Monthly Archives: September 2014
Sundry bug fixes and a question

Spankers and Spankees,

As promised, here is my first weekend of the month update.

I’ve uploaded a new version with some bug fixes:

1. Fixed a bug where Spectral Spanking/Strapping weren’t inflicting the Humiliated status properly.

2. Fixed a bug where the game claimed you couldn’t find Maria’s home, even when you add directions.

3. Fixed a bug where if you try to argue with Adrian about the price of guild membership, and then leave the game crashes.

4. Fixed a bug where the player was getting access to tier 1 spells at a Talent of 5 rather than 10.

5. Fixed a small typo in one of the in-combat spanking messages.

6. Fixed a bug where the spankings administered by the Warslinger’s Companion, and the caning administered by Adrian weren’t being registered by the game (while this doesn’t affect gameplay, it did mean that your character’s bum was magically not being affected by their spankings).

I’ve also made a few small tweaks to some of the episode text. Nothing major that would make it worth replaying. I decided that Alondra’s siblings would NOT move into the Guild because as I started working on Episode 2, I realized that having a bunch of kids move into a building filled with dangerous objects, occupied by rough adventurers who probably don’t have children themselves just didn’t make any sense. I also threw in some text making it clear that Alondra and the player share a room, if the player decides to live in the guild.

Note that you can expect similar small tweaks in the future. I won’t make any fundamental changes to any of the episodes, but if there’s some throwaway line that I later decide doesn’t work (either it doesn’t many sense for the character to say/do that, or it contradicts something that’s pivotal to a future episode), I will go back and remove it.

Finally, I have a question. One of the things I plan to add is a minimap to make it easier for players to navigate (while building your own maps is fun for direhard RPGers, the number of direhard spanko RPGers who are willing to play a hard-core RPG when they just want to enjoy some spanking porn can probably be counted on one hand).

Then, it occurred to me that it would be really convenient if players could input a route into the minimap, hit enter, and then have their character automatically take that route. It would make it very easy and convenient for the player to enter and leave the dungeons when they need to heal (of course, the player would still have the same chance of having a random encounter when executing a pre-planned route, so it wouldn’t make the game any easier).

Then, I realized that if the player is just going to be selecting a route on the minimap, why not cut out the middleman and replace the first person dungeon view with a topdown view?

So my question is, which of the following three options would people prefer:

1. The current status. A first-person view without an automap, so for complicated dungeons the player has to either create their own maps, borrow maps from other people, or resign themselves to getting hopelessly lost.

2. First person dungeon navigation, but with an automap and the ability to give the game a preplanned route through areas already explored, allowing them to quickly reach the frontier.

3. Replace the current first person view with a top-town view. Note that you would no longer have the ability to provide a preplanned route. Using the arrow keys would move you around just like they do now in the first person view.

Attached is a rough idea of what the topdown map would look like on the first floor of the first dungeon, after the player has explored the first two rooms, but hasn’t yet walked down to the end of the hallway:

http://www.mediafire.com/view/t7tjing2x8kc2b2/sample_topdown.pdf

Let me know in the comments which one you would prefer. It should be noted that I’ve written the code to make it fairly easy to change how the dungeon is displayed, so 2 and 3 would constitute roughly the same amount of work (in fact, 3 would require less work than 2, because I don’t have to implement any of the route planning).