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General Progress Report:

🕑 Added 2017-09-14 22:07:33 +0000 UTC

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Aftermath Team

I agree completely. I figure that production (From the writing standpoint at least) will be broken down into three groups: 1. Unique content to explore (I figure about half of all development will be invested into this. This could be anything from new locations, new kinds of scenes, new interactions, etc) 2. Specific content (Story driven content or unique scenes. I figure that about a quarter of all development will be invested into this.) and 3. Fleshing out existing content (Initially, I want 1-3 interactions for any given item that is put into the game. The simple act of sitting on the couch with one of the girls can have a huge range of reactions depending on how they feel about you. Today I wrote exactly this set including both girls with 38 variants. For now, that amounts to one (Or in one case two) version of each girl's reaction based on all other factors. For now, that's enough, but at some point in the future, I want to go back and add a couple more versions of each variant to create a range of behavior for the scene. The same will be done for other things that you can commonly do, like meal times, bathing, exercise, punishments, sex, etc. I figure that if I spend half of my time bringing new experiences to the game, then about a quarter of my time fleshing out existing experiences, it not only keeps new content coming at a steady rate, but it also prevents older content from becoming stale. I'm actually seeing this as a similar model to what I've been doing with Wanton Cove, where the majority of my time is being spent adding story driven and planned content to the game, but at the same time I try to spend a little time every build or two adding a few new ambient scenes, or fleshing out a little piece of existing content in an effort to keep the game's content interesting and fresh.

While I do appreciate a lot of variation please be careful Inheritance doesn't balloon out of control. You may want to consider shelving some variations for future expansions to get things done easier and cut down on the work required. There's nothing worse than running out of steam half way through because you set your sights too big. This has happened to many many people its a dangerous thing and one you should consider carefully while working on the game. Anyway good luck I'm eager to see some of this content in the future.


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