Spankers, Spankees, and Switches of All Ages (18 and above),
Sorry I missed last week’s update. RL got in the way. Anyway, as far as progress on the game goes, I have been working my ass off on the codebase. I started out refactoring my GUI code to make use of a very cool library ReactiveX. The Java implementation includes some very nice bindings into JavaFX, allowing me to write my GUI code using a paradigm that makes sense to me (message passing) rather than the utterly obfuscated callback-based approach that JavaFX encourages. This has allowed me to clean up my GUI code _massively_ including removing some of the bugs that came from various hacks I tossed in to get the whole thing working.
While debugging this refactor, I discovered that ReactiveX doesn’t like it when operations are not idempotent (in particular, if they have side-effects, weird things can happen). So I solved this problem by rewriting my entire codebase to make everything immutable except for the GUI, and a small stack of past commands in the combat code (to make undoing easier).
Yyyyeahhhh. Did I go a little bit crazy and overboard? Fuck yes. But that’s the best part about being the sole coder on a project that you are spearheading. You can do all sorts of crazy shit, and nobody can stop you! Muahahahahhahaha!
Besides, this has forced to me clear up some techdebt that’s been bugging me almost from the moment I wrote it. It also makes a lot the code that was before hard to test much easier to test. So that’s a plus. Probably won’t be writing those tests now, but that’ll probably be something I poke at as time goes on. Add a test here, add a test there, and so on.
That being said, the refactor wasn’t really that crazy. It didn’t really affect the design of my code all that much. It just required a lot of mechanical “methods that inflict side-effects, now return modified copies of whatever they were modifying before.” Some of my types are bit crazy now, and could probably stand to be reworked, but whatever. I’ll poke at that later.
Anyway, at this point my code compiles, so next I need to update all of my tests (I have about 200). Fortunately, these changes should dramatically simplify most of my tests. So I should have all of that modified by the end of the month.
As far as the actual game content goes, Chaosnova has been working on that, so it hasn’t stood completely still. Going a bit slowly, alas, but most people don’t have as much free time as I do. I’ve also been working on some of the planning for the rest of the season in between working on the codebase.
AKA
Spankers, Spankees, and Switches of All Ages (18 and above),
Today, I am proud to release the first day of the first episode of The Scandalous Scarlet Moon.
You take on the role of a Silver Age style superhero(ine) Scarlet Moon. Aided by your best friend Juliana, you must protect the City of Generica from a host of villains, from brutish thugs to sensual seducers, grinning giants to evil masterminds, honorable hunters to cheating thieves. But don’t spend too much time superheroing! After all, you’ve got a job to keep down, studies to keep up on, precious precious beauty sleep, and you might even want to have fun every now and then! Neglect them at your peril (to your bottom). But don’t spend too much time focusing on your regular life either! After all, every one of those villains will happily put you over their knees and give you the kind of a spanking a meddling superhero deserves if you let your guard down for even a single second!
So join me as we embark upon an epic quest across, over, and under Generica City!
In this release experience the epic, action-packed origins of Scarlet Moon! Fight your way through an abandoned business park crawling with the Evul gang, the Whistlers, learning skills as you go that will be absolutely essential to getting out of there with an unmarked bottom. Come face to face with your very first supervillain: the boisterous Buzzsaw and learn up close how they earned their menacing name!
This release contains the following:
- Customize your character however you want! Pick their gender, name, appearance, and clothing.
- Pick the genders of most other characters! Most NPCs are broken into one of three roles: spanker, spankee, and switch. Pick their genders universally at the beginning of the game, or select the gender of each character as you meet them.
- Experience a rather generic superhero story, where you get to make some choices that dictate how your character reacts to the situations! This episode is alas, rather linear, and your choices don’t impact gameplay much. But that will come in subsequent episodes.
- Engage in turn-based tactical combat. Most of your enemies don’t pose much of a threat, but be careful! Your health and mana are combined into a single stat, energy, you have no way of restoring energy, and you lose energy each round (this can be turned off). You’ll have to make intelligent and efficient use of every skill in your ever-growing arsenal if you hope to survive!
- Get annoyed when you discover that you gain nothing from combat!
- Experience in-combat spankings! Be mildly annoyed at how utterly impractical they are at this point in the game, and hope they become more useful as the game progresses!
- Experience lovingly crafted in-story spanking scenes that eschew sound effects in favor of purple prose, and clunky back and forth between the spanker and spankee! How many different ways can we describe getting slapped on the ass? Play and find out!
- Prefer to play a Domly Dom of Domliness and don’t relish the idea of your character getting their fanny whacked? Every spanking scene is avoidable! Turn off in-combat spankings (which also turns off losing-to-the-supervillain-spankings)! Naughtiness is inevitable, but spankings are not!
- All sorts of bugs and crashes that have slipped past myself and my beta testers, because let’s be honest, I’m a hack whose too busy jerking it to use proper design, write enough unit tests, and don’t even talk to me about integration tests! (If you happen to discover one of these, please let me know, and maybe we can trick a few people into believing I know what I’m doing).
The next major release will contain the following:
- Beach scene! Because who doesn’t love the idea of buxom women in thong bikinis getting spanked in public at the beach?
- The kidnapping of a character you’ve only just met, and probably don’t like very much, but are expected to save anyway!
- The unveiling of Scarlet Moon’s costume! Will she have a modest, practical outfit, or the type of sexy skanky skimpy spandex slip you secretly enjoy but publicly denounce because there’s something terribly wrong, yet dirtily sexy, about a genre where the mainstream works have already done the work of designing the outfits for the inevitable porn parodies!
- Stat gain through roleplaying! Rather than getting stronger in combat, some of the choices you make during the story will give you stat bonuses, and let you learn new skills! Will you be a character with high Strength, who punches her way through problems, or a fast-talking charmer with high WIllpower who talks her way out of scrapes? The choice is up to you!
- Balance short-term gains with long-term benefits! Do you eavesdrop on your opponent, and try to learn her motivations, or do you ambush her now, and gain the upper hand in what is sure to be an intense battle that could go either way?
The game is written in Java, so you need to make sure you download and install Java 8 if you don’t already have it installed. Be warned, Oracle apparently has a shady deal with Yahoo! where they try to trick you into making Yahoo! your default search engine, so keep an eye out when installing Java.
The game’s code is licensed under the GNU GPL-v3, while the content of the game (events, characters, etc) is released under the CC-BY-SA. What this means is that you are free to take my work and do whatever you want with it (release a slightly modified version of my game, write stories featuring my characters, etc.) and release them so long as you:
- Give me proper credit
- Release your work under the same or a compatible license
Edited
I’ve uploaded a new release that fixes an issue that may have caused the game to crash when attempting to save.
I’ve uploaded a new release that fixes an issue where the player will not learn the skills they are supposed to if you change the font size on the character creation screen.
I’ve uploaded a new release that fixes several issues: Character skills are now properly loaded when loading a game, so skills don’t bleed over from one game to another. The player can now defend at the distant range. The option where you defeat Buzzsaw and spare them a spanking now transitions to the correct event. Struggling during a grapple no longer automatically breaks you out of it. It now reduces the duration based on your grapple skill. Buzzsaw now knows the skill Soaring Leap, where she jumps at you, which puts both you them at armslength. So you can’t just move to distant and spam Scarlet Beam until she falls over. Well, you can but she now has a way of getting close to you.
Spankers, Spankees, and Switches of All Ages (18 and above),
Sorry about the delay in this post. This past weekend was crazy, being mother’s day weekend and all. Anyway, the first day of the first episode is in beta testing right now. I have managed to play it from beginning to end (though I’m not sure if any of my beta testers have yet, they’ve all been kind of quiet. Probably because it’s a busy time of year). That being said, we’ve gone through about five releases of bug fixes and enhancements.
My current plan is to release it at the beginning of June unless there are game breaking bugs that we have discovered and I haven’t fixed yet. We may release it earlier if I get approval from at least four of my beta testers.
AKA Russell
Spankers, Spankees and Switches of All Ages (18 and above),
**Insert obligatory crappy April Fool’s joke here**
Now that that’s out of the way, I’m getting very close to having a playable beta. I have everything implemented that I need for the first episode except for the combat code, which I’m working on now. As far as combat goes, I need to implement the following:
- Functionality for selecting skills.
- The logic to actually execute a round of combat.
That’s pretty much it. I already have the AI implemented, as well as the code that actually executes each action. I just need to glue all that together, and I’ll be good to go.
So I’m expecting to have all that done by the end of the month at the latest. What’s the next step after that? The next step is to pass the game along to my beta testers. I’ll consider it ready for release when I’ve gotten four approvals from my beta testers (or it’s early June, and I haven’t heard anything at all from my testers, depends on how responsive my testers are).
So we’re on track for a release in early June. My view and controller code still isn’t particularly pretty, but at least it works (far as I can tell anyway), and I have some understanding of how it works (though not complete. JavaFX has some infuriating and unintuitive bits around event processing that I haven’t fully grokked just yet).
So, to taunt you all, here are a few screenshots!
First, we have a screenshot of character creation
Character creation provides just as many options as Potion Wars, only thanks to the magic of libraries (instead of rolling it my own stupid self), it’s arranged very pretty in something approximating a real UI. Character options will include:
- gender: male, female
- bodytype: slim, average, voluptuous, heavyset
- eyecolor: blue, brown, green, hazel, grey
- haircolor: blonde, brown, red, black, rainbow
- hairstyle: down, pig tails, ponytail, single braid (something like this), buns, mohawk
- height: short (5′ – 5’3″), average(5’4″ – 5′ 7″), tall (5′ 8″ – 5′ 11″, gargantuan (6′ and up)
- musculature: soft, fit, muscular
- skincolor: ivory, peach, tanned, brown, caramel, black
- clothing: There are a ton of clothing options (mostly female-oriented, I’m kind of biased, alas) and all are available from the beginning, so that you have a high degree of control over the civilian appearance of your character. More clothing options may be added over time as people request them (clothing is very easy to add).
Next we have the options.
Crimson Glow provides the same and more options as Potion Wars:
- You can control whether or not your player can be spanked in battle. This will also affect supervillain story spankings. If the player is not allowed to be spanked in battle, then neither will the player be spanked after losing to a supervillain. Other in-story spanking scenes are possible, but since all of those will be avoidable by selecting the right dialogue option, rather than winning a challenging battle, those are not disabled.
- Artificial Intelligence controls how smart enemies are. Dumb enemies pick targets and actions at random. Average enemies pick their skills based on what they’re good at, but pick targets at random. Smart enemies pick their skills based on what they’re good at, and are more likely to pick targets who will be weakest against those skills.
- This game takes full advantage of the fact that both genders have an ass, and disciplinary spankings (which make up 99+% of the game’s spankings) focus exclusively on the bottom and thighs. “Spanker Gender” sets the gender of all characters who are tops (almost always administering rather than receiving). If the gender is UNKNOWN, then you will be given the opportunity to pick the gender of each top individually when you first meet them. The same for the spankee gender. All supervillains are considered spankees. If the genders for both top and bottom are the same, then all generic enemies will also have the selected gender.
- Energy Lost Per Round of Combat controls how much energy all characters lose at the end of battle (note: You cannot go below 1 energy through attrition). NONE means allies don’t lose any energy, and enemies lose a lot. MODERATE means enemies and allies lose at the same rate. SEVERE means allies lose a lot of energy, but enemies don’t lose very much (though they do lose some).
Next, an event screen.
This is the first event of the game. There is one, very important improvement over Potion Wars: Even text is now displayed with a scrolling bar. So no more multiple pages. The text of an event is now displayed all at once on the screen, and allows players to scroll through it (though moving on to the next event clears the view).
Finally, combat!
The first thing that should be obvious is that I’ve expanded significantly on the positioning system. Rather than having spanking/grappling/armslength, we now have spanking/grappling/armslength/distant. Different characters will be able to attack at different ranges, and will have different skills that work at different ranges. Positions are also displayed in a simple visual view. The top rows are enemies, the bottom rows are allies. The combat log is also a scrollbar, like events, and will display all feedback on user commands. The —-Character Name— tells you which character you’re selecting commands for, and will be displayed after the feedback of every command.
This view relies a bit too heavily on the combat log for feedback, but this damn thing is being complex enough to program. I may improve it in the future, but this should be enough to make the game playable.
One very important differences from Potion Wars:
There are no longer dungeons with mazes. It was decided that those really weren’t worth the effort of designing, and implementing. Furthermore, I don’t think they always work well for superheroes (which tend to focus on small-scale battles between heroes and villains). Not all villains have a billions minions at their beck and call, after all. Instead “dungeons” will be a sequence of events, like CYOA. In these events, the player will be able to make choices, many of which may involve using skills to get by obstacles, or gain the upper hand in battle. Furthermore, the player _does not_ get better through combat. Instead, in most dungeon events, the player will have a range of choices. Each choice will increment at least one skill by one point. For example, you may be faced with a thick fence. You could choose to ram through it (which improves strength), jump over it (improve speed), or find the guardhouse and convince the guard to let you through the gate (improve willpower). Of course, you might fail (bounce off the fence, land on the fence, get spanked by the guard) if your stat isn’t high enough, but you’ll still get the stat gain.
In short, unlike Potion Wars, battles are very painful (even easy ones will drain precious energy), and should be avoided when necessary. Of course, that doesn’t mean you might not get bonuses for charging into some battles, especially if it involves saving people.
This might seem like an odd decision, but there are a few reasons for it:
- This allows us to do much more interesting things. For example, the “dungeon” could consist of playing cat and mouse with a single villain, in which you try to find them, or manipulate the environment in a way to give you an advantage, occasionally having skirmishes with the villain if you fail an event, or get the upper hand.
- It provides more opportunity to roleplay. The time I would have previously spent designing dungeons, and getting them to display can now be spent writing up events.
- It removes a rather frustrating balancing act. If combat made you stronger, then on the one hand you’d want to get involved in combat as much as possible to become stronger, but on the other save your precious energy for the boss. While in theory this might be fun, I think it would mostly be frustrating, because you don’t know how strong you need to be later in the game, or how much energy you’ll need to fight the boss. So I think removing the built-in incentive structure from combat will make for a much more interesting gameplay experience. It will now be about “How do I efficiently get to the supervillain and defeat them?” rather than “RAAGH HULK SMASH!”
As an added note: One of my writers has written up a few short scenes to get a handle on some of the characters. He’s given me permission to post them, so you’ll see a few short snippets coming up in the next few days. Think of them as sneak peeks (though they take place around the midway point of the game, so they’re a little bit spoilery, but the only thing they really spoil are the superhero names of some of Crimson Glow’s allies).
Spankers, Spankees and Switches of All Ages (18 and above),
So, I fired up the game the other day and… watched as the GUI did crazy shit. I was using IntelliJ’s GUI builder thing as a sort of shortcut, because I find GUI programming obnoxious, and was hoping to take a shorcut. However, it looks like IntelliJ’s GUI Builder SUCKS in a billion different ways. It is clearly geared towards creating a bunch of static popup windows with minimal dynamic content changes. Also, it’s really hard to keep things consistent across screens, and for whatever reason I couldn’t update the static placeholder text I put in there. It doesn’t help that the tool uses this weird combination of Java code and XML, and I’m not really sure how they interact, or how the program knows to go to the Java vs. the XML and… basically too much annoying, not easily debuggable magic.
And having a bunch of different screens that you have to constantly make fullscreen (i.e. for a game) leads to much flickering and is utterly unacceptable.
After much swearing and cursing and just general being pissed off, I blew away all that garbage, took a week off, and am starting the GUI (and possibly much of the Controller) code from scratch. I decided to buckle down and actually learn the JavaFX library, and am using that now. On the bright side, shit be making a lot more sense, and I have the TitleScreen done (probably the simplest screen), and am currently working on the Character Status/Creator screen (which is one of the more complex ones, only the Dungeon and Combat screens are more complex). The Character Status screen actually works, and displays stuff. I just need to tweak it to make it look good.
So, the bad news is I’ve had some setbacks. The good news is I’ve learned some stuff, and I am pretty happy with the JavaFX library so far. Makes a ton more sense to me than Swing ever did.
Spankers, Spankees, and Switches of All Ages (18 and above),
So I’ve made _excellent_ progress. I’ve managed to finish the first round of the game engine, something I wasn’t expecting to finish until the end of February at the earliest. Right now I’m working on the startup code. By the end of the week (at the latest) I should have all the code written to run the game for the first time.
However, that does _not_ mean that a release is right around the corner. Here’s a list of things I still need to do:
- Write JSON files describing the random enemies of the first dungeon, and the boss of the first dungeon (won’t be too hard. Maybe four files tops?) This includes writing the in-combat spanking text, but I’ll be lifting and modifying the combat text from the first enemies of Potion Wars, so that shouldn’t take too long.
- Write JSON files describing the clothing options for the player (lots of files here, but items are much simpler in this game than in Potion Wars, so again it shouldn’t be too difficult)
- Translate the transcript of the first day of the first episode into a JSON-like format (it’s not quite JSON because the events have line breaks, which I don’t believe JSON supports), and do any editing I decide to do.
- Debug the game. This one will probably take a while. I’ve been reasonably good about writing tests I think, however I don’t really have tests for the view or controller. The view because GUI code is rather hard to test automatically. The Controller is also woefully lacking in tests. Now, most of the Controllers are simple enough that that probably won’t be a problem (query model, invoke method on appropriate game screen). However the Combat Controller is rather complicated. I really should refactor that one out into smaller, more testable pieces. But I’m lazy.
- Balance the first dungeon.
Once those five steps are complete enough, I’ll pass it off to my beta testers to break.
So we may see a release by May, but officially, I’m going to keep it at June. I’ll admit that I have cut a few corners, and I’m not sure how badly that cutting is going to hurt me just yet.
One nice thing: I feel like I have a _much_ better handle on this codebase than I did on the Python codebase for Potion Wars. So that at least is a success!
Spankers, Spankees, and Switches of all Ages (18 and above),
Don’t have time to write a lot. Need to catch a plane early tomorrow. Still, I thought I’d give you a brief progress report. The past month has gone something like this:
- Dig into undocumented, poorly formatted spaghetti code to try to modify it the bare minimum necessary for Crimson Glow.
2. Watch it break in strange, and incomprehensible ways.
3. Have no sane means of debugging.
4. Throw things and swear until my voice is hoarse.
5. Realize the codebase is beyond all recovery.
6. Start over.
So yeah. I’m not happy about that at all. I was hoping to get something out in November, or even this month, but with having to write everything from scratch, I doubt we’ll see the first day before April. Sorry about that. I hate jerking you all around like this, but it is what it is. That being said, I like to think I learn something from my mistakes, so I’m going to be much more deliberate about my coding. In particular, I’m going to make sure to actually write tests. Because you know, that’s kind of a fundamental thing you should do. I’m also going to document the codebase, so that I have some idea of what the hell I wrote when I back to fiddle with things a year from now.
I’ve also decided to write this in a different language. In particular, I’ve picked Java. The primary reasons are:
- There is a _wonderful_ testing framework out there called the Spock Framework that makes writing (unit) tests downright enjoyable. Seeing as how testing is so critical to making sure I don’t write a piece of junk, and seeing as how it can be difficult to be disciplined enough to write thorough tests when there isn’t anyone else around to slap your hand if you don’t, I want tests to be as easy to write as possible.
- While it is possible to write large programs in duck-type scripting languages like Python (or Groovy for that manner), for me at least, it requires a lot more discipline than in a statically compiled language. Plus, since I became a code monkey I’ve actually seen well written Java code at scale, while I haven’t seen well written Python code at scale yet. So hopefully my growing experience with large Java programs means I’m more likely to get it mostly right if I write it in Java.
- I find it much easier for myself to slip into the kind of structured, design-focused programming mentality that I need for something of this scale when coding in Java. That’s likely just because Java is where I have the most experience writing structured, design-focused code, but it is what it is, whereas most of my experience in Python is throwing together quick hacks and glue scripts.
So I’m working as fast as I can, while still trying to write code that isn’t utter garbage. Needless to say, if there’s anyone out there with some skill in Java, and would like to help out, please drop me a line. I’m particularly looking for anyone who enjoys writing GUI code (hate graphics programming of any flavor). If you’re curious, the codebase can be found here. There isn’t anything on master yet, but there is plenty on the GUI and Model branches.
Spankers, Spankees and Switches of All Ages (18 and above),
First weekend of the month, so monthly update. I’ve finished the first draft of the first day of content, as well as most of the tweaks to the engine and to the first dungeon that I want to make at this point. The next step is to update the customization choices at the beginning of the game, then spend about a week ripping my hair out and swearing as the game crashes like a racetrack full of drunk drivers driving monster trucks. Once the game starts crashing like a racetrack with a single drunk driver in a monster truck, I’ll toss it off to my beta testers, and then we’ll get the first day posted.
I was planning on posting the content I had for episode 2 of Potion Wars, but apparently compiling LaTeX into PDF is more complicated than it should be on a Mac. Useability my ass. Anyway, I’ll see if I can get it compiled and posted tomorrow.
For the rest of the post, I’m going to talk some about the structure I have envisioned for this game, particularly the dungeon crawling part. In Potion Wars, I was trying to make each fight fairly challenging (at least until you gained a few stats, and some more health/mana). Basically, at first you needed to run back to the healer after each battle. However, in Crimson Glow health and mana have been merged into a single stat, energy. Furthermore, there aren’t really going to be healers (or potions).As a result, energy is going to become a very limited and precious resource. Finally, the emphasis is going to be on battles with supervillains rather on generic fights, and you should feel like a superhero when fighting generic enemies. So you should be able to mow through lots of generic baddies.
To capture this, dungeons are going to be much more about energy conservation. Generic battles won’t be particularly challenging, but they will wear on the player, and a big part of the strategy will be determining the most energy-efficient means of completing the dungeon, so that you have the energy to defeat the supervillains. Furthermore, generic enemies will be very fragile (i.e. non-super enemies will have 1 energy, with the possible exceptions of the first boss), and they won’t really have any special skills. So you should be able to one-shot them easily. However, there will be a lot of them, and they’ll be strong enough that you can’t just hold down the attack button and blindly mow through them. On top of that, there will be energy attrition. Basically, each round your character will lose some energy (because it takes energy to keep your powers going). The amount you lose depends on the difficulty level:
Hand: You lose no energy each round, and supervillains lose lots of energy each round. Resting also takes no time. This is the difficulty for people who want to breeze through the game and experience the story and spankings without too much challenge.
Strap: You and supervillains lose a roughly equal amount of energy (villains may lose a little bit more, because they didn’t have to slog through a dungeon) each round. Returning to your room and resting takes some time, but you should be able to have enough time to rest once or twice without ignoring too many other responsibilities. This should be a good, reasonable difficulty for people who enjoy RPGs.
Cane: You lose quite a bit of energy each round, and supervillains don’t lose as much. Resting takes a significant amount of time (several hours). This is the difficulty I will be balancing on (mostly because if I’m not careful, this difficulty could be unwinnable), and will (hopefully) require a careful use of skills.
Speaking of skills, this is another difference from Potion Wars. In Potion Wars, there were a fair number of stats (six, I believe) and everyone learned the same set of skills, In Crimson Glow, there will be far less emphasis on stats, and far more on skills. There will only be three stats: Strength, Speed, and Willpower. Strength controls how good you are at grappling, Speed controls your regular attack, and Willpower will generally influence how much energy you have, and how strong your skills are (though Strength and Speed will also play a role depending on each skill). However, I plan on there being a lot of skills, and each skill will have multiple levels. Not only will there be skills that are general-purpose (like Crimson Punch), but there will also be skills that are very situational. For example, there might be a supervillain who is a flyer, and really fast, but not very strong. So you can learn a skill that allows you to anchor your opponent to a building, drastically reducing her effectiveness. Of course, anchoring may not be effective against other opponents who are on the ground or something.
Basically, my plan for each supervillain is that you will have two avenues open to defeating them:
- Patrol a lot and get high enough stats that you can beat them using just the general-purpose skills. This will be the more challenging route, but it will be necessary if you want to be able to beat supervillains the first time you meet them.
- Get your butt spanked the first time (most likely), and then develop a special-purpose skill that neutralizes the supervillain’s strength, or inflates a weakness.
In particular, I want each villain to have their own combat style (as much as they can given the relatively simplistic combat system) with their own unique and powerful skills, and I want the player to be able to develop counters to those skills. It always bugs me when enemies have super-powerful skills, and you have no way of countering them (I’m looking at you Avernum: Escape from the Pit and your stupid acid raining bosses, and utter lack of silence spells, or elemental protection spells or cure-all spells for the entire early game). I just love being able to take an enemy’s strength and turning it into a weakness.
A little sample of some of the skills you’ll be learning:
Crimson Slap: This game’s version of firebolt. Standard single-enemy damage skill. Higher levels make it more powerful, but also cost more.
Crimson Armor/Boots/Eyes: Increase strength/speed/willpower at the expense of the other two.
Crimson Cord: Pull an enemy into a grapple.
Crimson Flare: Blind every enemy in the battle, giving them a significant penalty to speed.
Crimson Bind: Wrap the Crimson Cord around an enemy and essentially paralyze them for a few turns.
Furthermore, different skills will be unlocked based on levels gained in other skills. For example, to unlock Crimson Bind, you need to get three levels in Crimson Cord, and to unlock Crimson Spanking you need to know Crimson Bind and Crimson Slap.
Basically, I want a lot of the depth in the game to come from skills. Which skills should you train? Which ones should you use in this situation or that situation? What kind of character do you want to play?
Edited to Add: Furthermore, the nature of this game means it is much more conducive to having help from outside writers. In particular, I’m looking for writers who’d be willing to adopt one of the player’s roommates (there are five. Three have been adopted already). Basically each roommate will be associated with one of the basic choices you can make each day:
- Patrol – Taken (by me!)
- Work – Taken
- Study
- Party
- Train – Taken
And the events of each activity will further develop that character. For example, one of your roommates will be a colleague at your work, and the work events will feature him/her heavily. My dream is to have someone else working on each of the other activities. That way, I can focus just on writing the Patrol events, on improving the game engine, and merging everything into a coherent episode. If you’re interested, send an e-mail to my google account sprpgs, or contact me on animeotk (my handle is “aka”) and we’ll talk.