Game jam progress 2023-07-27
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Game jam progress is coming along, but very slowly. So far, there's a basic gameplay loop where you can wander
around the cruise ship, participate in a few activities, and
talk to passengers. Everything you do costs time and energy. You have a limited
amount of energy per day, and you have to be in bed by 9 PM.
You can eat to replenish energy (right now there's only energy
drinks, but eventually you'll be able to eat at the dining room
or buffet), and I'm planning to have room quality upgrades that
let you get a better night's sleep so that you can stay up
later. The main thing I've been focusing on so far are the
passengers themselves. I've spent a ton of time building art
assets that can be mixed and matched and color-adjusted to
create a pretty big variety of designs. In the starting set of
bodies there are 3 different thin shapes and a plus-size
option. There's also an unlockable series of increasingly-large
bodies for people interested in fatter characters. There won't
be an actual focus on weight gain, but there will be
ways to upgrade the cruise line so that heavier passengers are
attracted to the ship. Passengers come in 4 different skin
colors. As for style, each body type gets 3 different hair styles,
and 3 options each for outfit tops and bottoms. There are only
2 top and bottom options available right away; you will have to
unlock a more relaxed dress-code to get the 3rd option.
Eventually you can also unlock nude passengers. Hair comes in
4 different colors, and outfit pieces come in 7 different
colors. Sex scene art also matches the passenger's hair style, hair
color, and skin tone, but the same body shape is reused for all
of the thin passenger types; they're close enough that it looks
okay. Once I get to doing sex-scene art for the heavier
passengers, I'll probably lump the 4 body types into 2 sets
that share art. Passengers are more than just art, though. They move around
the ship from location to location, and each one has a couple
"favorite rooms" that they spend a lot of time in. They also remember their 5 most impactful interactions with
you, positive or negative. A memory's level of impact is
modified by the passenger's opinions; e.g. talking to a
passenger is normally a 20-point memory, but it's worth 40
points if the passenger is chatty. Passengers also remember how
long it's been since you've interacted with them, and will get
annoyed if you bother them too much unless they're highly
attracted to you. Memories fade over time to make room for new memories. When
a memory fades, or when a new memory isn't impactful enough to
make the top 5, it goes into an "older memories" bucket at
1/4th of its original impact. Behind the scenes, positive and negative memories are tracked
in separate tallies, and there's also a distinction between
memories where the passenger interacted with you versus
memories where the passenger only saw you doing
something. So far these distinctions aren't used, but in the
future it will make it possible to tell the difference between
someone you have a mixed relationship with versus someone you
have no relationship with, even if both of them have 0 net
memory impact. I've been putting off working on the "VIP personas" system.
The idea is that passengers will be fairly generic when you
first meet them, but once you've reached a certain level of
relationship with one, she'll be assigned a unique persona with
its own storyline and custom art, and her stats will be saved
between cruises. I'm still debating how deep I want to go with
this. I guess I should buckle down and try to write a few
personas to see how they go.