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Greetings everyone!

Since last week's mechanic announcement I've been steadily trudging along, inputting a ton of comment variations into the system. There's nothing really new to report, as I expect this to just be my life for the next few weeks, but I thought it would be interesting to share some of the underlying features of the new system.

Specifically, how different character moods come into play.

Now, when I say mood what I really mean is an overall personality. The system isn't so intricate that characters will be in a good mood on one day then a bad mood the next. Rather, moods will only change in the event of a major story or character event. In Alpha 6.1, I'll be launching with 6 (technically more) different character moods:

  • Nice
  • Mean
  • Shy
  • Flirty
  • Horny
  • Formal
  • Ava & Dakota will have a slight variants of applicable moods

And here how characters will be assigned moods at the start of the game. Be advised, this list contains some spoilers from Chapter 3.

  • Sophie - Formal
  • Ava & Dakota - Nice - Shifting to Flirty/Horny/Mean depending on doses
  • Penny - Nice - Mean after John's Dom route, Flirty if you dose her to act slutty
  • Diana - Flirty - Horny after Chapter 3
  • Tasha - Shy
  • John - Mean - Nice after initial dosing
  • Lauren - Flirty - Mean after Chapter 3
  • James - Nice
  • Chris - Nice
  • Jag - Nice
  • Mick - ????
  • Ash - Flirty
  • Siri - Flirty
  • Veruca - Nice
  • Lexi - Shy

Characters' moods will predominantly affect how those characters respond to changes in the player, as well as the dialogue involved in menial repeating tasks such as noticing and interacting with inserted objects and even basic dialogue in interactive events. That said, there will also be opportunities within story content to reference player moods, which can change the general tone of a given event, which can be updated as needed over the course of development.

Getting this particular system built is, frankly, mind-numbing at times, and I understand there's some concerns over whether such a system is even worth building.

I get it.

Ultimately, though, I think one of the most jarring aspects of The Company is the fact that there is no real reaction to the player, or the changes the player's going through. Even if the commentary can end up becoming a little repetitive or generic, the payoff is seeing that changes to your character actually matter outside of mechanical considerations.

More importantly, this particular system is being built in such a way that it can be plugged in just about anywhere in the game very easily, as well as expanded on the back end without having to break saves or re-implement down the road.

I plan on getting a status report together for next week, as well as a general outline of the things this system will be touching. I'm looking forward to getting the backer update out next month so more people can get their hands on it, followed by the public 6.1 release hopefully not too far down the road!

That's it for this week. As always, thank you all for your continued feedback and support!

Comments

Anonymous

With Ava and Dakota it says depending on the serum. Do we have new choice for change selection?

westane

For now read that like how many serums you've given them so far. For now.

Anonymous

Seriously, I already thought it was brilliant as it was as of 6.0.2, but this sounds so good I can't wait until it's done. Great game only getting better! But take your time, don't rush, I'll try to be patient ^^ By the way, would it be an idea to make Diana more mean the more times you submit to her in her office? Right now if you're playing submissive she's already pretty mean :)

Darkfirephoenix

And I just sit here hoping that we can turn Ava into our personal "toy/pet" even without dosing her if you give her the collar and "train" her enough

Anonymous

I’m excited to see other things like this that you can implement into the system in the future. It’s the small details and things that can really make something stand out well.

Terra Blade

This sounds awesome, the lack of reaction to the very obvious changes the PC can go through did kind of annoy me, but I wrote it off as "game logic". But I look forward to seeing the full system pan out.

Anonymous

In the 6.0 version, the status of charactors in the shopping mall are also being traced. Is that means more interactive contents could be added for that part?

westane

You think I picked those actresses for the store clerks for no reason? ;)

Connar Woodhead

Speaking of these moods are they implying something can happen with the shop keepers (Ash, Lexi, Siri, Veruca) in the game ?