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Sorry, I made a mistake when compiling the cheat version that didn't enable cheats. It's fixed and available below.

It's been one month since I released the first public version, and the response has been overwhelming. I also think we've made some really good progress from that first release! 

If you haven't yet, come check out the Discord Server! It's been fun talking with all of you, and it makes it really easy to share what I'm working on and post little previews without having to take the time to make an entire Patreon post.

Lots of changes this time around, particularly if you haven't seen version 0.02.1 or 0.02.0. My work has been spread out a bit, and I worked on a lot things beyond what I promised for this release. I had a snafu or two because I had to re-think how I would implement the wardrobe system. Originally I had been planning on using arrays of objects to store the needed information, but the Twine state/history system prevents that because it doesn't make deep copies of objects. However, I was able to work around it, it just takes a little more coding work to use a simpler data structure. :)

The wardrobe system has thousands of lines of code, and there is a ton of code in numerous areas so far. (Just looking at the word count below will probably make that obvious, there's only about 27-28K words of story content thus far.) It's a bit difficult for me, because I know a lot of you wonder "why are you making X so detailed/complicated when you aren't even out of the prologue yet?". It's worse because a lot of code things aren't exactly obvious to players unless you unpack the html file.

The reason for this heavy load of detail up front goes back to some basic design principles for good software development. I'm not trying to insult or degrade anyone's work here, but not all approaches to development are the same. If I wanted to focus getting out of the prologue, and having a 'playable' game, I'd probably be there already. This would definitely be the way to go for trying to get more support on Patreon.

My focus, however, is on making a good game. Because I did planning, I already know the kinds of things that will be in the game, and how I want them to work. By writing code that supports those features from the beginning, and taking extra time to make code modular and centralized, those features are far easier to implement later in development. (And unplanned features are easier too.) It does take longer up front, but it pays off many times over later in development. 

Many developers here on Patreon take the approach of working towards a playable game before adding in details and features, usually with code that works specifically for what's coming in the next release. Some of you may have noticed that those games become playable quickly, with updates flying out at a break-neck pace. Those projects get popular fast, but they usually have a common theme of dramatic slowdowns in development. Many have updates that come slower and slower, or have updates that seem to add less and less. It usually isn't laziness at fault, but the expanding cost of code debt

I am specifically attempting to develop Accidental Woman with as little code debt as possible. When it's time to add getting wet or semen stains to clothes for example, I won't have to re-write or modify the entire set of code governing clothes. It's already ready. Similarly, because I'm taking time to put important player stats--such as arousal--into flexible modification functions, I don't have to write code to examine a ton of pc traits each time I change it. In fact, I can make sure that when your arousal increases, it always considers the character you're playing, from personality and libido to chosen sex traits. I think you'll see that this leads to a much-more-steady development pace, and new mechanics and story content that doesn't seem to ignore what came before.

Thanks again for all your support, and I hope you enjoy this release!

I am releasing this version to $1 supporters as well, because this will become a public version towards the end of the week.

Change Log 

Version 0.02.2 - Passages: 100, Words: 135396

  • Approximately 5,000 words of new story content after the 'impending crash' scene.
  • Implemented cheat menu, along with cheat buttons to alter cash and status. (cheats version only)
  • Added a few hundred lines of Javascript to expand twine functionality.
  • >>Added support for drop-down menus into the game and implemented them where appropriate.
  • >>Added pop-up pane for displaying information, and moved several info functions like viewing the shopping cart to be displayed inside.
  • >>Added support for some useful back-end functions.
  • >>Added support for an additional collapsible UI bar.
  • Added a new UI bar to the game (on the right side) which displays the map of whatever map-zone the player is in, along with a portrait and PC status information. It also contains a common action/shortcut tool, allowing you to select from several common actions (like returning home) and perform them.
  • Expanded the pharmacy inventory.
  • Expanded system to select the level of detail you want to see in your clothing to have 4 levels of detail. Made the option much more obvious by moving it to the "Introduction" passage with other new-game options. 
  • Implemented the intended status view menu, which is a dramatic improvement from the placeholder status view.
  • Added more support for current status to the status menu.
  • Added the Wardrobe system, along with menu graphic. See note to access!
  • >>Wardrobe system allows putting on and taking of clothes, building and viewing outfits, and looking at your inventory of clothes. 
  • >>Wardrobe system ended up being more complex than expected, primarily due to limitations in properties for object variables. System must be complex to support large degree of interactivity and customization in the game.
  • Made improvements to the skill check system, adding support for specifying differently weighted "dice roll" functions.
  • Made improvement to the quality weighting system for clothing generation, along with some minor tweeks. Pricing still needs to be balanced for Bullseye.
  • Increased starting cash, and based it on new weighted RNG for more balanced starting funds.
  • Added random name generator for Asian American names.
  • Improved shopping and checkout code for better functionality, now displays results output in pop-up pane.
  • Created inventory distribution function that takes purchased "standard" items from the inventory and places them into appropriate quantity variables.
  • Added expanded inventory display to status view.
  • Implemented backwards compatibility function for updating saves from older versions of the game. See Note!
  • Game properly ensures you've bought clothes before allowing you to leave Bullseye.
  • Added some tutorial text and explanatory notes.
  • Several other smaller things that I can't quite remember at the moment.
  • Several fixes, resolved many issues where opening a view window would cause variables to be modified again when returning to the passage.

Note: To view the wardrobe, go to one of the women's clothing areas in Bullseye and click the "fitting room" action link. I recommend that you buy some clothes beforehand so you can play with them in the wardrobe. (can't do much with a nearly-empty wardrobe!) It's also a good idea to save before entering the wardrobe. While you can return to Bullseye from the wardrobe, I recommend loading that save you made instead.

Note: Backwards compatibility will allow you to play the game successfully without making a new character, and see the new content. However, due to extensive changes to the game, it's recommended that you start a new game (particularly if you want to create a save that will work properly with future versions.)

Comments

Cassie

This is labeled as being the backer version and doesn't seem to have cheats enabled. I think that you uploaded the wrong file.