Monday, June 22, 2020

Relationships, more on Social Interactions, and v0.0.7

To expand some more on the Social Interactions System, there might be many intricacies that aren't too obvious at first. For instance, characters that are currently angry will not only get pushed towards more hostile interactions, it will also be harder for them to grow friendly, flirty, or into any other positive states until they calm down.
There are also many interactions that have special effects. The different greets have strong effects for a low social drive cost, but they will only be offered to you at the start of the conversation: they're best used as a way to set the tone. The "Talk about" interactions have a specific topic - if it's a topic the character you're talking to enjoys especially, it will have a bigger effect. If the image below you can see the effects of a round where I used "Talk about training" with Nash, while she used "Flirtatious greet" on me D:

The Prologue scenes have received some extra work. The changes to different stats that you could see on the scenes with the dream's mysterious woman have been added to anywhere it was appropiate, even if it had barely no gameplay effects.
The Prologue scenes will also set different relationship stats with the other Candidates, which should help you set some things on track right from the start. These choices have particularly strong effects for the early in-game days.
Some of your choices may also give you extra experience in a particular stat, but they usually come at a cost.
You can see detailed info about your relationship with other characters on your personal room, at the end of each day. Relationship stats are divided into 3 values: short-term value, long-term value, and level. Level is calculated by passing the result of summing STV and LTV through a function.
Short-term value is what is influenced by the vast majority of your interactions with a given character. Each day, a fraction of each current STV is lost, and a smaller fraction of that fraction is added into LTV. Given infinite time, 20% of the STV will be converted into LTV and the rest will be lost. This means that you can get a given character to like you or hate you in a relatively short time, but if you want that relationship to endure time, you'll have to nurture it.
On the next entry I'll talk about Story Events. The vast majority of the content for version v0.1 (the next one that will get a free release) is finished, but I also have to polish some things and update the AIs for them to have more coherent behavior in all areas.
​I'm also posting the changelog for the development build 0.0.7, which is available to Patrons:
Changelog from 0.0.6 to 0.0.7
- Short scenes after the Ritual of Avatars, introducing a few side-characters and (truly) finishing the Prologue.
- The Simulation Cycle will now start at the end of the Prologue. The cycle is as follows: Training Period -> Work Period -> Socialization Period -> Rest Period -> New Day -> Training Period. Story Events may take place at the start of a New Day.
- Added a Story Event system. Sometimes, at the start of the day, a traditional Choose Your Own Adventure story will take place. The events currently available are fixed to happen during days 3, 4 and 5, but some events in the future may depend on your choices or the state of the world. There are 3 events right now, and 2 additional ones are expected to appear in v0.1.
- Added a Quickstart Menu for supporters, which will allow you to start the game at different bookmarks. Right now, the only available bookmark is right before the Ritual of Avatars. Using the Quickstart Menu will ask you about your previous choices, so it may spoil sections of the story.
- Added a Cheat Menu for supporters. You may access it from your Personal Room right before the end of the day. It allows you to change some character stats as well as some relationship variables.
- Protagonists' avatars now appear on the relevant story passages during the Prologue. - Different scenes during the Prologue will now affect to the Player's lust, willpower, energy and social drive. - Different scenes during the Prologue will now define the Player's initial relationships with other characters. - Padmiri, Nashillbyir, Valtan and Claw now have different starting relationships with each other.
- Some minor bugs were fixed.

Wednesday, June 10, 2020

Introducing the Social Interactions System

I've finished the foundations for the Social Interactions System, an important feature for the simulation side of the game. During the sections of the game in which you're able to roam the map, you'll find characters pursuing their own goals. If you approach them, they may accept to chat with you. In these sections, each character will be offered a number of interactions each turn, like chatting about different topics or engaging in more physical activities. These interactions will change the participants' moods and the relations they have.



Mood is feeble and short-lived, while relations may last for a long time if they're properly nurtured. In future version of the game, the mood of a character at a given time and their relationship with you will help you to achieve different goals, like taking them to bed, taunting them into combat or establishing alliances.



Be careful! Your current mood will influence what interactions are avaiable for you. Get flirty and will have many opportunities for physical touch, but become angry and things may get out of hand! You can check the new features at the development version available for Patrons.

Friday, June 5, 2020

Demo and status of the blog

Hello, everyone! I assume everyone reading this already knows, but the Unholy Arts demo was already released on Itch.io, and you can support the game's development on Patreon. I didn't mention it here because the blog apparently had almost no following and I was considering moving the blog altogether to the Itch.io's devlog space, but ultimately I'm going to keep both, because cross-posting the appropiate announcements to both sites isn't much more work than just making new posts.

On a side note, here's a sneak peek of what I'm currently working on:


You can read more about the current goals for the next version here, and remember that Patreon supporters of the appropiate tier get access to development builds some time before public releases.