Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

PotentialDeveloper

3
Posts
1
Topics
A member registered Oct 21, 2025

Recent community posts

Thanks for answer, edited my comment before I saw you had already replied (I was not as good at avoiding getting into specifics though) :D
Will check out. Do you run the models locally or is there online interface AIs that allow this stuff? 

(1 edit)

Love the game man, what stack do you use to make the arts and animation, would really love to be able to make something like this one day. Already know the coding part  (to the extent one ever does)

The new NTS7.2 fully humiliation ending where even Claire starts rejecting you... 馃敟馃敟馃敟
Don't be afraid to amp up the evil 馃槇

I am noticing the game is branching out a bit, I would consider replacing the "nts" or "ntr" route when jumping into a chapter with a "key moment map/dictionary" if that is available in your stack. So that when you pick a chapter you can just get up a list of sliders in a popup and can go like: "AgreedToMutuallyOpenRelationship - True/False", "AgreedToHumiliation - True/False", "ViLostRespectForNate - True/False", "ClaireLostRespectForNate - True/False", "NateSeenViCheat - True/False" and so on, in addition to non-public facing ones like "haveStartedChapter3" and others you need to keep track on your side.

Filter it through 1: What flags/options have been unlocked by that chapter and 2: What flags/options are RELEVANT for that chapter, and you will have a fundament that allows you a LOT better scaling. If I translate gameplay to code correctly right now, you are trying to adjust for previous choices in dialogue options for every chapter and and that will become a nightmare to maintain within the two next releases and sorely affect the dialogue since you will be forced to have very targeted negotiations at the start of every chapter.

A crucial point with this is that it will make the fundament to fix your current problem with rewinding as well. The "each characters chat is its own separate entity" approach you SEEM to be using won't really scale (I might be wrong, but for example "you cannot undo this from VI's chat, do it from Claire's chat indicates a serious code smell, and it causes the problem you have now that if you go back from a end game save to a chapter in which that person haven't even spoken yet, it doesn't seem possible to progress at all since the active chat cannot be activated), and if you throw in the different options the player pick along the way as booleans like that, you can switch to "whatever you are using right now" to a command pattern (a stack of objects, chat elements in this case, which each have a "do" and "undo" method) which is the same used by for example photo editing software to undo operations.

If done correctly, the flow will then go something like this:
Player picks chapter 4, selects the relevant choices

Your code starts its "PopulateChats()" method starting with first line chapter one, and just keeps calling the execute function (which basically just gets and calls the next chat interaction and calls its execute/go method, using either "default option" or the choices user selected from the on/off list, until it reaches a point where user have NOT made a choice yet (this would be haveStartedChapter4 in this example). The returning object is then just a BUNCH of "chat interaction objects" on top of each other in the right order, and your single source of truth for rendering the chat. Each of these objects have the metadata you need to render it properly.

You should have a ENUM list of "Chats" and what chat a specific object belongs in is nothing but a variable in it. So the "Vi: Are you SURE you want me to do x with y" chat object would have the variable "belongsInChat: ViMain" while a "Vi: Sure... we can do that, just don't tell Nate" would have the variable "belongsInChat: ViVisPOV" and so on. The "execute/do" function should have a passable parameter where you can send a new POV and the "Undo" needs do the same but opposite.

So anything that ever renders is done through your chat objects "execute/go" methods passing different parameters that corresponds to an engine you have that includes a lot of methods that also also have an undo part.

execute(switchChat: (ViMain, ViVisPOV) would do the normal execute things (like finding next chat object through your internal engine) but also add the required info that when "Undo" is called on this later it knows it should switch back to ViVisPOV since you added that.

So all your actual changes is done one chat object at a time, and you can fast forward or backwards to your hearts content and everything will always render perfectly. And you also have a lot more variables to rely on for narrative since you can make conditional comments based on these variables (so if Nate chooses to say he is not ready for it yet when James drive Vi home after the party, you can keep the tension up in next chapter because Vi haven't tried anyone else yet contra having tried a but but wants more)

(Sorry for random mansplaining dump, I am just a bit enthusiastic... and neurodivergent :D)  

Also, but a FU and a great work on ending 7.2 on a cliffhanger  馃ズ

This game is aaaalmost great!


The scenes, fire. Animation, flawless, the corruption... pretty good!


The "submission" stat and arc? Compleeete miss.


First of all, way too rigid. What do you mean I cannot let FMC cuck me on honeymoon because I didnt want to fuck her mom four chapters before?? 

Second: Its not submission, its just corruption. You get it from fucking around, not submitting. Meaning it misses the mark on almost the entire fetish. Letting her mess around and NOT do it himself would be submissive. In this game the "submissive" stat bars cuckolding completely. If you don't level it, the cuckolding options are denied. If you DO level it, its an open relationship because both parties fuck around.