free to drop in and say hello to me and CryptoGreek, give suggestions for the game, make bug reports, etc.


Here's the status of the engine:
The main purpose of this rework is that the game can't sustain a cast of 10+ characters without seriously bloating the scene list and slowing down work. Thus, I plan to separate each character's entire content library into distinct JS files.
My main struggle is that javascript really dislikes reading the client's file system, so it's been tough.

Thankfully the system I have is working. However since I essentially gutted the engine I'll need to finish putting it all back together. Things might be really buggy out of the gate with the next version, so I might do a public test. Lemme know if you're interested in checking the game, I'd hate for the local version to be buggy like with v2.
On the plus side, this means that adding in modded characters will be very feasible! Sometime in the future I'll make a tutorial on how to add in your own modded characters. Keep in mind however that I can't officially endorse certain themes and fetishes, I'd rather not poke the Patreon Content Policy beehive.

So with the engine all shown off, here's where I'd like some feedback. CryptoGreek and I have gotten a bunch of feedback on the game's linearity, and this is probably the best time to course correct if people want a specific style of game. Thus, there are options for us to take:


Option 1: Fully linear characters.
There are many characters in the potential roster. At least thirty, maybe even fifty. This path would mean just one storyline (with some choices/branching but always unlocking the same scenes in the end). This is the default, and it's how the game currently is.
+ Much easier to develop content.
+ Faster, so we can implement more characters overall.
+ Linear pathways, so we could realistically plan dedicated endings for every character in the game.
- The game would have less choices overall.
- Some image sets that are unfit for the route we've chosen would be left behind.


Option 2: Two story paths for each character
Each character would have a dedicated A and B route. For example Emily might have a branching point where you take advantage of her while she's drunk the first time, which causes a major split path.
+ Still feasible. Progress in adding new characters would be slower but we could still add them at a good pace.
+ Every bit of content would be unlockable in a regular game run and a new game + run. No savescumming necessary.
- Only two routes means the game could still feel pretty linear.
- The two routes would feel pretty different. Route A for each character would probably cover totally different themes or even fetishes than Route B, and you might not like one as much as the other.


Option 3: Wide non-linearity
Basically, with this we have a mostly linear path to get the characters hypnotized / in love with you, and then the content splits off in multiple directions past that point.
+ Lots more possibility for one-off scenes that trade an evolving narrative for cool ideas (like time-stop, for example.)
+ More time spent on the characters who are already in the game.
- Massively slows down progress, risks feature creep and slows the addition of new characters.
- Character routes would be added regularly. There's no telling when your favorite character might get more content, and some characters have waaaay more potential for multiple routes than others.


In summary:
Option 1: I'm fine with linearity. Lots of characters makes up for linear storylines.
Option 2: Even if it cuts some of the characters I like in half, give me at least one major choice for each character.
Option 3: I'm fine with lots of saving and loading, and there'll be mods anyway eventually. I want to have a sandbox.


Ultimately the final version of Hentai University will probably have elements of all three of the above options, it's really more of a spectrum than a hard either-or. But if the fans are unanimously tilted in or away from one direction, it will definitely affect how the game is made going forwards.

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