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This week I worked on further improving the concept for the Fuck Machine Mk2 and started implementing it into gameplay. However, the animations are still not done for the maledom and miscellaneous night animations so I've decided to hold off on releasing the build until those are completed to a standard I feel comfortable releasing. This should be around the middle of the week since I will be traveling home around the end of the week. I'll be taking one of my four annual weeks off to get readjusted back to the timezone and recover from the flight, so I will definitely make sure to get the beta build out with the puppet's mechanics and animation reimplemented.

The puppet's boss mode mechanics in implementation have really been more like boss mode mechanics for the Fuck Machine as I've been overhauling it's code. Behind the scenes the QA machine is in charge of the puppet's behavior before she breaks free, so all the boss mode mechanics are likewise being handled by the Fuck Machine. The code is fairly simple, just adding a separate counter to each animation, the tricky part is allowing the player to control that animation, I'm debating whether or not to implement a "position selection" button for The Puppet. I'm leaning towards implementing it, there is a somewhat fun challenge to trying to identify what position the puppet's in as quickly as possible to keep rerolling, but it's also a recipe for frustration if the player gets unlucky. I might look into adding pseudo random mechanics to it so that the least used animation is more likely to appear, which just leaves the frustration for players who get very unlucky.

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