The Legend of Krystal, Version G (Finished)
Posted: Wed Aug 28, 2013 4:20 am
Spoiler (click to show/hide):
Controls: All mouse driven
FLA: viewtopic.php?f=34&t=3578&start=480#p246754
1/14
- Fixed Darkwolf event on New Game+
- Fixed Adventurer ending
- Misc bug fixes
- Started to do Gallery then got lazy and decided to just not do one and end the project
-- Kind of tired of working on it and this way people have something to bitch about
-- So it is win / win!
- Seriously, though, it was a fun side project; hope you all enjoy!
1/12
- Finally fixed the notification bug
-- The farmer was tied to the stat, but not updating to the story
-- aka the game thought you had to talk to him but you really couldn't
- Took advantage of the "bug" though to test bonus scenes from stories like some wanted
-- The original farm scene will now take place once you complete the constitution story event
-- If it works, I might add extra similar events for the other stories (returning to the DW den, etc)
- Created a pseudo "New Game +" function although it is transparent
-- When you end a game and it resets, you shouldn't have to talk to the townspeople again when you load from that slot
-- The game will assume you know everyone and set them to their story 1 positions instead of 0 (introductions)
1/11 (update 2)
- Fixed a major error in the endings that was causing wrong rank to display
- Fixed an error causing no rank to display and/or no ending to display
- Reduced stat gain loss from story choices to 10/15/20 from 10/20/30
- Completed games should wipe for now
- Small update to fix an error I didn't catch with the endings
- Save reset
1/10
- Fixed bug causing notification dialogue to repeat when no event was in town
-- I think? check this for me, please
- Added small game information splash on the title page
- Reduced the maximum effectiveness of sensitivity and temperament from 100% to 33%
- Failed work days now have a 75% stat change penalty
-- this was to differentiate between a successful and failed work day as with the removal of gold there was no difference
- minor polish and bug fixes
- verified most of the ending ranks were triggering correctly
-- if you think you got a bugged ending, note your highest stat, loyalty, morality, and story choices so I can verify
-- Added extra criteria to the Rank S+ ending as it was too easy to get
- started working on the gallery although it is locked for now
1/7
- Fixed bug preventing pregnancy from occurring due to town notification
- Fixed display bugs regarding the Charisma outfit
- Added the Constitution outfit
- Added endings
-- There are 21 endings currently
--- 4 Rank C "Bronze" Endings
--- 11 Rank B "Silver" Endings
--- 5 Rank A "Gold" Endings
--- 1 Rank S+ "Special" Ending
- fixed other random bugs
1/3
- Reset games due to significant changes
- Kari will now send you to town after her introduction
-- You must talk to all 12 townspeople before returning home
--- This caused an issue with the farm event, so it has been temporarily disabled
- Sensitivity is now a working stat
-- Krystal's sensitivity rating will impact the stat gain and loss from work
-- A higher sensitivity will result in increased stat gain and lower stat loss
- Temperance is now a working stat
-- Krystal's temperance will impact the amount of stress gained when working
- Stat gains and losses are now displayed during the work day
- Stat gain and loss have been adjusted overall
- While change is slow at first, by the third year stat changes from advanced jobs will be significant
- Kari will now notify you when a town event is ready to be triggered
- Added Charisma Event 3 (>75)
- Misc bug fixes
1/2
- Added Charisma Event 1 (>25)
- Added Charisma Event 2 (>50)
- Increased trigger range on townfolk because flash is strange
- Fixed some dialogue bugs
12/20
- Adjusted stats slightly to allow higher level jobs to gain stats faster
- Added a High, Medium, and Low display option on the Title Screen
- Added the Darkwolf special event
-- In the summer, the feral darkwolves have been known to raid the village
-- The first event will trigger during the summer in which Krystal gets any stat >25
-- The second event will trigger the following summer should Krystal get any stat >50
-- The darkwolf event could result in pregnancy, so be warned
-- Removed the display for Gold and Virginity until I decide what I want to do with them
-- Fixed some bugs
12/13
- Added Flex Event 3 (>75)
- Added Flex Event 2 (>50)
- Fixed a few bugs
12/10
- Updated to flex schedule, thank you for all the feedback
-- Removed schedule lock
--- You can now start your day as long as there is an activity planned for it
-- The game will cycle through the schedule until it hits a "blank" day
--- This will return you to home to schedule further, check stats, talk to Kari, etc
-- Reduced the number of work days from 6 to 5
-- You do not have to fill the schedule perfectly
--- Example: If 3 days are left at the end of the season you can still select a job
---- The job will only last 3 days (instead of 5) and will return you home for the start of the new season
-- Overall, this should give a much better experience; you can schedule the whole month or go day by day
12/6 - Part 2
- Added Flexibility Event 1 (>25)
-- Either the bar patrons or Gaya, the waitress will get you started
12/6
- Fixed a bug in the Int 3 event that prevented the cutscene from finishing
- Redid the entire scheduling mechanic
-- Instead of 5 weeks per season, you now have 30 days per season to use
--- Working a job will occupy 6 days
--- Resting will occupy 2 days
--- A town visit will occupy 1 day
---- You must use all 30 days before locking
----- Later I might add the ability to just fill out the remaining (3 days left in the season, work 3 days)
------ Right now, though, the numbers must fit the 30 day template
--- When you start the season, it will cycle all 30 days instead of returning to home between weeks
---- After a town visit or cut scene, Krystal will pick up on the next day's activity
-- Please provide feedback on the new mechanic; better or worse than the old method?
12/5
- Added Intelligence Event 3 (>75)
- Increased Kora's dialogue trigger since there was some issue activating her
12/3
- Added Intelligence Event 2 (>50)
-- Gave some unique detail to Carana
-
11/29
- Fixed a dialogue portrait but in Con Event
- Added Intelligence Event 1 (>25)
-- just noticed after uploading that the file size jumped to 11mb. Will look into why the sudden spike later.
11/26
MERRY HAPPY THANKGIVING TURKEY!
- Added Constitution event 1 (>25)
- Added Constitution event 2 (>50)
- Added Constitution event 3 (>75)
-- The workers hanging out in the armory or Salina the crop picker will get you started
- Save reset!
11/19
- added Strength event 3 (>75)
-- Game reset!
--- Krys will now default to Cerulian outfit
---- Tribal outfit will unlock after SE3, depending on player choice
10/31
- added Strength event 2 (>50)
-- Forgot to update version ID, so if you are having bugs reset your game before trying it
-- quit your whining!
9/13
- Redid the entire dialogue code to give myself better flexibility with events
-- Changes are transparent to players, although farm event will now have dialogue
- Added the first event in the Strength-based storyline
-- At >25 strength, Krystal will want to take a visit to town
- Changed the preloader to use a more universal code SO QUIT WHINING YOU NON-FF BASTARDS
- Side note, my vacation is coming up next week so you will probably not see any other updates until Mid-October
- Removed Event Crystals (they are all just the universal Blue Crystal now)
- Crystal triggers should be more easy to hit now
- I forgot to turn them back on (oops) so they work, but won't turn orange when active. Just click em when you are next to them.
9/6
- Created town event and dialogue trigger functions
-- Currently, only the first month of play has town events
-- Town events work by clicking a crystal on the screen
--- Krystal will walk over to the location and the crystal will change colors
--- Click it again to start the dialogue or event
-- There are two types of crystals:
--- Blue Crystals indicate a simple dialogue event and will turn orange when Krystal is close enough to activate
--- Green Crystals indicate a game event and will turn red when Krystal is close enough to activate
---- Game Events will have simple yes/no decisions associated with them
---- Your decision can trigger a statistical gain/loss/special cutscene
-- After the first month of game time, there are not any Event Crystals yet
- Added an "Exit" button to the main menu in Kari's House
-- This will return you to the Title Screen
- Temporarily disabled the ability to change Krystal's outfit
9/5
- A lot of code and behind the scene changes
-- Removed all static objects; everything is now dynamically loaded as the game progresses
-- Altered the way the save file was being created and accessed
--- This should hopefully clear up the "Erase Game then Work Bugs Out" issue that was reported
--- Rearranged the way job statistics were calculated
-- Changed the way the game determines work results
--- Three random numbers are generated at the start of the day:
---- A 1-100 stress check, a 1-100 libido check, and a 1-(33/66/99) job skill check (depends on tier)
---- If your stress is higher than the number the stress path is taken; if your libido is higher the sex animation plays
---- Otherwise, if your primary stat associated with the job is higher than the skill check you succeed; if not you fail
---- This is all in preparation for different levels of stat increases/losses depending on job tier. All stats will operate on a "scale" of 1-100;
-- Other random fixes and adjustments that you probably won't notice.
9/3
- Completed scenes for the following jobs (all done, yay!):
-- Bartender
-- Dancer
-- Babysitter
-- Cook
- Changed "Teacher" to "Cook"
- Small fixes here and there
8/30 (3rd update)
- Completed scenes for the following jobs:
-- Hunting Party
-- Guard Patrol
-- Laborer
-- Working on Farm
-- Acolyte
-- Chanting (futanari, be warned for those of you who hate it)
- Fixed issue where waitress animation was playing in gather job
- Adjusted maid sex animation so broom isn't floating
- Reduced the time it takes to fade in and out
- Can't skip work animations while fading (mashing the button too fast caused glitches)
- The game will auto switch to warning screen after 100% load since clicking wasn't intuitive for some people
- Fixed a bug where the next level of jobs was appearing unlocked when they weren't
8/28
- Small update to background coding (Hopefully fixes save/glitchiness)
- added pause and skip option to daily animation
8/27
- Framework established
- 5 basic jobs in place
-- 4 animations per job (stress, sex, fail, succeed)
-- Stress level checked first; if passed, job fail or succeed animation depends on stat check against job related skills
-- if Stress check fails, results in either stress or sex animation depending on libido check
- town walkable, but empty
- not much else to it at the moment
- saves are weird right now, working on it
-- game will auto save after each week passes and you return to the hut
- basic gameplay revolves around setting a schedule then operating it each season
-- after 12 seasons the game will end