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"Escape Volumpula, the Pink Jelly" is out.  If you're a patron, you can grab that file from the previous post.

Please let me know what you think - what worked, what didn't (and most importantly - let me know if anything seems broken!)

After completing these things I usually like to review the code a little and see what can be cleaned up and what can be generalised to shave time off future scenarios.  How Twine/Sugarcube handles arrays is quirky, and will be something I need to keep in mind for future projects (I'll do a full post on that later as it might be useful for other people trying to make their own Twine games).  The other thing that was a little clumsy (behind the scenes) is handling repetition of text.  A late change I made was to tweak the text when the player returns to a passage after reconsidering struggling.   I want to try and avoid immersion-breaking repetition where possible, and there are probably built in tools to track how many times a player passes through a particular passage.

Overall, the development process took too long at 3 months.  Some things went a little awry in the middle there and deadline panicking turned the later stages into a bit of a death march.  I'm more productive when enthusiastic, so I think I'll look at project rotation system, so I have something to switch to rather than sitting around twiddling my thumbs when I hit a temporary wall on one project.

The CYOA development process consists of these stages:

1) Brainstorming and ideas - come up with the monster girl, sex scenes and a rough plan.
2) Create the map of the scenario in Twine.
3) Write out the text freehand.
4) Type up text.
5) Plug text into the map and add the HTML formatting (adjusting the map if the text calls for it)
6) Edit/Debug (99% errors are forgetting to put in the <</if>> statement.)

I think it might make more sense to take a break between each stage and work on a short story or even earlier stages of subsequent scenarios.  The development time might still be 3 months, but I'll also be getting shorts stories or half the next CYOA scenario out of the same time period.

Now let's move away from the nitty-gritty behind-the-scenes stuff and talk about what's next.

I have 2 short stories I'd like to get finished.  One will be a temporary patron-exclusive.  The other will be an entrant for Literotica's Halloween Competition.

I've also begun brainstorming the next "Escape the" scenario.  At the moment I'm thinking it will be an elf/dryad with a very unusual flower collection, but that will depend on if it pans out.

And that ends the Thursday update.  I'll try to make a regular thing of this on Thursdays even if the updates are of the "got captured by a succubus and her hellhound ate my homework" type.

-manyeyedhydra

Comments

Random Guy

One critic is that in your newer works you vividly describe everything that happens until the first orgasm... and then you abruptly end it witih "and then she sucked him dry". Maybe that's nostalgia, but I think in your older works such as Slayer vs. Succubus or The Masterton Covenant you haven't been this "lazy". Dunno if that's feasible in a "Escape ..." game, though; you properly end with a lot of repetition.

Yshomatsu

If these game books get turned into a game I would hope for more substance between the encounters but as a start and tease of encounters it's a really nice start. Some of the lines felt bland but imagine all the code and how time consuming that is when one is starting out and learning it all. It'll only get better as he keeps working on them.