Tuesday 24 April 2018

Pervert Action: Legacy v1.7.0 public release


I’ve just released a new public update, as well as a private one and there’s a lot of new content in both!

Download for 1.7.0 (public): https://www.patreon.com/posts/17673782

Main changes since the last public release:
  • All of the daily interactive sex scenes are now complete! This includes the addition of the full Masami and Rio scenes, plus the finishing touches to the Fumi and Kimiko scenes, which were unfinished before.
  • Kimiko and Fumi now have a series of encounters in the cellar, which end with a large Kim + Fumi combo ending!
  • A bunch of new, non-interactive fun scenes and new or replacement pictures.

Download for 1.9.0 (patrons-only): https://www.patreon.com/posts/17620811

Main new features of the patrons-only release:
  • Now when you try to enter Kimiko & Iku's bedroom at night, if you've already had sex with both of them, you'll be able to enter the room for a sex scene with both of them. (This also wraps up the "entering bedrooms at night" game feature.)
  • This is a full, interactive scene with both Kim and Iku, just as feature-packed as any of the other threesome scenes. That makes this scene a particularly large update by itself.
  • This scene has 38 pictures, making it (I think) the most extensively illustrated sex scene in the game! Also, I think this is the most consistently good set of images I've designed for any sex scene.
All the features included in the large 1.8.0 release, plus more.

Monday 16 April 2018

2018 Writing Salon: Announce Your Story Ideas

This post is part of the 2018 "If You Write It, They Will Come" AIF Writing Salon.

Please announce your ideas for an AIF game in the comments of this blog post. Describe the story arc and the characters involved.

The biggest problem faced by new authors is that they work on ideas that are too ambitious. They decide to write a novel when they should start with a short story. They don't realize that AIF games involve more work than normal prose. All the alternate paths and descriptions can easily add up to a novella-worth of text even for very short games. Another problem new authors face is that don't realize that certain seemingly innocuous details of their story ideas might require thousands of words of writing and code. The work needed to implement a minor character or alternate path can easily grow out of control.

The Writing Salon is not school. You don't get part marks for partial answers. If you don't have a finished game by the end of the Writing Salon, then you have nothing and everyone's time will have been wasted. So it's important to work on smaller, less ambitious ideas that are easier to finish. This is not Olympic figure skating. In the Writing Salon, a successful single axel is worth more than a failed triple axel.

To help you, this stage of the Writing Salon will entirely be focused on helping authors cut back on their ideas and to see alternate ways of formulating their stories with the same core characters, emotions, and sexiness but fewer characters, rooms, and plot points. Other people may question your ideas and challenge your decisions. Please do not become too defensive. Although it's always painful to have your ideas be "attacked" in this way, it is not meant to discourage you but to push you to see alternate ways of formulating your story. You do not need to follow the suggestions given, but you should seriously consider it. You should treat them like comments from an editor trying to help you improve your work. If someone asks you for more detail about your story, then please do supply these extra details. Don't think that you'll be able to figure it out later. You will have to write the text for all those parts of your game eventually anyway, so it's good to figure out the details early because sometimes you won't be able to figure it out later.

Here are some common pitfalls:

Some authors' ideas are based on thinking of all sorts of sexy situations that they want their characters to go through. Although sexy situations are a good source of inspiration, authors become too attached to them even if they are hard to squeeze into short games. Once you have been inspired by a sexy situation, you should think about the characters and why the situation is sexy for them. Then, it's easier to move those characters into different sexy situations.

Do you know why the characters in romance novels always fall in love at first sight? Because writing about people falling in love is both long and hard to do. If you include a romance in your game, you should start with your characters already in love but with some difficulty in the way.

In the last writing salon, we had several people who were interested in procedural-style AIF. In my limited experience, procedural games are designed differently from other games. You should not start with a plot. Instead, you should focus on the simulation. You want to find a situation that can be repeated many, many times but which plays out differently depending on what has happened in the past. You want this looping situation to be as short as possible so as to minimize the amount of writing you have to do.

You don't need a fully realized story arc for the Writing Salon, and not everything important needs to occur in the game itself. You are a writer. You can summarize characters' experiences in the introduction. You can allude to previous events in their conversations. Your game can be a small slice of a bigger story.

If you have something you want to share, just post it as a comment below. Be careful to use a separate account for posting and not an account you use IRL. Anonymous comments are welcome, but it would be useful to tag your comments somehow so we know which comments are from whom. AIF Central sometimes has difficulties dealing with longer comments, so you may need to break up your posts into multiple comments. At later stages of the Writing Salon, you can also use GitHub issues to send text to programmers.

Saturday 14 April 2018

And we're back!

Hey folks,

Just wanted to announce that I'm back at writing CDAF style games, albeit at a reduced rate compared to before. I'll be working on Real McCoy again first with some possible posts for Apocalypse High if I find the time and energy. My tentative schedule so far is to try for at least one update a month, at least until I get back into the swing of things. The latest Real McCoy update (Part 7) is up on the AIF Central Yahoo group as we speak, so go take a look if you like such things.

Due to some complaints I won't be posting here regarding updates anymore (aside from this post of course). There were some valid points in there about me bombarding the blog with posts, so I'll be limiting myself to the subreddit and the Yahoo group for updates. Welp, that's about it.

Letwri

Thursday 5 April 2018

2018 "If You Write It, They Will Come" AIF Writing Salon

Do you want to write some Adult Interactive Fiction but aren't good at coding? Then join the "If You Write It, They Will Come" AIF Writing Salon. During the Writing Salon, if you write all the text for an AIF game, a programmer will take your text and turn it into a game.

Sunday 1 April 2018

2018 Writing Salon: Playtesting 3

This post is part of the 2018 "If You Write It, They Will Come" AIF Writing Salon

Games are an interactive medium. The final experience is a combination of player choices and your writing. Unless you're experienced enough to be able to anticipate how players will react to your game, you need to playtest your game to find out if players are experiencing the game in the way you intended.

For the first couple of playtests, your game will just a skeleton. It will be playable but incomplete. You should use these playtests to find missing parts of your game and fill them in. You should think of alternate choices that players can make at different points in the game and write the text for them.

For these later playtests, you should focus on refining how players experience your game. You should play some of the other games and leave comments about your experiences to help other authors and hopefully they will do the same for you. When reading player feedback, you should focus on their descriptions of how they felt while playing your game and on any problems they encountered. You should then see if these experiences match what you intended for your game. Keep in mind that players are not game designers, so any suggestions they make for actual changes to your game will often be wrong.

Just post any changes you want in the comments in the form of more transcripts or using more detailed instructions if necessary.

2018 Writing Salon: Playtesting 2

This post is part of the 2018 "If You Write It, They Will Come" AIF Writing Salon

Games are an interactive medium. The final experience is a combination of player choices and your writing. Unless you're experienced enough to be able to anticipate how players will react to your game, you need to playtest your game to find out if players are experiencing the game in the way you intended.

For the first couple of playtests, your game will just a skeleton. It will be playable but incomplete. You should use these playtests to find missing parts of your game and fill them in. You should think of alternate choices that players can make at different points in the game and write the text for them.

For the later playtests, you should focus on refining how players experience your game. You should play some of the other games and leave comments about your experiences to help other authors and hopefully they will do the same for you. When reading player feedback, you should focus on their descriptions of how they felt while playing your game and on any problems they encountered. You should then see if these experiences match what you intended for your game. Keep in mind that players are not game designers, so any suggestions they make for actual changes to your game will often be wrong.

Just post any changes you want in the comments in the form of more transcripts or using more detailed instructions if necessary.