Spankers, Spankees and Switches of All Ages (18 and above),
Spiderx over on animeotk kindly pointed out a crash that happens when you agree to be spanked by the spies in Megawater on the third day of episode 2. A new version has been uploaded with that fix. Thanks Spiderx!
As far as my progress this month…it’s been largely nonexistent. I’m not particularly surprised, I was working pretty furiously to get out the new engine, so I apparently decided that I needed a break.
I’ve also been struggling a bit with the third episode. Been having a bit of difficulty finding the right story and villain (my original plan fell apart as soon as fingers touch keyboard, as per usual), so I’ve had a few false starts. I think things are finally starting to take shape though, so hopefully I’ll be much more productive this week.
As a little teaser, Tempestas will be making her first appearance in the game this episode, and for the first time, you’ll get to control two superheroes in combat. Tempestas’ power set isn’t 100% locked down yet, but I’m mostly thinking she’ll be fast, and focus on inhibiting enemy attacks (i.e. she’ll love the Away status). She’ll also have a healthy mix of offensive powers as well.
Here are a few powers she might have:
Wind Tunnel – Select 2 targets. Redirect the next power/10 attacks against the first target to the second target. Each redirection costs Tempestas (2*target2.power – power) energy.
Wind Gust – Select a target. Do that target power – target.speed damage, and inflict Away for 2 turns.
Wind Throw – Select 2 targets. Do (strength + power) – target.speed damage to both targets. If target 1 is Away, cure Away and do an additional target1damage to both targets.
Hurricane’s Soul – Increase Tempestas’ Power count by 1, but decrease her speed by 25%.
Hurricane’s Eye – Increase Tempestas’ power statistic by 25%, but reduce her Attack count by 1.
Uploaded a new version with an additional bug fix. Basically, if you lost to Succubus the first time you fought her, and you put on underwear that isn’t baring (i.e. not a thong) when you change out of your costume, the game crashes when you have the option to tell Juliana that Succubus scares you. People playing a woman probably didn’t see this crash, because when the player changes out of her costume, she defaults to putting on a thong (because I like thongs. They be sexy). However, people playing men did, because I default the man to putting on boxers. Because I don’t want to think about a man in a thong. So much hair…
I really should add some logic at some point to remember what clothing you were wearing before changing you into your costume, so that I can change you back into it. After all, some of you might be playing a woman who refuses to wear thongs, and some of you might be playing men who like wearing thongs.
AKA
Uploaded a new version, 3.0.4 with some additional bug fixes.
In particular fixed two crashes: one during your conversation with Sam at the end of episode 1, if you claim you lost track of time while dancing, and then are rather rude to her. Two if you decide to spank Keiko at the beginning of episode 2.
Spankers, Spankees, and Switches of All Ages (18 and above),
I’ve just uploaded a new version with a few bug fixes pointed by some kind folks
on animeotk.com. In particular, I’ve fixed a crash where a slender PC tried to
spit on Buzzsaw after being defeated by her the first time.
Also, something that I forgot to point out: The Page Up/Page Down, Home/End keys
all work like you would expect for both the story pages, and combat log. You
don’t have to scroll through the content line by line if you don’t want to. I
should make those more discoverable, I just don’t want to do anything fancy.
I could include additional buttons, but that’s *four* additional buttons. I want
to have as little as possible on the UI, because that makes it easier for the
UI to scale up and down on different sized monitors and it means more of the
screen can be taken up by text.
I suppose I could include a story page that points those out before the game
begins? I don’t know.
Anyway, get the bug-fixed version over at the Downloads section, especially if
you like playing slender, defiant characters!
AKA
Spankers, Spankees, and Switches of All Ages (18 and above),
So, Scarlet Moon has been released with a brand spanking new engine
written in Lua. I did this primarily because distributing the Java
version has been a huge pain in the ass, especially for users who
aren’t technically savvy. The distribution was also *very* bloated.
The Lua version should be much simpler and much easier to run. Unlike
the Java version, you don’t need to download anything extra. Just
download the game and play it. Directions can be found under the Downloads
page.
I’m using the *wonderful* LOVE game engine, and it lets you build a Windows
executable and Mac App without actually owning a Windows or Mac machine. Which
means that we now have a Mac App for you Mac users! I have no idea if it works
obviously, but fingers crossed.
There isn’t any new content (except for a few tweaks and edits here or
there). However, the combat is *very* different. First, I’ve removed the
positioning system. It wasn’t adding much to combat, and it made the
AI more complicated than necessary to implement.
For the new combat, the key conceit is that you get to use *every* action
avalable each round. This is different from most RPG’s, where you pick one
action from several. You start with just the ability to attack a single
target, and use one power. Additional powers may give you additional
actions, or stop enemies from using actions.
I’m *super* excited about this combat engine. When I play-tested it, it
felt very dynamic to me. I think it does the best job yet of capturing
the fast paced, dynamic combat that makes superheroes so much fun to
watch.
Combat itself is also deterministic now. Each supervillain has their own unique
pattern. A lot of combat will be figuring what each supervillain does when.
AI also has a *much* bigger impact than in the previous game:
1. With the dumb AI, enemies will only attack, and they will attack the target
with the most energy. Use this AI if you don’t care about all this RPG crap
and just want to warm some supervillain bums.
2. With the average AI, enemies will attack just like with the dumb AI, and
use *only* powers that deal damage.
3. With the smart AI, each supervillain has their own strategy, and will use
their powers to their fullest.
Needless to say, the game is balanced for the smart AI. You *will* get your
bum roasted a few times, and even the fights you do win will be near things.
However, none of the battles will be luck based, since as I said above, enemies
are deterministic. So once you find a winning strategy, it will win every time
(in that particular battle).
Get it over at the Downloads section! As always, don’t hesitate to let me know
if you run into any problems.
Because the combat is so very different, I decided not to make the saves from
the old engine compatible with this engine. You’re gonna want to learn the
new combat engine, and the best way to do that is from the beginning.
Spankers, Spankees and Switches of All Ages (18 and above),
Sorry about the delay in posting a progress report It wasn’t my fault!
Actually, yes, yes it was totally my fault.
This hasn’t been the most productive of months, mostly because I keep
discovering awesome RPGs that insist I spend all my free time playing them
instead of working on my game.
Like Star Crawlers. A fun dungeon crawly game with *very* interesting classes
and skills.
Or Radiant Historia. Probably the best JRPG I’ve ever played. A compelling,
very *human* plot, simple yet deep combat mechanics, and fast-paced,
challenging combat that’s almost like a puzzle.
Or Legend of Legacy. A fun romp with very organic leveling mechanics that
I most favor (as anyone whose played Potion Wars will know). Also fun character
designs, a very cool atmosphere, and a very unique, compelling combat system.
And don’t even get me started on Romancing SaGa 2. I love the SaGa series so
much (turns out Legend of Legacy is made by a lot of the same people).
That being said, I’ve managed to make some progress. I’ve started writing
the next episode. It’s been a bit slow going, mostly because the first 500 lines
are always the hardest for me (starting is hard).
I’ve also ported the first episode of content into the new engine, nd I’m
working on debugging it now. I hope to have all the current content released
under the new engine by the end of the month. The transition’s been a much
smoother process than I expected.
You will have to start over though. I considered making the save files
compatible, but then decided that the gameplay will be different enough that
you really should start from the beginning. Sorry about that.
Anyway, I’m chugging along, I promise.
AKA
Spankers, Spankees and Switches of All Ages (18 and above),
I took a couple of weeks off, like I always do after a big release, so I haven’t made a ton of progress. Right now, I’m focused on migrating over to the new engine in Lua. Note that save files will *not* be compatible between versions, so you will have to start a new game once the Lua version is out. I could translate the save files fairly easily, but the game will be different enough, that I think it’s better if people start over anyway. The combat in particular will be *very* different.
I’ve also started writing the first day of episode 3. I’m trying a slightly different tack with this episode than with episode 2. In episode 2, I planned out very thoroughly what I wanted to write, even down to the spanking scenes. This time, I planned out the main plot points that I want to hit, but I’m leaving the spanking scenes vague. I’m doing this mostly because I find that I have the most fun writing spanking scenes that occur to me spontaneously. When you’ve been thinking about a particular spanking scene for months before you finally get around to writing it, writing it turns into a chore. So we’ll see how that goes.
So basically, I know *what* I want this episode to accomplish, but not sure how.
Spankers, Spankees and Switches of All Ages (18 and above),
I’ve just uploaded a new version, version 2.3.2. It includes bug fixes for the event in the elevator that stalls, the event in Megawater that crashes, and I wrote the missing spanking scenes where you join Vanessa’s marketplace brawl on day 2.
Get it over at the downloads section. Hope you enjoy it!
AKA
Spankers, Spankees, and Switches of All Ages (18 and above),
Haven’t heard anything over the past few weeks from my beta testers, so eh, I’m going to go ahead and release the new content:
1. Have your ultimate(ish?) showdown with Succubus to decide whose the top thong-clad superhuman in *this* town (you did pick the sexy costume right? :D).
2. A fewer number of choices in this part of the episode, *but* many of the choices you do make have a much bigger impact on how the rest of the episode progresses.
3. You can defeat Succubus without ever defeating her in battle. Can you find the right path?
4. Be disappointed as the cops interrupt the spanking of a supervillain *again*. Someone seriously needs to do something about those eager beavers…
Get it over at the Downloads section.
Also a couple of hints: Your speed dictates how much damage you take from enemies who shoot you. Succubus’ minions are the bulk of her damage output. She mostly just makes you more vulnerable to them.
Enjoy!
AKA
Spankers, Spankees, and Switches of All Ages (18 and above,
Episode 2 is complete! Yay! It’s currently out for beta testing. Hopefully I’ll be able to release the next version by the end of the month.
I’ve also got a new engine written in Lua, using the Love engine. Love promises to make it super easy to bundle the game into standalone executables for each of the major operating system families (Windows, Mac OS X, and Linux). Something that Java does *not* make easy. A really big part of Lua’s design philosophy is to be *really really really* tiny, so the new engine won’t have as much bloat as the Java engine either.
Anyway, let’s see if Love’s promise holds up!
I have a sample game uploaded using my new engine, and I’d be very grateful if people could download and try it. There’s like one choice, and a small battle, so it’s not really a “game.” But it should allow us to see how smoothly the engine runs on different operating systems, as well as give people a sense of the new UI:
The only one that isn’t a standalone executive is Linux, because Love doesn’t *really* support building standalone executables for Linux, mostly because Linux isn’t really an OS but rather a family of OS’s. Instructions for playing the game for Linux is included in the README. Basically, you install love and then run the ScarletMoon.love file with it.
If people could download and try the sample game on their operating system and let me know:
a) if the sample game is working on your OS
b) feedback on the new UI.
Most of the UI is very similar to the Java version. The biggest difference is in combat, because the combat is actually quite different.
AKA