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nightcityproductions
My handle is Baal7734. I've been working on adult games for the last 3-4 years now. Most noteably would be Superpowered, an adult resource management game, with a humor/superhero flavor. My content is for a 18+ year old audience.
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Loser Version 0.13.00 Changelog
Hey all,
I've been grinding hard on getting this update out, and am finally ready to release it. This update and the next update are heavily focused on Photography & Modeling. A lot of work was put into making the Photo Studio, Publishing, Behavior, and Vendor systems, since they all interact with each other. This Update only has 1.5 AT's Dianes Aspiring Model AT & 5star Variant, but the next update will be much faster to put out with a Gina and Becky AT that I had intended to release with this update. Anywho on to the Changelog.
What's New ?
New Diane Archtype: Aspiring Model
New Diane SubArchtype: Aspiring Model 5star
New Skill: Passivity
New Skill: Positivity
New Skill: Negativity
New Lifestyle: Positivity/Negativity
Focus Start Expansion: Photographer
New Function: Secondary Tags
Massive Tag Update
New Location Upgrade: Photo Studio
New Function: Photo Album
Function Overhaul: Photoediting
Many New Photo Vendors
New Function: Regen
New Function: Character Behaviors
New Behavior Group: Online Profile
New Behavior Group: Modeling
New Animations: 20+ New Animations
New Menu Option: Loop All Videos
Early Feature: Drug Attributes(WIP)
Many New Topics
Many Bug Fixes
What's it mean?
New Diane Archtype:Aspiring Model
New Diane SubArchtype:Aspiring Model 5star
Diane has got a new Archtype that branches from her Immediagram AT, that is focused on modeling. There is also a 5 star version of the AT that you can can reach from the 5 star version of Dianes Cosmopolitan AT. Currently that transform is one way, but I will be adding the transformation from Aspiring Model 5star -> Cosmopolitan 5star in the next update.
New Skill:Passivity
Passivity is the opposite of the Aggression skill. It can accelerate increasing Assertiveness and Submission preference in another character.
New Skill:Positivity
Positivity is a skill centered around more passive benefits such Regen(see below) and increasing Favor topic generation.
New Skill:Negativity
The Negativity skill is centered around negating and reducing penalties, especially regarding Conversations. For example, if you're running low on stamina and focus at the Friday night party, you might intentionally have a shitty conversation with someone just to get some stats returned.
New Lifestyle:Positivity/Negativity
A new lifestyle has been added, letting you lock yourself into being either a glass is half full or glass is half full of shit kinda of person.
Focus Start Expansion: Photographer
The Photographer Advanced Start has been improved some. You start with a new piece of gear to make better quality pictures, you start with more vendors already unlocked (see below) to sell or broadcast said pictures to, and there are a few vendors that only the photographer will have access to. Furthermore you'll have a new character action that will either annoy or delight the different people you use it on.
New Function:Secondary Tags
Secondary Tags are tags that will be substituted out for the primary tag of the skill during conversations when it's beneficial. So if a character has an interest that prefers Selfishness, then the Vanity tag which is a secondary tag will be treated as the tag Selfishness. A skill will only ever have A primary, or a/some secondaries.
Massive Tag Update
The amount of tags in the game has increased by about 25%. Many skills that only had one tag but was used exhaustively have been given a spread of tags to help diversify the tag pool. I've also gone and updated all topics with the new tags, balanced some tag frequency, and increased the base tag count of the standard topic from 2 tags to 3. I've also touched previous Interests a bit with the new tags in the game.
New Location Upgrade:Photo Studio
Nathan can now build a Photo Studio in the Garage once his photography skill reaches Rank 2. It's base cost is a bit expensive and will require a decent amount of upfront investment, but also can improved on later with even more purchases. All required items to build the Studio can be found at OldEgg.
The Photo Studio can be used with any character you've given an outfit to, but each character has their own availability windows for when they can and cannot show up for a shoot. Each shoot in the studio is guaranteed to produce 3 higher quality pictures, with the possibility of additional pictures depending on the characters primary behavior (see below).
New Function:Photo Album
There is a new button with a polaroid on the character screen that you can press that will show you all the pictures you've sold/posted of each character. You can then click on the list of pictures to enlarge them or shrink them. Only pictures you've posted or sold will show up here.
Function Overhaul: Photoediting
The old system of just keeping track of how many pictures you've taken of a character has been replaced with one that tracks the quality, novelty, and how sexual a picture is. So each individual picture is worth more, and the value is no longed dependent on the characters Archetype.
Many New Photo Vendors
The previous system only had 4 vendors. VectorStock, Immediagram, St. Clairs, and DIY Porn. Now there are 17, and will probably have more added in the future. The significance of vendors is what they give for pictures. Each vendor will have 2 benefits that are granted based on the Quality, Novelty, and Sexiness of a picture, and each picture will have a different Novelty to each vendor that will accept the picture. Furthermore most vendors will be locked and hidden, and may require the expenditure of Followers/relations/or even money to unlock.
New Function:Regen
Some skills and perks have gained a new stat- Regen. Regen trickles in a little bit of a resource every 6 hours. Pretty simple. It's currently found predominantly in the new Positivity skill.
New Function:Character Behaviors
A new toggle button can be found on the character sheet. Hovering over the toggle will show a quick overview of that characters behavior ranks in the portrait area. If you press the toggle button, the archetype information will be hidden and the characters behavior groups will appear.
Each Behavior group will have multiple behaviors associated with it, that you can see by clicking on the Behavior Group. Behaviors or similar to perks and skills but represents how/why a character behaves a certain way toward certain things. For example in the Online Profile Group, the Behavior Snooping represents a character that is mistrustful or just curious of what other people are doing. I.E. They have a Immediagram account just to see what is going on their families life.
A major difference between a skill and a behavior however is behaviors come and go. While skills and perks tend to stick around. Every 4 weeks each behavior will lose 10-25% of it's accumulated development, depending on if it's the primary behavior(10%), a behavior that they have a primary in(15%), or a behavior in group they have no primary behavior in(25%). This represent how significant that group is to the person or not.
Each Behavior has 3 ranks, and grants benefits and or penalties each rank. The Behavior at the highest rank will always default to the Primary behavior of that group, with ties going to which behavior has accumulated more growth. Each behavior has 2 tags that are associated that behavior and when those tags are used in Conversations, or character specific buttons are pressed with those tags, those behaviors grow. For example The Online Profile : Degeneracy Behavior grows with the tags Lewd, and Pornographic, so talking about Lewd or Pornographic in conversations, or doing character interactions with the Lewd or Pornographic tags will grow the behavior.
The required growth of a behavior for each rank is determined by the that characters Archetype + how many ranks they currently have, so the requirements for each character will shift overtime, and behaviors a character would take forever to grow in the early game, may become very easy to grow in their later AT's as the growth requirement is reduced. Example: Tomboy Best Friend may have no interest in fashion and require 900 growth for rank 1, but many transforms later Vixen Best Friend may only need 350.
Behaviors are meant to represent a characters waxing and waning of personality as they change throughout the game, so that there are some lingering threads between Archetypes. A character that is really hyped about fitness might still flip through a health and fitness magazine while waiting in line at a grocery store, even if you've transformed them a few times and got her hooked on meth, and stripping for rent (i.e. no longer have Exercise in their interested tags).
New Behavior Group: Online Profile
The Online Profile Behavior Group represents how a person uses social media, and what motivates them to do so. The group as a whole mostly interacts with Social Media Vendors, increasing the benefits received from publishing photos to those vendors, or expanding interests through online interest groups.
New Behavior Group:Modeling
The Modeling Behavior Group represents why the character would put themselves in front of a camera. These behaviors mostly interact with commercial Vendors, increasing the benefits received from selling photos to those vendors, or opening even more obscure vendors for very specific interests.
New Animations:20+ New Animations
I've made an animation for each Studio Photoshoot, including variants for Becky's different 'Forms' (blonde or purple), along with a few animations for new Dares that can occur during a Bar Date with Diane. Plus a few animations I've been letting my discord vote on each month during my EoM stream, which includes 4 Gina animations and one Becky and Jay photoshoot animation in the park.
New Menu Option: Loop All Videos
I've done a little bit of UI to make a bit of room for additional options, and the first new option is 'Loop all videos'. Videos that naturally loop will always loop, however, videos that do not loop, You have the option to loop them, or when they reach their end, the video resolves to a static image. The default is for non-loop videos not to loop.
Early Feature: Drug Attributes WIP
I decided to plan a little ahead while overhauling the tags, since I was hip deep in the tags already, so this is a feature that is not currently working, but you can still see what will be coming in the very near future. The tags with the unique Font and green outline are Drug Attributes. Holding shift shows what the drug will do in the future. Like I said...this is currently a work in progress, and just a UI element of what is to come.
Many New Topics
As usual. Especially with all the new tags.
Many Bug Fixes
And probably a few new bugs. We'll see.
What was cut?
The Becky and Gina ATs.
While I wasn't refactoring or rebuilding anything, the creation of the Studio which was required for Diane's new Archetype put me in an odd spot where I could keep using the same old shitty system to publish photos, even though I knew I was going to improve it later on, or I could focus heavily on getting the behavior system with the two Photo Centric Behavior Groups working properly with the new Photo Publish and Vendor systems.
I decided to get the new systems working, so that future Behavior groups will be much easier to implement. Yes there will be more behavior Groups. I've already got 2 made, with 9 more roughly sketched out. With all this time spent getting the systems working, and All the work I put in Diane's basic and 5star Aspiring Model Archetype, I didn't want to make you all wait any longer. My next Update should have a short turnaround because I'm just gonna be making the Becky and Gina AT I intended to make this Update. No new systems, or refactoring, or anything like that. Just renders and dialogue.
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UPDATE!!
4th of JulyHey all,
Wanted stop by to give an update on Losers Development. Hope everybody had a good 4th of July (if you celebrate it).
Scandalous Outfit
I've built the mechanics and everything needed Nathan to build the photo studio in the garage, and I have been creating retro-active scenes to allow Nathan to use it regardless of what AT characters are. Any character with a outfit is eligible for a Studio session (though some outfits may have other requirements). So for the last week I've been making the studio scenes for the different outfits (along with do the End of Month Stream as you can see in the posted image).
Slutty Outfit
I had to pause Diane's AT development to create the photo studio and all these additional systems since Diane's new AT requires the photo studio, but once I finish the last of the retroactive content I'll get back to Diane, which will probably be later this week, I only have one or two Outfits left.
Nice Dress
As for Diane's progress, I've already written and coded one of the two Transformations scenes, and have begun developing her schedule, Most of the At is already rendered, so progress will be relatively quick once I'm focused purely on writing.
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Bugfix Loser v0.12.01 uploaded
I fixed all the reported bugs that made it into my discord server. In the process of hunting down a problem with a perk I realised that the benefits from tag related perks only applied to topics that the character was interested in, and I didn't much care for that, so I've expanded it a bit to have three different variants.
The basic kind of perks will say "Only affects topics with Interesting tags." And those will work the way topics work right now.
All Affinity Perks will say "Affects Topics without Banned tags." and those kinds of perks will affect both "Interested, and Neutral topics.
And finally the rarest kind of tag perk just says "Affects all topics with the required tags." and with those Perks, they will always work. You can use the Expanded tooltip (hold Shift) to see which perks affect which topics. I also became aware of an issue with Tilleys Queen Bee Archetype being configured backwards. I gave her interest in Dominance, when she should have had an interest in Submission which is appearant when you see that her assertiveness must be in the positive, So I've done a little bit of editing of her Interests to properly reflect what I was aiming for. Now she correctly has an interest in Submission, and her talking topics will reflect this as well. Sorry about that :o
Other than that, Every bug reported has been resolved, and I did another Typo sweep for good measure.
As I type this, both the Windows and Linux version has finished uploading. MacOS is still in progress.
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Loser v0.12.00 Release
It's been many months of struggle to get the game working with all the internal upgrades I did, but It's finally finished. You can find the download link at the bottom of the Changelog HERE.
I will now start my focus on SP2. I will be limiting myself to a strict 2 month cycle from here on out for a good while. This last release was a painful struggle and I can't put myself through that again.
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Hey All, It's been a very long time with me grinding on this Loser update non-stop. What I thought would be a simple refactor, turned into me rebuilding about 85% of the games systems, and then spending the many months just bringing the game back to a playable state. That being said, the game is now very much close to that playable state and will be released sometime this week. I'm sorry for the radio silence, but when I get stressed out, I tend to become hyper focused and just work through the problem, and I've been in a hyper focused state for almost 6 months straight now, and am finally able to take a breathe and step back enough to show what I've been cooking this whole time.
Changelog Loser v0.12.00
What's New ?
New Charlie Archtype: Dateable Widow
Jesse Archtype Update: Alterna-Goth
New Location: Charlies Bathroom
Focus Start Expansion: Good Brother
New Skill: Performance
New Skill: Persuasion
New Tags: Voyerism, Inappropriate
New Feature: Dark Web Access
New Item: Bottle of Pills
New Function: Interaction Interest Tracker
New Function: Topic Retainment
Perk Updates
New Perks
New Function: Computer Wallpaper
New Function: Status
New Feature: Adaptive Loading Screen
New Topic Features
Continued Party Update
Character Page Update
Skill Screen Update
Updated Tutorial
UI Overhaul
Loads of New Topics
Massive Scene Refactor
What's it mean?
New Charlie Archtype: Dateable Widow Jesse Archtype Update: Alterna-Goth Charlie has recieved a new AT. This is a Cornerstone AT (meaning there will be different directions to branch out from eventually) and a big part of the AT is her giving a house key to Nathan. With the house now being fully accessable most of the time, That meant I had to go back and Update Jesse's AT for all the new additional hours, so Jesse's Alterna-goth AT almost doubled in content as well. Major Charlie and Jesse Update New Location: Charlies Bathroom Once you have the key to Charlies house, you'll have full access to the bathroom whenever you want, rather than being limited by the context of the scene. Charlies House Fully unlocked Focus Start Expansion: Good Brother I've added some exclusive content to the Good Brother game start. Currently Becky has a large chunk of added content to her starting AT (Younger Sister), while Gina has a little bit of content added to her first three AT's. I plan to add a little more to this start in the future as I intend for Focus Starts to allow the player to either quickly progress the focused characters to major Cornerstone ATs by skipping some transitional ATs, or by giving alternative ATs that bypass certain hurdles. Next update, I'll be adding some Good Son exclusive content. Series of Good Brother Content New Skill: Performance A new skill called Performance has been added that represents a characters ability to perform in front of an audience or crowd. The following Tags have been added to reflect this new skill: Performing, Acting, and Singing. Some topics have retroactively received performance tags. Performance Skill and Perks New Skill: Persuasion A new skill called Persuasion has been added that represents a characters ability to charm, manipulate, or intimidate their way into the outcome they desire. The following Tags have been added to reflect this new skill: Persuasive, Manipulative, and Intimidation. Some topics have retroactively received persuasion tags. Persuasion Skill and Perks New Tags: Voyerism, Inappropriate Voyerism is a new tag that has been added to the perverted skill. There aren't many topics with this tag yet, but there will be more to come in the future. Inappropriate is a new tag that has been added to the disorder skill. There aren't many topics with this tag yet, but there will be more to come in the future.
New Feature: Dark Web Access The first Dark Web Shop has been added to the game. It's called Nylon Path and requires a special router to be installed in order to access it. You can purchase this router from OldEgg once you have the Dark Web Access perk. Once purchased, you'll need to install it. Nylon Path is a dark web marketplace for drugs and alcohol. More Dark Web Options will be added in future updates. New Darkweb Upgrade and Shop Since Nylon Path is a user driven market, sometimes items will be Out of Stock, so you may have to try back next week. Sometimes Hot Deals will show up which will sell a case of an item (X6) for a very low price. More items and dark web exclusive items will be added to Nylon Path in future updates. I've also granted the Dealer Start early access to Nylon Path, though all other future Dark Web sites will be prohibited without the Dark Web Access Perk.New access to limited topics via Dark Web Shop.
New Item: Bottle of Pills A new item you can purchase from Nylon Path is a bottle of pills, which will be a random assortment of reds, blues, and pinks. If you don't have the Prescription Drugs Perk, or the Party Animal Starting Perk, you might also end up with a few placebos in the bottle of pills as well. I added this as a way for the Dealer Start to actually restock, though it's not very reliable until you have the perks to know what to look for. A method to get prescription drugs without the required perks, but with a possible downside.
New Function: Interaction Interest Tracker I've added a small popup screen you can use to see what a characters Interests and Bans are while in a conversation. Mousing over each Interest and Ban will now display the Tags and Description in the Tooltip.
New UI element to make Conversations a bit more reliable for those with a shittier memory.
New Function: Topic Retainment A new Function has been added that gives Nathan a small chance to retain Topics with specific tags when he uses them. After a 6+ hour sleep, any retained topics will be returned to your inventory. Once Nathan has a perk that grants the ability to retain topics, a lightbulb Icon will appear on his portrait, and clicking it will show the list of tags that Nathan might retain, as well as any topics he currently is retaining. New UI Element to show Nathans ability to retain topics once a perk unlocks that ability.
Perk Updates With the addition of Topic Retainment, I updated some of the weaker skills in the game, such as Seduction, and Fashion and gave them some Topic Retainment tags. The fashion perks grant retainments based on what styles your currently wearing to keep it more inline with Fashion. More clothing options with different combinations of style tags will be coming in the next update to give you more options. New Perks Besides the three new Retainment Perks, I've added a few other perks to boost skills that I felt needed it. So Selfishness, Healthy, and Fitness have all got a new Perk, although the new healthy perk is more of a Healthy lifestyle boost, since it requires the lifestyle.
Some updated Perks and Some new Perks related to Topic Retainment
New Function: Computer Wallpaper While working on Gina's Good Brother content, I came up with a prank Gina would play on Nathan where she changed his computer wallpaper, and then I thought, why not add that in as a real option...so I did. Now Everytime you do a photoshoot with someone, at least one of the pictures will be added as an option for wallpaper. I also gave the option for you to toggle if you want to see your desk and monitor, or just the Monitor when sitting at the computer. I have retroactively granted wallpapers for AT's that are no longer accessible if you're playing from a Save file.
New cosmetic option to let you set Nathans Wallpaper with collected pictures.
New Function: Status I've added a system simialr to character status effects for Nathan, so that taking pills, or boozeing it up with another character will grant a status effect for a limited period of time. Like all new systems, this one is currently minimal but will expanded on in the future. Status Effects for Nathan
New Feature: Adaptive Loading Screen Specific screens take a bit longer to load than others, and since I don't like buttons being visible while they are configured, I've added a short loading screen to two worst culprits (Skill Screen and Party) rather than just increasing the loading time of all screens. It's a simple loading screen that pulls a random image from your list of saved wallpapers. For scenes that take longer to load, Ive added some splash screens that display random computer nackgrounds you've collected.
New Topic Features The most obvious new topic feature is favors now have adaptive icons to properly show the characters current AT. The less obvious feature is some topics have hidden effects that only trigger when you use that topic in conversation with specific characters. For example: If you use the Good Brother Topic, with Diane, it acts like a normal topic with the Honesty, Friendly, and Civility tags, but with Gina or Becky they'll get +5 relationship as well. There aren't many of these currently, but I do plan to add more in as development progresses. These additional effects are secret intentionally. Favor's now have reflexive images.
Continued Party Update Last Update I expanded the party a bit with Tilley having reactive intros based on her current pose and status at the party, and I've begun converting Becky to the same standard. Currently it only affects Blonde Becky. I'll do her Purple Hair reactive intros in a future update, but there is a decent amount of new Becky content in the party.
Character Page Update While fixing a bug on the character screen, I did a little sprucing up there. Now there are tooltips for everything in the Possible Archetypes section. This is the first step in cleaning up this screen, and making more of the information accessible through tooltips, so that I can eventually make room on the character screen for future features. Archetypes, Interests, and Bans now have Tooltips.
Skill Screen Update I did some finishing touches on the Skill Screen, regarding the perks overlay. I seperated, skill perks & lifestyle perks, from stat boosts, and unlocks. I also added text to the skill and lifestyle perks to display where the perk is coming from. The perks are color coded, if the perk requires a skill, the color of the perk will be the color of the primary attribute of the skill (green physical, blue mental, pink social, white for generic). If the perk requires a Lifestyle it will show as tan, Stats will show yellow, and Stat Overflow perks will show light yellow. Research unlocks show as purple, Skill unlocks show as light Teal, Location unlocks show as red, and the Gamestart Perk will show as Aquamarine. Added a lot more clarity to the Perk Overlay in Skills page.
Updated Tutorial With all of the changes regarding Inventory, and the new perk system, the tutorial was extremely out of date, so I spent a good amount of time remaking it and explaining how the game works with all the new systems in place. Skeeter returns to be ignored by the majority of players once again in an updated tutorial.
UI Overhaul This part took the longest and was not actually intended, but more of a side-effect of me trying to de-spaghetify my early code and make a flexible validator, and state engine. Once I had finished making the validator and state engine, I added them to the buttons and the scene player, but the conversion code I created to convert all the legacy code into the new system wasn't completely accurate which meant I had to review the configuration of every button and scene in the game by hand.
My primary goal was to unify the systems I used to affect the game state, or to validate the game state, but in doing so, I also (thankfully) standardized the Tooltips on buttons. Now if an action requires a topic, you lose it when you push the button, rather than at the end of the scene (if I remembered to add it that is.) Also the tooltips will give you a lot more feedback now. If you're short a topic, the topic cost will be red, same for stat, skill, lifestyle, and perk requirements. I also generalized gains, and split them off into the Alt Tooltip you can see by holding shift while hovering to remove some of the clutter.
I also cleaned up some of the more obnoxious aspects of the old UI. The big pop-up telling you that you got a new Topic will only occur in very specific instances now. Instead a smaller pop-up will appear on the left side of the screen like any other scrolling pop-up, except it will have the Topic icon next to it.I've made the UI much more constent across the board.
Loads of New Topics
With 8 new tags added to the game, you better believe there's a lot of new topics as well. There's well over 50 new topics if you're counting new Permanents, Transient, Items, and Gear. Lot's and Lots of new TopicsMassive Scene Refactor My desire to unify the game state validator came from how much of a pain in the ass it was to check all the different data types that comprised the game state, so I built a whole new system to track stats, and flags, for characters, locations, and the player. And rather than add to the spaghetti code and tack on an addition to what I was already using, I created a whole new system to validate game states. Unfortunately that meant I needed to convert a lot of the old systems into the new one, and that took a lot of effort and time, because both Scenes and Buttons had thier own methods of validation, and I had to convert those to the new method. So, every button and scene was remade in some way. While a lot of them were converted, a huge amount of them needed a bit of manual configuring to make them work.
Hence how late this update is. On the plus side, I started this update cycle at about 35% done with all my planned refactorings, and now I'm at something like 85%. So, I made huge strides in overhauling the engine. It just cost an unbelieveable amount of time, and stress.
What was cut?
I had initially planned to have a Diane, Charlie, Becky, and Gina AT in this update along with me adding in the Photo Studio Upgrade, but for starters Charlies AT took a lot longer than expected, due to me having to also make a crap load of scenes for Jesse (Almost a full AT's worth of new content). Then there was the refactoring...my initial plan to quickly consolidate the stats on characters unintentionally turned into me creating a new engine to change the game state and a new engine to validate the game state, and then me having to tinker with every button and scene in the game. I've spent the last 4 months just fixing buttons and scenes.
Needless to say, I ran out of time for any of the other planned stuff. I took time to add smaller new additions when I needed a break from reconfiguring buttons (such as the Dark Web), but all in all, this update was really a system focused update more so than a content focused update. I hadn't planned on that, but that's what happened. Needless to say, I will not be refactoring anything next update at all.
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