Thursday 31 October 2013

Changes to stomach and belly mechanics

In release 5, your stomach and belly were completely separate entities with no ability to interact or overlap.  Furthermore, your stomach fill (the one that related to how much you could drink, or if you were dying of thirst) had absolutely no effect on your actual belly size.

All this has changed in release 6!  Firstly, your stomach capacity now contributes to your belly size a little bit.  The contents of your stomach is slowly 'digested', decreasing a separate thirst stat every time there is something to be digested.  When there isn't, your thirst stat will start to rise.  Your belly, which fills up from your butthole, still contributes to the majority of what makes your belly size.  However it now has slightly less capacity and can overflow when full, filling up your stomach with semen.  This will cause an instant increase in sex addiction.

This semen will then of course be slowly digested, but whilst full you will of course find yourself unable to drink and more fluids.

If, when being filled from your rear, both your stomach and belly are full to capacity, then it will come out your mouth and you have a large chance of fainting!

Womb mechanics remain the same; females have a smaller belly capacity and that spare capacity is moved to the vagina, which contributes to belly size in exactly the same proportion as belly fill.

The exact numbers are as follows:

Males:

Stomach: 5 units
Belly: 30 units

Females:

Stomach: 5 units
Belly: 20 units
Womb: 10 units

When the womb is full, extra semen causes your pussy soreness and openness stats to rise rapidly as in release 5.

Friday 25 October 2013

No More Minmaxing

I've changed the way you spend points in strength, dexterity and intelligence at the beginning of the game in order to prevent people shoving 10 points in strength and dexterity, ignoring intelligence, and then just kneeing every monster to death.  This will also increase the relative value of the other options, namely improving the maximum and minimum values.  Essentially the 1st and 2nd point in each stat cost 1 point, then the 3rd and 4th point cost 2 points, and the 5th and 6th cost 3 points, and so on.

The amount of points that each fetish perk gives you to spend has been scaled accordingly.

Oh, and the good news is that the new release should be out some time this weekend.

Sunday 20 October 2013

Orifice Soreness Decay

In the current version, when the PC reaches maximum orifice soreness, they are almost stuck there; to reduce these stats they have to go use the statue or find lots of lube, the latter of which only works for the player's ass.  To reduce the amount the player needs to rely on these features, the player's ass and pussy soreness will now slowly decay.

However I have also decided that at the moment it's too difficult to faint without encountering a special event.  So, whilst you are at max ass soreness, you now risk fainting if the game attempts to increase ass soreness again, and you've had an orgasm recently.  The calculation is as follows:

If a random number from 0 to (11 - the body soreness of the player) is 0, the player faints.

So, what you can expect to happen in-game is something like this:  You get caught, you get a bit sore, you orgasm, you lose some soreness as you're walking around, you get a bit more sore, you get even more sore and then every moment you're getting screwed whilst fully sore, there is a very real possibility that you'll faint.

At full body soreness and full ass soreness, you are very likely to instantly faint after your next orgasm.

Pussy soreness works much the same as before; gaining more pussy soreness at full soreness will increase sex addiction.  At max sex addiction, it reduces intelligence instead.  The only change is that pussy soreness will now slowly decay.

This new way to faint is quite a major change and may require more playtesting, but I think there needs to be a more constantly real threat of fainting, and I think this works well.  It also gives players more incentive to submit (a small amount of long term damage to your bimbo level) over resist (short term damage to your ass soreness, which is essentially your HP).

Monday 14 October 2013

ASCII Map Finally Working

For the past few weeks I've been attempting to get a working ASCII map of the rooms that the player has discovered so far.

I've now finally got the base code working; you can now clearly see on the map where you are, where you've been, and what rooms you've walked past (so you know they're there) but that you didn't enter.  It also uniquely identifies the stairwell.

So while it is now in a state where I am happy for it to be available for use in the next publicly available version of the game, I am not yet done with it.  For example, as discussed on the forum, it can be improved to give much more detail on each of the known rooms.

At the moment it also does not show connections between rooms, just if there is a room at each grid position.  So you still have to work out the correct path to take to get there yourself.

To see the map in-game, all you will have to do is type "map".  Maybe one day soon it will be in its own frame!

Hip Size Overhaul

Hip size was a weird element in Trap Quest - a stat which the game implied was a positive attribute but which carried lots of negative aspects.  I've decided this didn't work out as planned, so now hip size is a negative stat just like all the other body part stats (except penis length).

The weight gain potion has been replaced with a potion of virility - this reduces your sex addiction, and if you are male may increase your penis size.  Cursed drinks now have a chance to increase hip size.  The weight loss potion can sometimes decrease hip size when blessed.

The defensive stat that hip size provided to your orifices has been halved; so whilst it is still there, we should see less of the sex dolls and dildo poles essentially never managing to hit their target after you reach maximum hip size.

Also, the contribution of hip size to your weight has been increased slightly.  So in summary, hip size is definitely a bad thing now!

Sunday 13 October 2013

Makeup Changes

It's makeup's turn to have a revamp!  This one is very similar to the hair colour revamp; makeup now decays every now and then so is less permanent.  To make up for this, I've made two significant changes:

1) There is a new trap in containers that applies a level of makeup unless you succeed a difficult dexterity roll.

2) Makeup adds significantly more to your bimbo score than it used to.  So as opposed to it being a negative stat that slowly increases but you can't get rid of without fainting, you should now consider it an even greater problem, but a temporary one.

I've also decided that your bimbo stat doesn't actually have enough influence in the game right now - it's actually nowhere near as big a problem compared to body weight, and the levels of your main stats like strength.  So to begin to make it more of an issue, some monsters will now always be unfriendly when you reach certain levels of bimbo.  Currently the monsters I have made this change on are the sex doll, wench, demoness and mannequin; each monster becoming unfriendly at different points in your descent into sluthood.

These two changes combined should create an environment where you actually care about keeping your bimbo stat down when trying to "win" the game.

Saturday 12 October 2013

Changes to Learning Skills from Monsters

At the moment, when you attempt to learn a skill, you have to question a monster.  If your intelligence is not significantly high, you will ask a simpler question and receive a response which may be completely useless to you with regards to gameplay.  The monster will then never accept a question until the map resets.  This is obviously awful, so I've worked to improve this system without making it stupidly easy to learn skills.

Firstly, you now have a chance of asking the appropriate question ("Can you teach me anything useful?") every time.  This chance increases as your intelligence increases, so there's still lots of motivation to keep your intelligence high.

Secondly, the check to see if you successfully learn the skill is no longer solely based on your intelligence.  It's based on your intelligence and one other relevant stat, depending on the skill you're trying to learn.  So you can often have a decent chance of learning the skill even if your intelligence is horrible.  The second stat that is used is often a negative stat - for example, begging for mercy gets easier to learn the higher your sex addiction is.  Wanking is easier to learn the higher your humiliation is.

Lastly, after five minutes, monsters will now be open to another question.  Not only this, but every time your raw intelligence increases, this cooldown is reduced by three minutes.  So even if you fail to get the skill with your first question, never fear!  Come back in a bit and ask again!

So, as you can see, intelligence is still extremely beneficial, but not 100% necessary to learn skills.

Wednesday 9 October 2013

Hair Colour Changes

Today, as one of the final modifications of release 5, I added some features that should make your hair colour a lot more varied and less likely to get stuck at pink.

Firstly, the chance of your hair increasing in a certain hair colour stat is 1 / (1 + current hair colour level).  So the first increase is 100%, but the last increase only has a 33% chance of success each time the game tries to raise it.

Secondly, there is now a passive hair colour decay.  Every 150 seconds, the game tries to lower one of your hair colour stats at random.  This will only succeed if the hair colour stat is above the minimum value and you are not wearing any headgear that objects to this decay.  Currently the tiara prevents changes to all three stats, and the maid headdress prevents the decrease of redness and blondeness but allows brightness to decrease.

Lastly, there are a few other ways that hair colour can reduce itself.  Every time you successfully find a trap, there is a 20% chance of blondeness going down.  Every time you successfully jump from a dildo trap, there is a 20% chance of redness going down.  Every time you successfully kill a monster, there is a % chance of brightness going down that depends on the difficulty level of the monster.

In the near future of the game I hope to add more ways that your hair colour can tend towards pink, to partially compensate for these changes, and also maybe some rare ways that your hair can get dyed in the real world which prevents your hair colour ever going completely back to black.

Tuesday 8 October 2013

The Dev Blog Awakens

It has reached the point where a forum thread is too difficult for people to follow easily.  By logging my progress here, hopefully the less frequent forum goers will be able to more easily keep track of what's going on.

Watch this space!