Friday 21 October 2016

Shield High 0.68 is out!

Yup, that's right, I'm finally back with another release. For those of you hoping for new content there's...some good news and some bad news. It's just the first week, again. However, it's a completely newly written first week. Some old bits were copied because I simply couldn't improve on my old writing. (Which was, of course, perfection), but all the sex scenes are new.

You can download it here: http://www.mediafire.com/file/jbzxzld8jgj9xfa/Shield_High_JS_0.68.7z

A few things to note, 1. This only works on the challenge Karen route. Submitting to her doesn't even have a scene yet. It really should, but I spent a few days faffing about with a feature that didn't make it into this version. It'll be in the next  version maybe. So long as you challenge her, the game will run smoothly forward.

2. Interface elements are, at times, a bit fucky. Dialogue buttons are positioned poorly in some cases, and combat bars don't work entirley right/aren't placed right. I'm gonna get to this, if I'd had another day I would've done it, but I felt disgusting last night, so I had to finish up writing tonight instead, and so the time that would've been spent fixing interface was spent realizing half my events didn't work and patching them up.

3. Combat balance is almost none. I actually want feedback on this, let me know if it's too frustrating, let me know what you think can be done to make it run smoother. I'm expecting to alter my numbers every update for the next five or six months until it settles into something that's fun.

And now some things about the future. First off, I intend to be releasing to a monthly schedule. So that means I will be putting out 0.681 in exactly a months time. However, that will only be out in a month's time to any patrons I pick up on my patreon. Which presently doesn't exist, but will tomorrow, and I'll edit in a link there. For everyone else, you'll have a one to two week delay before I kick things into gear.

[UPDATE: THE PATREON IS NOW UP. YOU CAN FIND IT HERE: https://www.patreon.com/PuddingGames]

And speaking of my Patreon, I wanted to make some quick points about that. I understand that trusting in me after all this time away is a massive ask. So if you have any doubts about my staying power this time around, I strongly encourage you to hold off on becoming a patron for a few months. I'll be posting here on a weekly basis to keep everyone updated with how things are going forward and what I'm working on, so you can hopefully see that things are indeed happening. That having been said, if you are one of those people who intends to start donating after a few months, please do leave a comment saying so. I'm far too easily demoralized, and so having a vague idea of how many people are holding off but do intend to sign up will help a lot.

Finally, and once again this is me asking for feedback, I need opinions on what I should focus on content-wise going forward. Should I rush out the main plot? Or should I try and build up the content around it? Would you like more character development and just generally hanging out with people? Or do you just want as much sex and fighting as possible. Let me know, and I'll see what I can do.

Anyway, sorry for the long-ass post and the longer-ass disappearance. I hope you all enjoy the limited amount of content I've added.

Pudding Earl.

26 comments:

  1. Regarding combat, it seems to run right now. I think you got the numbers ball park, and I'd have to run through a few more fights to give any meaningful suggestions. I'd prefer building up the area around the plot as it progresses. So... why are you so easily demoralized, if you don't mind me asking? Write the story for the sake of the story. I can't get anyone to read past the first few pages of my book but I'm still writing it because I want to write it.

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  2. It's mostly down to the reality of my financial situation going forward in the next few months. Like, the story for it's own sake is all well and good, and that's why I'm writing my books and so on, however at the end of the day that doesn't exactly resolve the problem of a girlfriend on the other side of the world, nor the problem of a pension which may disappear.

    As for combat, my BIG thought right now is the Fatigue is over-valued, and damage is under-valued. I'm considering swapping their ratios, but obviously I do need feedback on that one. I'm happy with how the accuracy values sit for the time being, it's really just the bonuses that concern me this moment.

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    1. Yes, and I didn't mean any offense. As for combat- I forgot to mention that I didn't see any instructions for what the stats actually affect, so I wasn't really comfortable commenting on it.

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    2. Yeah, I'm constantly in indecision about how much to explain mechanics, and how to go about it. I'll probably include a section somewhere soon. I'm getting better at least having added in the values of what attacks need to go against.

      For reference, right now you add your opponents full fatigue to the move's accuracy, and then remove half their relevant damage value. Hence my fear that fatigue is over-valued.

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    3. Hello, I agree about the numbers - they need some descriptions/explanations, but I like the new mechanic overall. The game is running relatively smoothly for me, but is there any way to make font bigger? I have a 1920x1080 display and words a little bit too small for my liking. By the way, I'm glad to see you back, will definitely donate to your patreon^^

      P.S. content-wise I think that you were working in the right direction last time: there was a good main plot and well-developed side quests, the only thing that was lacking is the side/random events and side characters.

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    4. Font bigger I can certainly do. I can't really change the button font, making button labels fit on buttons is a pain as is, and I'm contemplating what I can do to offset that. If I had to make the font on those bigger I'd have to change the whole interface, which was last time a massive pain in the ass to work out. But the main body of text, I can absolutely bump up the size of that font with about an hour's worth of work. I'll also look at making an option to toggle it full screen, which on a 1920x1080 display would scale the font up too. I know it's not a great solution, but it's worth a shot, and you don't lose anything from me adding it.

      Regarding numbers, I'll go ahead and tack on an explanation of combat mechanics in the text before the fight with Sasha. Probably take that chance to explain that you can right click on buttons to get explanations on attacks and feats, since I'm sure basically no one knows that.

      As for the content, thanks for the input. Knowing I was doing good the first time is probably the most useful information I could get.

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  3. A new build?! First off, it`s really great seeing Shield High come back. The combat feels better than before, allthough it`s quite hard for me to win. Which in itself isn`t too much of a problem, but it did get me thinking if you plan to add in different difficulty settings? Regarding the coming content I would prefer if the first forks in the story get fleshed out, including interactions with the various involved npcs and features of being a Slave/Mistress. Rushing the plot along might make it more complicated in the long run when it comes to new additions etc.

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    1. I absolutely intend to add a difficulty setting. The advanced start button is there mostly to hold myself accountable to including that eventually. The most basic thing of the advance start will be letting you customize your stats at the beginning of the game, instead of taking the flat 12s. Part of that will be having a varying level of starting points to spend. I have a bunch more custom features for that planned, but those are VERY much down the line. Like, main plot is finished and side plots are numerous enough to fill out the game kind of down the line.

      You raise a good point about the rushing the plot making more work. Amusingly the manager for being enslaved already exists in this version, I just never had time to write the content to show it off, which is why I cut the first week short on the post-combat screens. I'm intending next release to show off a few of the other features I had always wanted to do, but put off on account of being crap. Should be good.

      Also related, it's great seeing so many familiar names that I forgot about until y'all are commenting. It's nice to see I didn't burn all my good will in my childishness.

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    2. Awesome! Can`t wait for the consequences of the first two battles. Speaking of, one thing that stroke Me as a bit odd is the fact that you gain the same amount of exp no matter if you win or lose. One thing that comes to mind there would be the title system from the rags version. It`s just a little idea but they could be used to give Jessica a little boost for a skill or a stat, aswell as a means to look up and or measure her reputation.
      Really enjoyed the new scenes by the way, starting with the very first lose scene. It just hits the right notes for Me. The only thing I miss a bit is the interactivity that was there before, but I would like to believe that this got shifted to the Slave/Mistress parts.

      I wrote it before but heck, it`s truly great to see you back in action. Keep up the good work!

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    3. Experience for both is intentional. My rational is that regardless of winning or losing you're still learning something. The game does treat the values as seperate however, so I can tweak them as time goes on. Given the semi-limited nature of Shield High, the fact you can't just grind levels, I wanted to make sure that even if you're getting kicked around constantly, you're still leveling up. I wouldn't want you to fall so far behind in experience that you find yourself in fights you literally cannot win that you didn't make for yourself.

      Also could you clarify where the interactivity before was? It's been so long since I've worked on this game I've forgotten sizeable chunks of how it works. I've actually installed RAGS just for the sole purpose of playing my old version to remind myself of the content.

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    4. Thought that might be the reason and it does make sense. Still personaly speaking I think a win should net a bit more exp than a lose. On the other hand it might fit in better the way it is now considering your take on it.

      Sure thing,I mainly mean the decsicion forks for the first win and lose scenarios where you could gloat or show mercy upon beating Karen and vice versa. I do like the new ones better actually, but little scene variatons with user input are always a nice thing to have in my opinion.

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    5. Ah right. I did consider those, but the way I do dialogue for these things now, forcing a conversation with new dialogue buttons, made it feel awkward in my head to simply push you into dialogue immediately after the fight. Also, event bloat. The current plot has over 30 events to it, and I expected that whole Samantha plot to get rolled into it which would bump that count up to 40s or even 50 events. So for the sake of safety, and it not contributing something, I've removed it. I want each choice to have some meaningful outcome beyond just dialogue, even if it's just a tiny change in stats. Obviously those choices didn't impact anything, and so they got the cut.

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  4. What happened to all the images? Why do you keep getting rid of them? they added a lot to the game and i really liked them please put them back in the next demo.

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    1. The images are out for the time being for two simple reasons.
      First, I was using them as a crutch to replace some elements of writing. I'm removing them so I can't do that, and my writing has to be actually good.
      Second I'd ideally like to have some proper art, not generated stuff. While no Patreon tier actually specifies that images will happen, it is my intention, if I've got the excess after living expenses, to start getting commissions done for Shield High, and I'd like to hold off until that time. This time around I've actually got a good relationship with an artist I've been working with a lot, so doing this is a lot more viable than ever before.

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    2. I'd honestly prefer images even if the writing slips, any chance you'd consider adding images in the next update like for all the characters and scenes and stuff in each update? If you did I'd definitely contribute to your patreon bc images just add so much to the game and i really liked your old images.

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    3. All the characters? Doable but not something I'd like to do. All the scenes? Pretty much impossible. The lack of good art aside, the scenes are all written out for the exact size of the text box I have to work with right now, and so if I had to add anything to the interface it'd require re-arranging the dialogue all over again. I could end up adding in a right click function to bring up images, however then I'm again struck with the problem of lacking good art options. I've still got a solid month or so until the next release, so I shall add this to the list of things to consider doing. I have a vague idea of how I could implement it, so if I have a few spare days at the end, I'll see about adding in images for the current characters, and then *maybe* give character portraits for the relevant scenes. The content being added this month is more iffy on that front, so it might also get images, if I have the time, it might not, that all comes down to the amount of time I have.

      Just to re-iterate, this is not a promise it'll happen, just me taking it under consideration.

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  5. i want more sex, kinks, and especially images. that collar stuff you had in the previous versions was hot.

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  6. I can't play this latest version of the game, every time I try to click the clickonce application file, it just tells me that game.ico.deploy couldn't be downloaded from $currentdir

    Here's the message with identifying material removed

    Activation of $currentdir\Shield_High.application resulted in exception. Following failure messages were detected:
    + Downloading file:///$currentdir/Game.ico.deploy did not succeed.
    file:///$currentdir/Game.ico.deploy does not exist

    Nothing else in the folder seems like stuff I can do anythng with either, being mostly XML files

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    1. How very curious. I don't have the time to investigate now, seeing as I found this at 4am, however in the morning I shall do my very best to find you a solution. If you could give me any additional information, where you've got it stored, what operating system, all that jazz, I'd appreciate it. Just in case it matters, I don't actually know, having never been confident tackling these problems before.

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    2. Operating system is Vista SP2, the folder was stored initially in the default documents folder, which is c:\users\$username\documents\$foldername on Vista.

      I moved it to C:\$foldername later, to see if it was some sort of long filename error, but that didn't work either.

      Vista is fully updated and everything.

      Sorry I didn't get back to you sooner, something important came up.

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    3. I *think* the problem is just that you're missing this file: http://www.mediafire.com/file/w167hk6o4htnrzm/Game.ico

      I'm not 100% on that, but from what I've found on looking around, that'd be it. If not, let me know.

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    4. I found the problem.

      I wasn't using the 7-zip utility, so my archiver was unzipping the folder badly, despite it claiming that it could handle the file format correctly.

      Sorry for wasting your time.

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    5. All good, I'm just glad you get to enjoy the game. Or hate the game, as the case may be.

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  7. I'd honestly prefer images even if the writing slips, any chance you'd consider adding images in the next update like for all the characters and scenes and stuff in each update? If you did I'd definitely contribute to your patreon bc images just add so much to the game and i really liked your old images.

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  8. Hey, been lurking around for a while, great to see an update!

    ...But I honestly think you've been putting the cart before the horse for a bit now. Re-tweaking the interface and combat system and all that is grand (and I appreciate that classes are in the same rooms now, even if attending them to progress time is still a pain). But if you can't get saves to work, then seriously, fuck this platform and try something else. Twine, RAGS, whatever. Even if you have to simplify the combat, saves are much more important! And I'm sure it'd make testing easier, too.

    Aside from that, well, the map's probably difficult to navigate if you don't remember how everything works (namely going home and attending classes, since the "interact" button doesn't change to say what it's doing). Losing twice to Karen leads to a short scene followed by a crash, don't know if it's just the end of content or not.

    Might sound down on ya, but the smut's still solid. Can't wait for more of it, hope your financial woes don't trip you up too badly!

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    1. I see your point on saves, but it's not a case of not being able to get it to work, and more a case of, I didn't have enough content to test if saves were working properly when I started work, and once I did have enough, I'd foolishly promised a release date and couldn't spare the few days it'll take to get it all working. I've got a pretty solid plan for how I'm gonna do it, I just need to actually implement said plan.

      As for the map and classes, that's also on the agenda to fix. I want to add a timetable and map to the interface somewhere so for the newer people, or the forgetful old ones you can find all the information on how to get around the school. Interact button might change what it says but I doubt it, since I want to include more objects to interact with, in which case it'll function like dialogue does right now.

      As for the crash, that's intentional, that's where content for the time being ends, and so rather than let you navigate out of the event and then find there's nothing to do and that the enslaved and weekend stuff doesn't function, I just let it end there. For obvious reasons this will almost certainly be fixed next update.

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