Oh this is actually really good. It's short, but satisfying. (Insert that's what she said joke here).
Ho yeah, combat systems aren't easy. Ones that are more complicated than just 'attack' 'defend' and 'flee', anyway. I drummed one up in RAGs for a game that I'm meaning to port over to Quest where whenever you find a new weapon, you add new attacks to your menu. In turn, however, they require ammo. It was a parody of survival horror style gameplay, so you had to manage your resources carefully. It's probably my best game but before I'd even finished the first 'chapter'/area, RAGs was already beginning to chug and slow down - it bloats up horrifically, even without pictures. As an example, if I made Flesh Cavern in RAGs, it would have been at least 20 times the filesize.
Your idea sounds pretty solid, though! Especially giving the player the option to just ignore stuff that doesn't appeal to them - I know Lust Doll is getting favourable attention for that reason. I'm a big mean jerk, though, so people will just have to pay attention to context clues to avoid fetishes they dislike, mwuha. (Though if I ever did anything really <i>really</i> extreme I'd give warnings.) As for randomness, Quest supports that, but you may need to dig a little! The 'if' function has a Random Chance variable built into it based on a 0-100% scale - a really easy mistake to make is to make 3 equal chances all 33%. You can't do that - instead, the first two have to be 33%, then the last one has to be 100%, or there's a chance nothing will happen at all. There's also a diceroll function which you can set the min/max size of, but I'll have to dig it up to find out how to do it again. As I said, the Quest documentation is a little outdated, given that they're focusing on releasing some new development kit version of the software at the moment.
I actually started out with trying to write a character for TiTs, but then I got distracted by a different character idea. Got pretty far with them, then thought 'why don't I just make my own game instead?' And here we are a year and a half later with barely anything to publicly show for it, haha!
Also, 15 posts. Yessss. Time to fix that hyperlink.
Edit: There, the deed is done. Anyway, if you get stuck with any of Quest's features, let me know! I'm still learning the Gamebook side of things, but I have a pretty good handle on the Text Adventure version.
Thanks for the advice. I'm currently doing the tutorial, and I'm already pleased by the fact that it's easy to use, and that if I ever need to write scripts, it is into a language I know (javascript).
I'll probably scrap the fighting system at first, and do as you did with Flesh Cavern, events conditionned by the player's current state and equipement.
did you encounter this after resetting from a previous ending?
Cool! Let me know if you run into any walls. One big tip I can offer is that making your own functions is a great way to store big chunks of scripting, like loot tables.
You must be registered to see the linksthis is pretty useful to have on call because not all of the core functions are easily accessible.
Also, people make custom libraries bundled with their own functions and tweaks all the time. Like a Wearables library (which is a bit outdated - I had a problem where I wanted to force equip clothing on the character for a scene, but couldn't get it to register properly. There was an easy solution though - I just called the 'Do' function, which automatically runs the verb for the object you point it to if it can. For a non Wearables example, let's say you wanted the player to automatically pick something up - 'DoTake' would run the Take command on it, as long as you've set the object to be pickup-able.)
Edit: It's also worth noting that you can edit a lot of features by selecting the 'game' object, then looking through the tabs there. Can turn on map navigation/drawing, remove the command bar, etc.
Whoops, was away for a few days. Yeah, it was right after a previous reset. Nice to see you fixing the bugs and stuff, even though the game is practically finished.
Thanks you for your tips.
*--disclaimer -- I go wild over dominant/powerful futas submitting girls--*
Well good news, because that's_my_fetish.jpeg.
But yeah, an alternate way out was something I considered but ran out of time to do. I likely won't be adding anything like that, but it may console you to know that something very similar was on the table.
It may also console you to know that there'll be some opportunities to get rekt by dominant futas in the game i'm working on now. (And for those who aren't into that, fret not, just don't take the jobs involving it.)
I actually have a problem in that I far, FAR prefer writing submissive scenes over dominant ones, haha. So these CYOA formats where bad ends and negative mishaps are par for the course are helping me quite a bit!
Rather well. I put a map together, a character creation system (which requires refinement, though) and I have a general idea of what the first story bit will be about. Now comes the hardest part: writing
I have a question, though: I want to leave the player the choice of their gender (male, female or hermaphrodite). I can do that by manually setting attributes, but I see that there are already a male and a female "type" , which come with preset attributes, like gender pronouns. Is there a way to use code to set a type to the player object (male, female, or a custom herm type)?