I’ve worked on Scarlet Moon 2 some. October’s been a month of transitions, with some pretty significant changes to my life that I’ve been adjusting to. So, I haven’t had much time or energy for working on it. But! I have worked on it. I’ve got the final fight scene done. Now I just need to write the scene where Prometheus paddles your protruding posterior when you lose, then a bit of wrap up. Then there’s a scene I want to go back and write with you and Juliana getting up to shenanigans, and then I finally need to decide if I want to carry over the Natalie and Midnight romances, and write a scene to kick off the Natalie one.
But the combat scenes are the hard part. So hopefully, things will go quicker from here.
AKA
Yeah, I’ve made almost no progress this month. Real life has been keeping me VERY busy, sorry everyone. Hopefully, I’ll have some more time (and energy!) to work on things this month.
Maybe I’ll go work on it some right now…
AKA
Spankers, Spankees, and Switches of Adult Ages,
My first monthly update on Scarlet Moon 2! Ooh, it feels all fresh and new and exciting.
Anyway, I’ve been working steadily on the second half of Episode 1. The episode kind of got away from me, and will likely end up a fair bit more elaborate than I expected. Don’t expect this to continue! The mechanics I’m using are proving to be a bit of a dream to work with, and writing these characters feels comfortable, familiar, and relatively easy. Also fun. I’m having a lot of fun.
Anyway, there are two main paths in the second half of the episode depending on whether Prometheus and Poseidon successfully stole the Big Ruby in the first half or not. I’ve finished the path where Prometheus and Poseidon successfully steal the Ruby. So now I need to work on the path where your team successfully kept them from doing so. I expect that path to be much shorter and less elaborate, but seeing as how in the first half you get an entire bridge sequence if you defeated Prometheus and Poseidon, I think it will roughly balance out. Also, players are more likely to fail anyway, so I think giving the failure path a bit more love is reasonable.
It’ll probably take at least a month to write up the rest of the content, plus I’ll need to do some debugging and editing and the like. So don’t expect anything before end of September at the earliest.
I’m also still wrestling with how I want to handle the romances. I think I know how I want to introduce and handle Midnight in a non-romantic context. But I don’t want to erase the romances from your character’s backstory either. Some of my favorite scenes from the first game are in Midnight’s romance, and I don’t really want to “lose” them. The question is whether I can work the romances in in a way that will minimize their burden.
David won’t be showing up again, regardless. He was conceived of back when I imagined the game being a bit more like Silver Age Spider-Man: a single heroine (plus her sister whispering in her ear), and the game spends as much time on her mundane life as it does on superheroics. However, that isn’t really what happened. The game ended up converging on more of a DC Justice League style with a team of heroes and a strong emphasis on the superheroics, with perhaps a scene or two of their mundane lives thrown in here and there. There really isn’t room for David in that kind of setup.
On the other hand, both Anklyana and Midnight are heavily involved in the superheroics. So it would be relatively easy to have them involved regardless of romance. It’s a lot easier to introduce slight variations on a scene depending on whether you’re romancing a character or not than it is to write entirely different paths based on it. I can also, relatively easily, have little transition scenes. Maybe PC and Natalie have their date interrupted by a bad guy if they’re dating, instead of being at home or whatever. The PC can be hurrying back home at the end of the episode because she has a date with Tania if she’s in a romance, and because she has homework that needs to get done otherwise.
So, yeah. I may have a little scene with Natalie in the second half where the player will have the opportunity to tell the game “I was romancing Natalie in the first game.” We will see.
AKA
Spankers, Spankees and Switches of Adult Ages,
Alright, so I’ve released the first version of Scarlet Moon 2: Eclipse Rising! It continues the story from The Scandalous Scarlet Moon with a few caveats. Namely, the sequel takes place in a universe where none of the romances happened. I know, I’m sorry. But they were sucking up too much mental energy, and I didn’t have any to spare to make the actual episodes all that interesting. This also means, incidentally, that your character never met Midnight. So I’ll be able to introduce her for the first time all over again! Isn’t a multiverse canons awesome?
Anyway, the game uses Twine (well, Tweego technically), and can be played right here on the website.
The Downloads page now has a download link that allows you to download a zip file containing the source code, an archive file that can be loaded by the Twine UI, and a copy of the HTML file for local play. You’ll need an internet connection to see the (scant!) AI-generated pinups of the superheroines and supervillains, but the game will run fine without them.
It has no combat, unfortunately, but I fleshed out the stat-check mechanics quite a bit, so I hope the action scene is still compelling. The mechanics are explained on the title page of the game.
Anyway, enjoy!
AKA
Alright, so I think I managed to take everyone’s *wonderful* ideas and condense them into 7 aspects that I think capture everything people were wanting to see, based on the aspects they posted.
Here’s the list:
Steal Everything Nailed Down: You steal stuff. Even when it’s nailed down, and especially when you’re anxious. A normal person might pull out a fidget cube and futz with it when she’s nervous. When you’re nervous, you steal her cube. This also means you’re very very good at theft. So good in fact, you can steal her cube without her noticing. Right away. Unfortunately, people tend to eventually notice when you’re constantly stealing their stuff.
The Good Is The Enemy of the Perfect: You are a master planner with acute attention to detail, and a strong work ethic. You will plan a caper down to the smallest detail, and think of (almost) every possible way things could go wrong, and devise a plan for that too. Unfortunately, even you can’t think of everything and you really can’t handle it when things go sideways. You also detest settling for “good enough” and will strive for “perfect” even when you don’t have time or are otherwise under pressure to get something done.
Born Dom(me): You are smooth, sexy and able to convince damn near anyone to drop their pants, and/or go over your knee(for fun or otherwise). Very useful when you’re looking for information, need to distract a guard, or just want to blow off steam. On the other hand, you’re sometimes a little *too* confident in your dominant sexiness. As a result, it’s not that hard for crafty individuals to turn the tables on you either because they saw through your act, aren’t interested (and may, in fact, be a little insulted), or are a Born Sub whose just plain better at seduction than you. Also, your natural dominance may rub some people the wrong way, intimidate them too much to be helpful, or cause you to ignore them even when you shouldn’t. This is the dominant version of Born Sub.
Born Sub: You are playful, sexy and able to convince damn near anyone to jump your bones, or put you over their knee for a little bit of fun. All it takes is a little wiggle of your round, full, excessively spankable ass, and a taunting wink. Very useful when you’re looking for information, need to distract a guard, or just want to blow off steam. On the other hand, you’re sometimes a little *too* confident in your cheeky sexiness. As a result, it’s not that hard for crafty individuals to turn the tables on you either because they saw through your act, aren’t interested (and may, in fact, be a little insulted), or are a Born Dom that’s just plain better at seduction than you. Also, you have a hard time telling people “no” and may find yourself doing what they tell you, even if you don’t want to. Usually you can turn this to your advantage. But not always. This is the submissive version of Born Dom(me).
Vixen Smile: You’ve got one of those smiles. You know the ones, full of mischief and naughty glee. People look at you and immediately assume you’re up to no good. Someone put a pin on the teacher’s chair? You’re the one who ended up over her knee and howling whether you did it or not. This has gotten you into all sorts of trouble. But it also means you have lots of experience being in trouble, and are thus very well equipped to handle it. You have also learned to use your mischievous grin to distract people away from your *real* mischief to something small and inconsequential. This is the naughty counterpart to Puppy Dog Eyes.
Puppy Dog Eyes: You have big, soulful eyes, and the best damn pout this side of the Atlantic, and you know it. People take one look at you and your innocent, cherubic face and they refuse to believe you could possibly be up to any mischief. Unfortunately, your cute, youthful face makes it really hard for people to take you seriously. Adorableness dialed up to 11 is great when you’re getting out of trouble, not so great when you want people to take you seriously. This is the innocent counterpart to Vixen Smile.
Luck Favors the Clumsy: You are simultaneously the clumsiest, most unlucky person on the planet, *and* the luckiest person on the planet. If there’s something fragile nearby, you will fall and break it. If there’s a patch of ice, you will slip and fall on it. Probably into something fragile, even if makes no damn sense for a fragile vase worth thousands of dollars to be sitting on a marble stand next to a patch of ice. Of course, because you slipped on the ice, the superheroine flying towards you at superhuman speed zoomed over you instead of into you, and got herself stuck in a wall. Meanwhile, Steel Jaws of Doom snapped from the ceiling and would have captured you if they weren’t being wedged open by that marble stand you knocked over. And sure, you dropped the precious jewel you stole, but it bounced off the floor, conked its owner on the nose and landed back in your lap.
Of these, Born Dom(me) and Born Sub are dominant/submissive variants on the same scene, and will tend to apply in the same situations. They’re really just dom/sub variants of a generic “Seducer with Spankings.” Heavily inspired by When In Doubt, Sub It Out, and tries to incorporate some of the seduction themes of a few suggested aspects.
Meanwhile, Vixen Smile and Puppy Dog Eyes are my take on the Guilty Aura and Innocent Aura respectively. Steal Everything Nailed Down captures the kleptomania that Wildfire suggested and The Good Is The Enemy of the Perfect tries to capture most of the ideas suggested for elaborate plots, being an egghead, and not handling things well when they fall apart.
Note that *none* of these are the aspects I started with. So, thank a lot everyone! Your ideas really helped me come up with some good, fun aspects I think, and I’m excited to start writing.
Here is also a link to the easiest part of the game to create, its intro screen! This screen provides a (mostly) brief explanation of the game’s mechanics, and allows you to create and customize your character. I would be grateful if people could take the time to look it over and provide feedback.
Blubb2 was kind enough to look over it a while back, before we’d come up with aspects, and helped me squash a bunch of bugs, so many thanks Blubb2!
AKA
Things seem to have settled down on the Scarlet Moon front. I think we’ve gotten most bugs fixed (though if you ever run into any, please let me know). So now we can start thinking in earnest about what comes next: Mischievous Misfortune.
As I start working on Mischievous Misfortune, I’ll be periodically posting some thoughts and questions. These will mostly be musings that I’m looking for feedback on. This is going to be another multi-year project, and I want to make sure it’s something that both I and all of you can get a lot of enjoyment out of.
The first question is what features can be safely dropped. It seems with every year I get busier, so one thing I will be looking at is if there is anything we can cut from Mischievous Misfortune compared to Scarlet Moon. At the same time, one of the big selling points of Scarlet Moon is the detailed character customization. I don’t want to lose that. The question is: Is there anything that isn’t worth the effort?
For example, you will still be able to pick your gender. I’ve interacted with quite a few fans who really like being able to make their character male. So gender selection will still be there. On the other hand, there won’t be any combat. While I have interacted with a few people who like the combat, many of you just skip it entirely, and combat is *a lot* of work. By dropping combat, not only will I no longer have to worry about implementing and balancing the various powers that each character possesses, but it also means I can use Twine, which will make Mischievous Misfortune *much* more portable than Scarlet Moon. So gender is in, combat is gone.
But what else? How important is bodytype and musculature to people? Would anyone be acutely disappointed if the PC has a big, soft bottom and (if they’re a girl) ample (though reasonably realistic) breasts? Letting the player change the bodytype might not seem like much, but it does make the spanking scenes a fair bit harder to write. I have a much harder time when I don’t have a clear image in my head of what the spankee looks like, and having to write small variations for each bodytype interrupts the flow. This scene in Samantha Stone gives a pretty good idea of how much better my spanking scenes are when I have a clear sense of what the spankee looks like: Samantha spanking.
Even if we keep bodytype and musculature I’d probably want to limit both to just two options. bodytype will have “slender” and “voluptuous” while musculature will have “soft” and “fit.”
Height we will definitely keep, but will probably be simplified to “short”, “average”, and “tall.” Outside of some of the buildup, and when describing other characters, height doesn’t generally have a huge impact on the spanking scenes, so that one’s very low effort for me. Similarly for hairlength, hairstyle, and skin color.
Clothing definitely isn’t going anywhere. Clothing can be a lot of work, but clothing is a big part of a spanking for me, and something that other people tend to gloss over, so I want to make sure people have plenty of options there.
On the flip side, is there a customization option that people wished we had in Scarlet Moon, that they would like to see in Mischievous Misfortune? Clothing they would like to see? Hair styles? Now is the time to ask!
AKA
Spankers, Spankees and Switches,
Plugging away at the first part of Episode 7. Been working on the new content, and I’ve implemented a few features that I think will make the game much more enjoyable. The new features you can look forward to when the new episode is released.
1. Several players like to play cross-dressing males. However, currently if you select male, the game will occasionally force you to wear (American) culturally male clothing (in particular, your costume and your work uniform). Naturally, this is unsatisfying for these players. Therefore, I’ve added a new option that allows players to specify what gender of clothing they want to wear independently of their actual gender. So you’ll be able to be a male character, whom the game puts in female clothing, or a female whom the game puts in male clothing. Yes, this does mean that if you’re a girl, and you select male clothing that your costume will be a thong and some boots and nothing else. No, nobody will comment on your tits hanging out. Sorry.
2. I’ve added a new template that allows me to write different text depending on which choice (first, second or third) you selected in the previous event. This will allow me to make the game much more reactive to the many roleplaying (aka pointless) choices I throw at you. Most exciting, it will allow you to have much more control over how your character reacts to a spanking. Do you take your spankings stoically? Turn into a giant crybaby as soon as you’re upended? Something in between? Do you start stoic, but quickly start blubbering? It’ll be up to you!
I’ve also added a new panel above: Spanking Adventure Gamebooks
This includes links to both the Master of the Manor and Dianne’s Promotion books written several years ago by Robin Pierce. They’ve disappeared off the internet. This filled me with incredible sadness, because they were incredible spanking games that inspired me to start creating my own games. So I decided to make them available on my website. Both books are very well written, and quite challenging. I don’t like the cane, and Pierce loves the cane, most of the spankers are much nastier than I prefer, and I don’t like how you have to choose between winning and being a total brat. However, they’re still incredibly sexy, and engaging and I’d highly recommend everyone who enjoys my game to go and try them out.
Spankers, Spankees and Switches,
I’ve just uploaded a static, HTML version of the game. This is basically a transcript for the game, with some default choices made for the main charater: she’s female, her name is Scarlette, she has red hair, she wears a t-shirt, jeans, and a thong, she’s fit, slender and of average height.
I would *strongly* recommend actually downloading and playing the game instead. The game’s transcript is intended to be consumed by a computer, and it shows. Furthermore, you don’t get any customizations, you have to keep track of your own statistics and keywords, and you won’t get access to the combat. However, this will still let you enjoy the content if:
1. The game doesn’t run properly on your computer for whatever reason and I can’t figure out the problem.
2. You’d like to take a peek at the content before committing to downloading and playing the game.
3. You don’t feel comfortable downloading and executing a program from some random website on the Internet.
Note: If you just don’t want to deal with combat, but want the computer to keep track of everything else for you, you can disable combat on the Options screen instead. No need to use the static and rather awkward HTML version.
Get it over at the Downloads section
AKA
I participated in the Spring 2019 Game Jam over at animeotk this past week. For it I created a small gamebook:
Madison “Mischief” Malone and the Dish Best Served Cold
You take on the role of Madison “Mischief” Malone, private eye in a 1930’s-esque America-esque. You’ve got a little bit of magic. Just enough to keep things moving smoothly in your favor, except when it backfires painfully anyway… However, all is not well in Maddie’s life, for a rival private eye
Rex “Smokin'” Gunn, keeps interfering in your cases! Well, it’s time for a little payback.
You can find the game under the Spanking Mini-Games tab along the top.
This is a gamebook in the same style as the gamebooks by Robin Pierce (Master of the Manor, and Dianne’s Promotion) except obviously much smaller (since it was written in a week). The key gameplay mechanic is the use of magic, and the management of Karma. Basically, karma is a measure of how annoyed the Universe is with you. The more karma you have, the happier the Universe is and the easier it is to use your magic in your favor. However, doing so uses up your karma, and when your karma gets low, suddenly things become a lot harder.
You’ll need the following to play:
1. Someplace to track your state (a simple text file in your favorite editor is sufficient).
2. Either a six-sided die or some other way of generating a random number between 1 and 6.
Go take a gander, and let me know what you think.
AKA