Alexofp / BDCC

Text based game about being a prisoner in a space prison with a lot of adult themes. Working title is Broken Dreams Correctional Center or BDCC for short. Test the latest version here: (could be unstable)
https://alexofp.github.io/BDCC/
MIT License
145 stars 45 forks source link

Lm refactor sq #66

Open stb-stb opened 7 months ago

stb-stb commented 7 months ago

Warning this is compatibility breaking change! Struggling has different return type some mods won't work without update This version needs test minigame already merged

Alexofp commented 7 months ago

I looked through it. Sadly I don't think I can accept it, I'm sorry ;-; It seems like it took effort but it doesn't fit my vision I guess I don't like restraint keys being replaced with tools that require minigames. If you're using some resource, that should be enough by itself.. Struggling code is already a mess but I think the refactor only makes it worse x3. Maybe one day I will rewrite and simplify everything.. And it's still too much code I think.. Please focus on something simple and easy rather than trying to reimplement a core mechanic of the game.. Sorry if I sound mean, I don't want to seem mean, I'm just very tired x3

stb-stb commented 7 months ago

The moment I finished it, I realized that it could be done even better. When I'm in the mood again, I can try do it again and more simply, but if you want to do it yourself. A few times I wanted to do just a mod but every time I got stuck on this part.

Why other tools? To prolong the fun. Additional tools with limited use allow add additional tasks for the player. Locks, adds another layer of restraints between easily removable and non-removable ones. It's amazing that at the beginning of the game an attempt to bite is punished with a muzzle, but the universal key and instant escape mechanics make it impossible to do it again afterwards. Yes, a level 2 muzzle can be applied, but after gaining skills even level 20 can be removed instantly. But with new mechanics, you have to get a tool and struggle, spend stamina, time, credits. And if that's not enough, the thing can be locked, and maybe not a common lock, but a security one that only the guards have the keys to, so you'll have to rob someone, or after two days of begging someone will take it off. And a lot of other things that can now only be solved with unique items that are handled separately. It would also be possible to deal with strange situations like getting the same straitjacket no matter how many times you've escaped.

The particular minigame for tools use isn't important, can be optional, a tool can automatically lower the level, or it can by a game like current key game, but in any case it should be an unified interface for minigames.

I'm sorry if that doesn't fit into the vision of the game. Maybe someday i will do a bondage mod but without updating the basic mechanics it will be hard.

Alexofp commented 7 months ago

You were certainly on the right path. I do have similliar ideas, it's just that they're different enough from your pull request that it would be easier for me to implement them with my current codebase.. The biggest issue that everyone seems to have is that the struggling becomes too easy as you level up.

My ideas to fight that (don't read if you don't want spoilers x3):

  1. Some restraints that can only be unlocked ONLY through a use of a very limited resource. Example: Extra tight blindfold that -needs- to be cut through with a shiv or something sharp (breaking the shiv). No shiv = can't remove it. Just a single example
  2. Restraints with smart locks. Again, can't struggle out of them. The smart lock requires you to do certain things to be unlocked (like it can track how many times you were fucked and unlock after a certain amount, as an example). These ones should also be unlockable with a restraint key probably in case you really don't want to do what the restraint asks you to do
  3. Probably the hardest one to implement. A npc locks a restraint onto you and keeps the key. Can't struggle out of these, it has to be unlocked with that key. To get the key you gotta interact with the npc (would require a lot of writing)

That's how I would battle the problems of the restraints getting too easy to escape from. I might start implementing my ideas at some point, when I have mood and time x3

stb-stb commented 7 months ago
  1. yes, sort of
  2. watch out for complicated conditions, but it would work if you continuously collect statistics
  3. doesn't have to be difficult, just create a key with a unique id when locking, put it in the inventory and mark lock type by this id. The rest will be about updating the unlocking functions.

I just have a comment about "ONLY" for a lot of things, it makes sense to have more ways to deal with it, harder, slower. A lost key can be compensated by a day in the workshop, effort and pain. But that's just tuning