2017-01-22

Curvy GUI & Bunkville PD

It's been a while since I've captured FUBS screenshots. I've tweaked the interface this week, so here are a few images with the new look of things.
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Not pictured here, but I've added in game credits further down the title page.

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Input fields are no longer a jarring white color. I really hated that. Also the toolbar has a nice gradient and brighter icons which will now highlight when the mouse hovers over them.

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Toggles are also a little nicer, but they may be too dark. The scrollbar is the same for now but I'd like to make it prettier like.

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Page titles are bigger and rounder. Links are more curvy too.

Part of the work here was redoing the Unity scenes to use prefabs rather than unique GameObjects. I don't know why I didn't start things off that way, but better late than never. This is also quicker to change so if anyone finds the new changes jarring I can switch things up much easier like.

Aside from those superficial changes, I've been writing more content. It occurred to me that something was missing from all the public sex in the game. Exhibitionist sex is all about the thrill of getting caught. Higher stakes, hotter sex.

With that in mind I've sprinkled in a few problems for the player character if he gets caught in the act fucking out in the open. I'll say that I was somewhat inspired by the idea of getting 'busted' like in the GTA series. It also helps that I wrote a little about crooked cops for some other project that shall not be named. You can avoid being violated if you don't have those 'fucked by' options enabled, otherwise things can get pretty messy fast.

I'm also tackling story scenes, and there is so much to do there that it's a little overwhelming, but I'm only going off the rails with side stories like 60%.  I'm working through that one part after the scene with you know who, y'know. Then you meet those other two and in the other part get introduced to that one lady. Oh and you can cum in her drink too, and in that other guys burger.

And I can't help but waste time on shitty promo images.

2017-01-17

Fucked Up Burger Shack 7.15 + 5.13 Public Release


I just made an update to Fucked Up Burger Shack and another previous version 5.13 is available for download. To get it, go to your web browser and put down: https://mega.nz/#F!RckUhKCZ!HlQgJ55W6_rdPnOpZEUFgw

Or click the included uniform resource locator provided above.

To update you'll need to delete all of the files in the old source data path. There are some instructions in the included readme (read as ignore me) which may or may not make sense.

Info about version 5.13 does not exist, apparently. As for Fucked Up Burger Shack version 7.15:

Impregnation.
.
.
.
Okay I guess I'll add a few more words. I for one like impregnation. I want impregnation in Fucked Up Burger Shack. I've added impregnation to Fucked Up Burger Shack. Actually if you had told me that it would take this long to have impregnation in Fucked Up Burger Shack, Id'a called you a no good liar who deserves death by chocolate (but it's not chocolate).

I'm still tweaking it tho, and I have more to write in the different scenes where the player character cums inside, but the basis is there. Writing these scenes is a ~blast~. I really need to ~get more of them in~. I will continue to ~unload~ more of them. Many mores.

Quick run down of how it works, and right now it only has flavor text in the bus tour. First, the player character has to be fucking a woman in the pussy. Might as well stop reading here if you want to avoid any more spoilers. So yeah, then the player has to cum inside. That should be easy because I don't think I'd make that not an option. So if she is already preggers, it won't stick, sadly. Or if she is infertile, that's a no go too, unfortunately.

Now there are a series of hurdles based on chance. First is birth control strategy. Some women are on the pill and others are not. The pill basically works to strengthen an 'egg power' variable, cause clearly that's how things work IRL. You'll also find a few wonky Randos with strange pill strategies, the lazy types for example are on the pill, but their laxness leads to lower egg power. Then you have those odd birds who say they are off the pill but are actually on it. My personal fave are tho keepers who pretend to be on the pill, but are actually not on it.

Next up, you'll have to deliver the creampie on the calendar days within the girl's fertile window. I actually need to do a little more work with having them be vocal about that. All in all, it's best to just cum inside daily.

Finally there is good old fashion chance/stamina and something else that I can't remember that goes into 'sperm power'. Did I mention I literally caught a cold and missed sex ed class day back in school. True story. Ah well.

7.15 also includes some other things, but IMPREGNATION!

Version 7.15 [Compatibility:7 Release:15]

• Added ability to change game settings from home meditate menu
• Added ability to view statistics about Randos fucked via meditate menu
• Added Burger Bus tour variations for pussy fuck/creampies, oral skill, vaginal skill
• Added faster pay up option after the first time towed
• Added impregnation when cumming inside a fertile, non-pregnant woman's pussy
• Added cumgasm fuck options to Tour
• Added Rando 06 with tie into giving a tour
• Added Rando character traits: arrogant/humble, glutton/moderate, jealous/welcoming, lazy/diligent, temperamental/chill
• Changed a few dolls to use new character traits
• Changed a few things in Intro & Day 1
• Changed bus cleanliness to not reset daily
• Changed negative bank balance warning to be in food shop exit
• Changed Rando 03 to not be as heavily tied to bus tours
• Changed Rando 04 to occur after the first bank deposit
• Fixed a bunch of article issues that were an real problem
• Fixed a few oddities with partner descriptions
• Fixed error in highest daily bus total calculations
• Fixed helper dolls being considered dolls
• Fixed purchase text appearing after leaving food shop without buying anything
• Fixed Rando 04 cash not being deposited in different situations

Patron types can support the development of this masterpiece and Download Fucked Up Burger Shack Version 7.15 here.

2017-01-08

Boring code update

Yeah this is one of ~those~ blog posts. Not so sexy, unless you like data structures.

After adding multiple partners to Fucked Up Burger Shack compilation time in the Unity Editor skyrocketed to 14 seconds. There is some overhead to running games inside of Unity for various reasons, but built versions don't have the same kind of overhead. So then every time I changed the source to FUBS I'd have to wait about 14 seconds for the game to compile so that I could play test it. 14 seconds! It was driving me crazy so I had to get hacking.

I put on my old coding cap and drilled down to the root of the issue, an 'indexOf' operation on the underlying passage identifier lookup List. But let me stop right there, because in 101 posts to this Bunkville Blog I've tried to spare readers anything too super specific about programming topics like asymptotic time complexity. I'll summarize it all by saying I did something pretty stupid in the codes, but made it better like now.

After my fixes, compilation time in the editor is coming in around 5 seconds, making my development life much more pleasant. I like to stop at points like these before getting too deep into micro optimization, but I know that there is more work to be done there. I'll get back to it if needed. But then there was something else really annoying me heavily.

As I'm building FUBS I have the need to jump to specific places in the game that I'm currently working in. The most obvious way to do that is to save the game and reload it after making a change. The trouble is that when changes are made anywhere in the FUBS source files, the underlying structure of the game changes, meaning game saves almost always immediately break. This is one reason I chose to use monotonic versioning for FUBS, since it makes the compatibility of releases clear with the number on the left (version 7.15 for example, which is what I'm working on, will be incompatible with 6.14). But this problem sucks more and more as progress made further into the game gets erased. I personally have lost quite a few Randos I was fond of due to save breakage, and it's not cool. -side note- I'm just now realizing that I've created digital creatures that I've grown attached to. Is that a fetish? Anyway, my previous bandage to remedy the compatibility problem was to make a bunch of links into different places in FUBS from the Debug menu. It's a good thing to have, but a lasting solution it is not.

Back with the coding cap on, I figured out a way to stabilize the underlying game structure by caching information about passages and named numbers alongside the game source. FUBS will output a cache folder into the game files directory alongside 'saves' and 'source', which will hold a lookup file to keep a running index of stuff used behind the scenes. Ideally this cache can stay in place across new versions of FUBS to keep game saves working. And it will even work with stuff added via modding, so anyone doing that will have their own personal cache that builds up over time. This is all kind of theory right now, but so far in my tests it looks promising. If all goes to plan FUBS updates will be under the compatibility number 7 for a while.

And that's all I have for now.  I wanted to get rid of these annoyances so that I could focus on more interesting things. More on those interesting things in my next blog post.

2017-01-03

Now What?

Now What?

It's a new year. Y'know what that means right? No? Well buckle in, cause it's time for a good old fashioned p4p brain dump.

tldr: I've built up a lot of systems, so now I'm going to focus on adding content to FUBS!

WARNING, IDEA GUY-ISM, SLOPPY VECTOR ART, AND PISS GIFS INSIDE