Backer Release: Version 0.02.0 (Patreon)
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Content
Change Log:
- Numerous minor improvements.(Including: minor changes to character creation to be more clear/precise, added hidden career background, bug fixes)
Save system is now functional. - Shopping cart and purchasing system for clothing and items implemented. (With a decent cart-management system to view and edit cart contents.)
- Best Head hair salon added with several customization options and NPCs.
- Added items to the Bullseye pharmacy.
- Added coffee to grocery section for first "quest".
- Updated game settings to include option for dev commentary and whether skill check results are visible.
- Added functional light color theme available from the settings menu. (please report any ugly or difficult to read items. UI bar issue with hard to read labels is known.)
- The status view now has the intended design with tabs, not all elements are functional yet (a system needs to exist before showing it's status or having options).
- More cheats are functional though some still lack an opportunity to use them.
- Lily's bedroom scene has been expanded with skill checks as intended, now includes a minor sexual/oral event. (You need good seduction skill and luck.)
- Skill check function is implemented for using pc skills. (See below for details.)
- Expansion and improvement of fonts.
- Clothing style guide is implemented.
- Finished morning scene immediately before traveling to Bullseye.
- Added some content after leaving Bullseye.
Skill checks are one way that a players skills are used. Rather than simple thresholds, however, I've taken inspiration from tabletop RPGs to use a combination of randomness and the character's skill. The bonus you receive from your skill points on checks is a flat progression up to 100 points (meaning going from 80 to 90 gives the same benefit as going from 10 to 20). Above 100 skill points the player receives diminishing returns up to 200 points. The randomness comes in the form of a weighted RNG. Truly random RNGs are kind of crappy, because you're just as likely to get any result. This doesn't work well for skill checks, where an average result should be more common. AW uses a probability curve for it's skillcheck RNG. plotted as a chance to get at least an amount, it looks like this: