Update (6-May-2022)


Hi All,

I wanted to give a quick update.

Last week, I was working on the desktop 0.2 version of the game. I wanted to release it at the same time as the web version, but it had some issues. I've uploaded them on itch now, though. Hopefully they're bug free, or at least as bug free as the web version. It does have the issue where if you have 2 obligations for the same slot, the lesser obligation shows, instead of the greater one. That's something I plan to work on next week.

Next week, I plan to investigate the bug mentioned above. I also want to implement some further UI and game balance changes that you all have suggested. Thanks!

In the more medium term, here are my plans in order of importance (first being most important):

Morning Scenes: I have a strong feeling that the gameplay is in a good place, but the erotica is falling far behind. To fix that, the thing I want to do the soonest is write some morning scenes, where workers at a station will comment on the main character's out, or maybe even harass her. I think this will really complement the outfit parts that were unlocked.

Personnel and VIP transport scenes: Similar to above, I also want to add some unwanted attention for the main character, when she moves personnel and VIPs. This will not only add some new scenes, but also address some imbalance between the load types. I actually have some obligations planned for this stuff, but...that's a looong way off...

Writing in general: I also need to review how I do the writing. I was originally quite excited to make what I call "dynamic scenes". The idea is that the scenes are composed of a few random pieces, and the pieces could reflect things like what obligations the main character has, or what she is wearing, etc. But, this is turning out to be quite complicated, and hard to make cohesive. I can keep going with it, because I think static scenes will get boring quick in a long game like this. But, I also get a feeling that dynamic scenes feel quite shallow. I also think that as the mechanical, UI and balance issues are sorted out, I'll have more time then to focus on writing.

Art: I reached out to Mutant Prawn, and we are in talks to make new Doll Art. The Doll Art was one of the first things we made, but a lot has changed with the UI and layout of the game since then. So, maybe we can redo and polish some of the art. I can't really promise anything yet, but this is something I'm keen on. This does mean that the morning scenes will have to be redone after this effort. But that's fine, the previous morning scenes can be like practice for me.

Dress Up/Down: This is something I'm quite keen on, but I think it'll be fairly complex. I should definitely do this after any possible Doll Art revamp. Basically, the player would have to dress up/down the main character when she leaves her aircraft in the morning, goes to the cargo bay or leaves the station in the evening, and before she goes to sleep. This would be quick or even skipped when she has no obligations in the morning. But later in the game, as she accumulates more obligations, it'll definitely cost her and the player more time to deliver her side of the bargain.

Lastly, I have a question for you all:

Dynamic Scenes: What do you guys think of them? These are the scenes like in the erotic scenes, where the messages are kind of shuffled around. Do you like that the scenes are pretty short? Does it feel bland? Is it worth shuffling the messages around, to add some variety in such a long game? I could potentially add new messages that get unlocked as the game progresses, too. Or, do you think this isn't really worthwhile, and it would be better to spend the time to make simple but more scenes?

Cheers!

Get Delivery Pilot: Dreams and Debts

Comments

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(+1)

Hey,

I don't think I understand difference between dynamic and static scenes. Could you give some examples ?

Also do I understand correctly that game currently consists of static scens only ?

Thanks in advance !

(+1)

I'm glad you asked.

Static scenes might be about 3 to 5 message boxes long, using around 250 words. It doesn't change, or changes very little. It can use variables, so it can quote a number that changes over time, or a random person's name. But, the good thing about this design is that it's very "loosely coupled", meaning it doesn't care very much about how other systems, such as obligations or outfits, are designed or change over time. It's very simple to make, which means we can make more of them. The bad thing is that it won't change much over a long game, so can become boring.

Dynamic scenes might be around 3 to 5 message boxes long, too. The intro and the ending of the scene will likely always be the same. However, the 1 to 3 message boxes in the middle can change a lot. We'll call them "middle parts". The game will figure out how many valid middle parts there are. Some middle parts will be conditional, such as only being valid if the main character's bra is visible. Then, the game will randomly pick in any order, 1 to 3 valid middle parts. The good thing about this is that it keeps the scene fresh. It can also introduce new parts to an old scene, as you progress further in the game. The down side is that it's very "tightly coupled", meaning that dynamic scenes care a lot about how other systems are designed. If I change out the outfits later on, then I'll have to go back and revise a lot of different dynamic scenes. The other issue is that dynamic scenes take a lot of time to write and maintain.

Currently, the game mainly uses dynamic or semi-dynamic scenes. For example, when you go to the cargo bay, even if the main character is not harassed, how she asks for a status and how the crew respond tends to change. I'd call this semi-dynamic, because there's some structure to it. But when for example an officer asks the main character to show her panties, this is a very typical dynamic scene. There's an intro and an outro that's always the same for this scene for this officer, but 2 out of 4 possible middle parts are randomly selected (in any order) by the game to fill in the middle of this scene. These middle parts don't have conditions gating them, but they could.

My dilemma is that if I make static scenes, I can do them now, and then update systems later on without worries. If I make dynamic scenes, then I might want to wait until other systems (obligations, art, etc) are finalized. I'd like to think they are, but I also just recently commissioned brand new art for the paper doll...

A more moderate semi-dynamic scene might be the best way to go.

(+2)

Thanks for clarification, I was convinced we are dealing with static scenes in the current release :P

I like the current system therefore I'm in for Dynamic System

(+1)

It's a long game (by design!). Ergo, more variety is better.

It would be nice to add weight to scenes happening (e.g. if the pilot wears Pants but unbuttoned her Shirt, the Cargo Loader (or others in the Morning Scenes you want to add) should be more likely to grope her Breasts, but if she's wearing a Skirt with High Heels, then he would touch her Butt). That would make Clothes (and obligations to wear them) more meaningful.

(+1)

Morning scences: I totally agree, sounds great, keep it on high prio.


Transport scenes: Also high prio


Art: Personally, I like the look of MC. She is a pilot, and should look like one, not like a sex bomb. And why are 66% percent of the galaxy after her? Well, if you work on a space station, how many women do you see?

So, in my opinion, only do some technical stuff here (less glossy) or change things like highest makeup obligation, but keep her general look the same. Or if you go for a more female version, maybe let the player choose the model when starting the game.


Dress up/down: I like the slow approach of the game, although I often find myself speed-clicking through the scenes. I'm not sure whether the dress up system would be a great experience or an annoyance, so I would not give it a high prio at the moment, and I would add the possibility to deactivate it in the game settings.

If you implement the system, it should give you no opportunity to see a dressage that is not unlocked in a starport (like stripping fully nude and then redressing with the required clothes), I even would not allow to dress to a combination of obligations from several starports. Best is giving options like "change from worker boots to slippers".


Dynamic scenes: I like them, and kept reading them a little bit longer than I would read fully static scenes. I think you should go for semi-dynamic scenes: When having certain obligations, there are new lines that could show up. For example:

- Wearing a skirt,feel up scene: "The captain slides his hands under her skirt".

- Wearing makeup, makeout scene: "Her lips are smeared by MCs lip gloss."

(+1)

Hey, thanks for status update!

Regarding news:

Morning Scenes - Absolutely loving the plan and priority :D

Personnel and VIP transport scenes - Once again great idea, makes world feel more alive and clothing obligations matter more ;)

Writing in general - I personally love dynamic approach, with slight changes building up until bigger impact.

Art - I don't quite understand how are morning scenes related to art adjustments... Also for me art is not a big deal but since you're considering some changes :

1. Pilot face/hair looks very masculine

2. Highest makeup obligation looks just horrible

3. Face/body looks too glossy

4. I'd say female body should be a little curvier

5. More clothes!

Dress Up/Down - Like the concept a lot, makes outfit obligations have more impact. But once again not sure how is Doll Art revamp linked to this.  Also what does it mean 'cost her and the player more time to deliver her side of the bargain' ? Does it mean some special penalties for players by getting late for relax/dates/officer quarters etc., or just more time to click through ?

Dynamic Scenes Opinion:

Personally enjoying (currently) limited amount of it. Always looked forward for more variations with each increase of relations/obligations/amount of harassment, I believe some limited grow is already present like Pilot reacting less aggressively towards harassing loading crew

I think shorter scenes are better, because they are faster to develop, therefore allowing for more scenes to be present with each release. And more scenes == bigger chance you'll be seeing something new each time

Variety is always appreciated - so some shuffling with dialogue and actions would be perfect

Also really enjoyed sporadic thoughts of MC :)

Have you considered MC reacting to certain actions ? Like when groped in cargo she can react:

1. Aggressive - Hit/Insult the perpetrator - High chance of them to stop, lowering probablity of future attacks, Morale penalty ? Chance to damage cargo on purpose lowering the mission earned money ?

2. Neutral - less verbal, physically to just get their hands away - middle ground results

3. Submissive - Accept what they are doing - High chance of them progressing further, heightening chance of future harassments, Morale penalty ? Chance to throw in some extra money, force the MC into more revealing clothes ?

Now that I think about it I don't quite get the idea of dynamic scenes...