2016-08-25

FUBS Demo 5

I was all over the place with this update. The main goal was to start adding in some problems for the player. Since money is the key stat in the game it has to be possible to lose it. I've started calculating average daily performance in order to get decent values when things have a cost. There are some gaps in the logic since you could game the system by lowering the average (ending the day without making any money). Figuring out those kinds of problems are less interesting than the challenges with Randos.

I've given some thought to how clothes can work with Randos. The massive amounts of variation in dress are intimidating, but I'm tackling the problem one step at a time like everything else. For now, Randos will be wearing very basic clothes without fabric, pattern, cut or color details for the most part. Some things that bug me: Men are all wearing undershirts even though that shouldn't always be the case; All women are wearing bras which I would greatly prefer to not be the case; depraved Randos are wearing underwear and other clothes, a true travesty; dresses and full body outfits don't exist yet. Currently the system is pumping out Rando clothes using rudimentary random selection, but it is a start.

Finally, some new characters appear under certain circumstances (theoretically). There are a few more left to introduce for the Burger Bus phase, then it's on to weaving tales with them.

    √ Added 18+ to starting option links for hell of it.
    √ Added ability to make purchases using credit.
    √ Added ability to rest and watch television at home.
    √ Added basic clothing to RandoEngine for lower, upper, shoe, lower under, upper under, and shoe under (sock, stockings).
    √ Added basic vignettes for advertise, clean, deposit, serve, and prep actions.
    √ Added better descriptions for balls.
    √ Added LOU 01.
    √ Added Robbery scene variations to fuck male/female Randos. Enabled the scene to appear when sauce a jar is available.
    √ Added several CC gender fallback responses because fuck it.
    √ Added several possible suggested 'common' first names in character creator.
    √ Added several possible suggested 'rare' last names in character creator to help story consistency.
    √ Added SKY 01.
    √ Added towing scene result for excessive power naps.
    √ Added web link to Bunkville blog on title screens.
    √ Changed Food sourcing costs to factor in average customers per day.
    √ Changed the price of fuel deliveries (doubled).
    √ Changed the price of gas to fluctuate daily. It caps at 2.50/5.00.
    √ Changed weather to update every six hours to prevent chaos.
    √ Fixed BBB typo (face palm).
    √ Fixed cock, balls, breasts, pussy descriptors to respect having them or not. Not having them should result in 'symbolic' cock for example.
    √ Fixed issue preventing death -_-.
    √ Fixed issue that applied sauce and cum money stats to regular served customers. That was not valid cum money.
    √ Fixed REM 03 event not closing properly.
    √ Fixed REM 03 missing stat bars.
    √ Fixed typo with weather calculations that prevented wetness and wind (face palm).
    √ Fixed visual oddity with save bookmark icon.

10 comments:

  1. Does adding "titlecase" to a rando capitalize it? Because it would be nice if it did, but it don't.

    Since the game gets properly underway after Layla's opening events, have you considered having an option to skip them since new updates keep replacing the old ones?

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    1. The titlecase keyword will capitalize the first letter of each word in the output of an embed. I've been writing titlecase by mistake when I really meant to use sentencecase, which should capitalize only the first letter of the first word. It's on my radar to finish adding these kinds of mutations, they are just not a super high priority compared to other things.

      I've thought of putting a skip link for story scenes, especially after multiple playthroughs. I think I'll do that since you mentioned it.

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  2. What is the purpose of stockpiling sauce other than to thwart robbery attempts? Jars aren't consumed in actual food preparation. And what of the bank's usurious malfeasance? I wish to pay off my debt but the game won't let me.

    And why all the cash? Every taco truck I've ever been to takes Visa or MasterCard.

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    1. > What is the purpose of stockpiling sauce other than to thwart robbery attempts? Jars aren't consumed in actual food preparation.

      Stockpiling sauce will be useful for events like the robbery, where you need sauce for the interaction but can't make it immediately. There are other uses related to story scenes, yet to be written. If you were able to use sauce jars as a sauce action it would be very overpowered.

      > And what of the bank's usurious malfeasance? I wish to pay off my debt but the game won't let me.

      This sounds like a bug. Generally though the bank isn't meant to be on your side.

      > And why all the cash? Every taco truck I've ever been to takes Visa or MasterCard.

      Having cash, credit, and a checking account is a little messy. I'm still working out the negative cash thing, but money is the primary stat in the game so I think it's good to represent all three.

      Cash is useful so that Robbers have something to take, and the player has another action to do in Cash Deposit Run. Interactions with bank tellers, robbers, and troubles with the drive to the bank are a few nice events possible because of cash.

      The bank/checking account is needed to hold the cash. It will also be used to pay down credit and other bills that don't yet exist. I have thought about bus upgrades to allow payment by cards. It would split the income earned per hour between raw cash and bank deposits.

      The credit card will pave the way for bigger purchases down the line. Big purchases could be done with the bank account, but I think the problems of a high interest rate credit card add something to the simulation experience. Spoiler alert: I specifically want to write a scene where you have to explain to an banker type why your business credit account has thousands of dollars spent on condoms, fetish gear and sex toys. This is important.

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    2. Either way, there should be some kind of cooldown on the robbery event, as the criminal element in Bunkville harasses me multiple times per day, even as I peer at them from the other side of my impenetrable wall of jars.

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    3. I hooked the robbery event into a bus vulnerability stat so that eventually the bus could be fortified via upgrades. The trouble is I'd rather spend time on writing more ways to punish/be punished via robbery than prevent it out right.

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  3. I live in a major city that's home to a large "urban" demographic, so I'm no stranger to gentlemen with unique first names, but I've yet to encounter anyone who refers to themselves with the moniker "GivenName".

    "You roll out of bed and make yourself as Text as possible before walking a few steps to the door." Something else was probably meant to go there, but it's your call.

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    1. Fixed and fixed. Hey at this point since you are literally like the only person playing the game and commenting here, I feel like I should add you to the credits cubano :P

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    2. Forgot one:

      There's a "[^randoMoan]s" in the oral version of the tour event, and that leads to frequent "groanss" from men and hypothetical "crys" from women and I don't accept either one.

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    3. >_> That's probably why I ended up making moan and moans variations, but forgot to back track and replace those. Thanks for pointing that one out.

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