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Hey there and howdy y’all! Another week has come and soon enough another Monday will be banished back as far as it goes! We’re ticking on and on as if the weekend wasn’t just with us, and today we’re showing and telling all about what we’ve whipped up! So, who’s hungry to see some revamped UI like we promised? Well, only if you’ve got the Nerve in you for it!

The other side of the street got a lick of paint and then some! There’s a lot going on here in just a single image, and y’all might notice that Sal’s lower section (the traps) also got some updating too. We’ve put this on Sal’s side of Easy Street so Noe will always have a reminder of just how much she’s toughing up (or letting loose) in the face of his scheming, and just how far she has left to go in “La Dolce Vita” if she wants to be making the big, bold, and very showy moves that will beat him back hard. Y’all will get a chance to play with it yourselves in the next update, if in a limited scope to start (see below), but for now let’s get acquainted with our new helping hand, shall we?


The new Nerve UI is designed to help make it clear to the player how building up Noe’s nerve through the various scenes that test her resolve is helping to drive forward the gameplay unlocks. Or, to put it another way, how much more flirt and sexy the girls put into their work as Noe's fighting spirit and horny nature start to build past her limits on keeping them in check. With each point, new outcomes are unlocked across each of the 5 jobs, starting right from point 1 and rolling up to 20 (yes, we rebalanced again from last version, hopefully for the last time). 

You can see at the top left where Noe’s current Nerve is at in big lettering, and on the left side of the widget is a helped quick-look at what the next point will be putting in your hands. On the right, you can see each job by their same icon on the Noe’s side: Floor Work, Kitchen, Promote, Entertain and Rest Day in that order. The sliders show at a quick glance how far between the last boost and the next Noe is for each of them. Simple as that.


As for the trap section, it’s fairly similar to before, only now we have light up icons instead of wordy-words to tell the tale for us. If the bottom icon lights up, it’s all safe, top one turns on it means 100% a trap is out there. Somewhere in the middle and you’ll see if 1 or 2 traps are potentially instore, and what chance they each have of being out there. It’ll be up to you to decide if it’s work playing it safe or going big each day with that info laid out for you.


Want another look then? Let’s.

Here’s a peek at what it’ll be like to see on New Game start, at least for now. We’ve got a reason to show y’all this right now too. You’ll notice that the Kitchen bar is already maxed, as well as the next unlock has a notable text. We believe this new widget will help banish some of the mystery around the amount of outcomes and content in the Restaurant manager section as well has help the player know how to get more out of their daily job choices, not to mention find the sexy all the easier. That’s why we’ve opted to put it in now rather than later.

However, we also believe for the foreseeable versions ahead, it’ll also act as heads up as to what’s yet to be included, even give some insight into where our focus for this section of gameplay may lie. As it stands, we’re only up to just under 30% of the minimum planned outcomes, so there are a number of holes to fill in between versions, and with them will come a lot more to see here on our Nerve UI.


Alright then, looking all the more glorious with each step, if we may be so bold as to say ourselves. Speaking of steps, with this UI now shaped up, we’ve made some real progress with Noe’s version for sure. We’re through the playtesting as well that was being put on hold for this and it’s all turning up roses. Now the documentation is being polished and set to be sent. All that’s missing still is the images of the tasty (and not so tasteful too) actions that make up the wow we all want. They are still ticking away, and come our next Backer Teaser later in the week we hope to have some better details to dish out about them. Keep on keepin’ on, that’s the way to do it, but until we’ve can spring more fun on y’all…

Be full of Nerve and beWilder!

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Comments

mike

Will this new update controls work ok with old saves or do you u recommend a fresh replay?

beWilder

The saves won't be affected, no, so this version will work with old ones. We do a lot to make sure they don't get messed with and so people can use them from whatever older versions they have. However, if players are most of the way through already when they load up this version though, they'll likely see it all Maxed Out from their starting point. A new game would be the way to go if you'd like to watch the new UI do it's thing though as it'll be the best way to see it go from 0 to full. We may recommend in the future that people consider a new game when we start to fill out more of the Kriem/Frankie/Kelsey scenes as that'll give players a new and better experience of playing the early stages with more content, but we'll never force players to start a new game if we can help it and for now the engine is holding up well enough that we shouldn't have to.

Cloud Strife

How's everything with the update going?

beWilder

As well as can be expected and hoped. Not a lot new to report since our last news bulletine on the matter just the other side of the weekend, continuing through the grind on things to get the art finished. It's the end of the month now so we've got to wrap up what we can and refocus things, get our scheduling straight etc. so that's where our attention is for the next day or so as we keep pushing. That's about all there is to say aside from "move your butt Noemi, we're all hungry out here!".