Production week 3
Hey guys! Another good solid week spent writing.
I was hoping to completely finish converting the 1.13 storyboard into working game scenes. As it is, it’s about 95% complete.
I’ve just finished something kinda cool: in 1.13 it’s now possible for the heroine to fail the mission. If she attempts to infiltrate the Hard Cock Cafe, but isn’t successful, she’ll be returned to DC/London etc to resume her normal career.
How that goes depends on how she performed in the mission. There’s currently a “good” ending, a “meh” ending and a “bad” ending.
Each one is just a few passages describing what happens – like the lame slideshows at the end of an 80s movie (and Dragon Age 😂). But it’s possible that we could build these specific endings up to be more playable and interactive in the future. (Of course, they’re actually prototypes for different story endings in the future.)
What’s next
The first draft’s very nearly complete: I expect to finish it tomorrow.
Like I said in last week’s post, it needs editing (as Hemingway elegantly put it, “The first draft of anything is shit.”) Our lovely illustrator Victoria has also been hard at work creating clothes for the avatar to wear in new scenes, and these need to be coded in also. I’ll report on how far along we are with these taskings next week.
Bangkok
Coder and Chief Walrus Hyneman asked me how I felt about the latest testing version: what did it feel like to be able to actually go into the Hard Cock Cafe, and interact with NPCs? The truth is, it feels quite different from my original vision. The HCC I’d imagined was more procedurally generated than the version you’ll see in 1.13 (more like the Scottish nightclubs from 1.6).
My original vision for Bangkok was that it would basically be a bunch of locations that you could visit and play through randomly-generated adventures in (i.e. go to the brothel and have sex with a randomly-generated client; go to the beach and play a randomly-generated bikini scene; etc).
But the randomly generated sections were the least popular part of 1.6; I think people prefer sexy, tailored scenarios for their heroine to experience (like Miss Wet T-Shirt, and the casting scene, and the BJs with her geek friends). What do you guys think? 🤷🏻♂️
Okay, that’s all for today. I’m gonna drink some wine and chill out, and get right back to it tomorrow morning. See you next week with an update!
Comments (8)
Just my vote: highly prefer the tailored scenarios!
Personally I’d like to see a combination of both scripted tailored and procedurally generated. Something like having scripted tailored events after certain conditions are met like having a stat reach a new level. Regardless I eagerly await to see whatcha do next!
Sexy tailored scenarios are nice, but it is mathematically impossible to create a prostitution phase of the game with them. I think they'd be best reserved for more significant events: plot points; missions; demarcations for hitting the next tier of one's reputation and/or prostitution career level and/or relationship with a particular long-term client; etc. One of the tricks to procedural generation is preventing its feeling repetitive/mechanical. I think it would be possible to build a prostitution engine modeled after something like the Apropos mod for Skyrim (which, for the unfamiliar, was essentially designed to add erotic context to sex scenes based on actors & tags involved, via a sort of pornographic mad libs-type system). Something like: engine rolls for scenario (single client-aggressive/single-friendly/single-neutral/group-corporate team building/group-party(frat)/group-party(birthday)/group-party(bachelor)/etc.), rolls specifics for actor(s) involved, preferred orifices, then rolls for the terms used among a list of appropriate nouns/verbs/adjectives and so on. Depending on coding limitations, a repetition limiting system could flag & unflag items depending on whether they'd been recently used, and the community could always provide additional scenarios (and probably terms on occasion, at least at first) to be added to the mix. You could of course say fuck off to all of that, but the point is there is room for procedural generation to be used creatively to simulate a more realistic prostitution experience, which I think a lot of us have been looking forward to.
Important characters should be written, I think, even though you can randomize them a bit so they're a bit different for each playthrough. If we take Devilfish as an example, his dialogue, personality and actions could be the same no matter what, but his looks can be randomized from a set of parameters for each playthrough. Makes it a bit fresh every time you play. Some characters could look the same in each playthrough too, depending on their function in the story. Important story related scenes should also be handcrafted. How the prologue was written earlier before the remakes was probably a big reason why people believed in the project, and they were handcrafted so I think that people want more of that. It's also hard to make something pack an emotional punch if it's completely random generated from a limited set of parameters. But randomly generated scenes could enhance the game with a lot of depth, especially if you design them so you can add more parameters to the scene after it's written. That way you can go back later and make it better without having to remake anything.
Randomly generated scenes are great for filler and repeatable actions, like if you need to grind up your BJ stat to get a promotion, or something similar. But for the important scenes, I think you should always try for a more handcrafted experience. Also, just wanna say that it's really great to see the game moving onto Bangkok. I had my doubts along the way, but the fact that you're progressing past the prologue is making me really excited for this game again. I know it's still nowhere near complete, but I'm so much more hyped and optimistic for the future of Female Agent now. Can't wait to see where you go from here. Keep up the great work!
Random encounters and events can massively add to the replayability and immersion of the game. Crafted scenes are great but there are typically only two options (yes I want sexy stuff / stop go to bed). The club events in previous versions were nigh on perfect and I'd like to see more of those than railroaded paths to continue mission or end game. But I see getting to Bangkok and entering the HCC as a huge fucking win - so whatever makes that happen!
I think randomly generated content can never be as good as hand tailored stuff. The scenes you mentioned were hot and interesting and I hope the whole game will be like this. Can't wait to play the next version.
Yes. Randomly generated is how a programmer thinks to create a bunch of content to check off the "content produced" button, a lot like Devs whose changelogs talk about the number of words and renders created, rather than detailing any depth or progression in the story. One great scene is better than 100 "randomly" generated ones.
