News

Mon, 11/24/2014 - 21:31 -- BlueWinds

I have two pieces of news to share with you today - not the normal simple "still alive" progress reports, but something far more substantial.

1) I will be releasing a new demo, along with the kickstarter campaign, on Saturday, December 20th. The demo is somewhat large - expect 15000+ words, and something like 30 beautiful backgrounds and a dozen characters each with their own art and multiple expressions. It will contain three locations you can sail between - Vailia, Mt. Julia (a small, remote trading post), and Alkenai (one of Vailia's client cities).

2) I have, after much consideration, decided to quit my day job. Not that I've told them yet, of course - still waiting a bit, saving up some more money and looking around - but the decision is made, and it's a great weight off my mind. That boss is nothing I need as part of my life. No accident they've lost half their development team in the last two months - I'll be merely the latest casualty in the chain of people quitting over poor treatment.

(p.s. Any of you European folks know someone who needs a good web developer? I'm looking to relocate away from the USA, will pay my own expenses)

Behind

Thu, 11/20/2014 - 10:12 -- BlueWinds

I am, at the moment, behind schedule on NanoWriMo by about 4000 words. Whoops. I can only blame myself - I keep doing other things instead of writing. It doesn't help that I've already plucked all the low-hanging fruit - character intros, a bunch of relatively generic events, a lot of the things I knew I wanted - leaving only the "creating new things from whole cloth" sort of writing to do.

But never fear, I shall catch up. While I'm not sure I need 50k words for the demo (and plotting out too much beyond that is uncertain territory as of yet), I'm too stubborn to give up at this point, especially since I've been posting my progress so publicly. ><;;

That's it for now - a "behind schedule but pushing forward" progress report. Hope you all are doing well. :)

Nov 10th

Mon, 11/10/2014 - 16:50 -- BlueWinds

Though most people doing NaNoWriMo work in bursts, pulling ahead, falling behind, working or not as the mood takes them or their schedules permit, I prefer to set a steadier pace - 2000 words per day, rain or shine, in sickness or in health. It's a bit more than the 1666 daily needed to win, but such an increased pace gives me either a few days off or lets me finish a few days early.

I am, at the time of this writing, ahead of schedule. Last night I wrote 4000 words instead of my usual 2000. It was a silly accident, actually - I was running late, getting tired, ploughing through things... and wondering why it was taking so long to finish. Turns out it was because I went right past my goal and kept going until I'd finished the next one. ><;

 


 

Do you ever have characters who surprise you? Well, Natalie (the POV character) has in two ways, throwing off the chains of destiny and appropriating the plot for herself.

First of all, I was astonished by how attractive she found Asara, one of the other characters. Blond hair, silver eyes... if this sounds familiar, and her name vaguely reminiscent of someone you may already know, well, it should. Asara was planned as one of the romance options... but with her on the boat, it's hard to imagine Natalie paying the slightest bit of attention to anyone else.

Second, she's decided that her childhood friend James (another romance option) does fine work with a flogger, despite my initial impression that they would be the vanilla route, with no BDSM stuff going on at all.

Nov 1st

Sat, 11/01/2014 - 21:20 -- BlueWinds

It is now nearing the end of Nov 1st, and I have completed my NaNoWriMo goal for the day - 1666 words (1663 2099 as of this writing, but I'll probably do a couple hundred more before bed). Unlike many participants, I neither sprint ahead nor lag behind, but merely hold my ground against the relentless grind, writing roughly the same amount every day until the end.

In perhaps slightly more interesting news, I'm wearing a butt plug all evening, in honor of... well, not really in honor of anything in particular, just 'cause I can. Not a terribly small one either. Sweet dreams, dear readers. :3

Version 1.0.4

Thu, 10/23/2014 - 21:28 -- BlueWinds

Screw a SFW front page, I want to post a tentacle jpg.

 


Finally, after many months of disinterest, I fixed a couple bugs in Brothels.im. :)

Unexpected, yes? Well, here's the new version. It may be worth loading up your old saves and playing a tiny bit more - the most commonly reported bug that I fixed was one where the finale orgy with all the women caused the game to freeze whenever it would appear on the map. :)

 


I will be participating in NaNoWriMo this year. And guess what! Instead of writing a novel, I'm going to write text for the next game instead.

I've won every year I participated beyond the first day (I did quit day 2 once...), so by the end of November you can expect 50,000 words ready for the new game. Should at the very least get us through the demo. ;)

Log of fun times, #3

Mon, 10/06/2014 - 21:51 -- BlueWinds

I have to admit, a large part of the reason I haven't been so enthusiastically pursuing the development of this game (compared to the last) is that I've found another outlet for both my writing and my sexual urges - IRC!

Yep, I've discovered cybersex, and it's great. Here, have a third chatlog (the first two I've shared were here and here). As usual, I've stripped out some typos and all the native formatting, as well as our OOC comments - there is communication that goes on behind the scenes!

:D

 

Back from Vacation

Fri, 10/03/2014 - 16:05 -- BlueWinds

I have just spent a week away, visiting my mother and grandfather. My grandfather passed away the day after I left - not unexpected, given it was the reason I visited now rather than later.

We weren't real close. He was an old man, 93, not quite bed-bound, but pretty close to it. He had two sons and a daughter, outlived his wife and married again. He was in the navy during WWII, and I used to like listening to his stories about that, until he forgot them all. I feel like I should be sad, but I'm not. I find it hard to care, actually, except in so much as my mother is sad.

But anyway, that's enough of that. I actually just wanted to share some thoughts I've had about dirty, kinky relationships and what I want out of one, and a very small update on game development.

 

It Will Look Like A Sunset

Fri, 09/12/2014 - 23:16 -- BlueWinds

A warning: this article, and many of the links within, discuss domestic violence.

I would like to take a moment to talk about something painful, but also important. Wihle I could go on about the injustice of the rich receiving special treatment, or the horrid, apologetic, hypocritical responses to the most recent and most public incident, I would instead like to focus on domestic violence itself, and, perhaps, its relationship - or lack thereof - with kink.

First, I'd like you to read this article. It is painful, and powerful, and important all at once - and it ought to put to rest, once and for all, the question of why people in abusive relationships don't just leave. Please, don't continue on here until you've read that. I want it to establish some context for what I'm about to write.

Did you read that article? Do you know what the title means? Read on.

User Experience

Wed, 09/10/2014 - 18:52 -- BlueWinds

So, believe it or not, I have still been working on the next sequel, and it's getting close to "demo-ready".

Over the last couple days I've been adding the market, where a player buys and sells cargo in various cities - the primary way of making money, other than completing storyline jobs.

The biggest thing that keeps slowing me down is iterating on the User Interface. I think a lot of amateur games consider it of secondary importance, "I'll fix it later" - but they never do, and in a game, the experience is everything. Cursed is a wonderful game, with great writing, but it's a horror to look at.

For a game like the one I'm developing, there's a lot of information to squeeze into not all that much space. How to present that information without causing "huge wall of text" issues is an interesting challenge, and one I keep iterating on. Lots of mouse-overs is one method - and unlike BrothelS.im, the mouseovers are aimed at providing mechanical information, rather than flavor tidbits.

Another method is consistent colors / layout, hinting at what things mean without needing to make them explicit. Stats are always ordered a certain way, so when you see an empty box with a couple of dim numbers, it's readily apparent what it means - fill that box with a character matching those numbers.

Anyway, I'm still not 100% happy with some of my solutions, but I think when you see it in action you'll see how much I've learned in the process and agree how much of an improvement it is over my previous games. :)

Another chatlog

Thu, 08/28/2014 - 12:24 -- BlueWinds

Hello hello! Just thought I'd share a little something with you all. This is a bit cleaned up, but please forgive any mistakes or lack of flow - IRC chat tends to have its own rules for how and when people speak.

No, Laguiole is not my boyfriend either. Just some guy.

All names mentioned below are separate, real people. This started out in a public room. :3 The whole scene took about 3 hours - we typed a lot faster than the last one I shared.

(Artwork is from Meago, whose work I 100% love. Always so cute. I don't look like this girl, but I hope to someday when my hair gets longer and I find clothes like that)

 

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