Hello everyone, I’ve been a supporter of TiTS for over half a year now, and I’ve finally decided I’d like to contribute more than a few random pieces of artwork in the art section of the forum. I’ve done some thinking about what I could do that would improve TiTS as a whole, and this is what I came up with. I’m looking for feedback to point out any potential flaws or problems, to help determine if it’s worthwhile, and finally to help improve the idea.
I’m familiar with programming, though not TiTS’ code, and used to work a lot on mods for games like Oblivion, Fallout 3, Fallout NV, Skyrim. (I introduced breast physics and voluptuous figures to those worlds… Yes, I’m a perv.) I’ve also done a good deal of writing over at Literotica in the past, over 100,000 words with my lowest review score being 4.62 out of 5. I’m not trying to brag, just want to emphasize that I’m serious and capable of working on something for TiTS. ^_^
Situation:
Pregnancy in TiTS comes with two basic problems. One is that each pregnancy type essentially has to be individually coded and written for each species/encounter. This puts a lot of work on the team to add this content, and makes it difficult for contributors to submit content that doesn’t need a bunch of extra work. The second problem is related to the first, and that is a limited amount of pregnancy content in the context of the game world. There are several encounters where the lack of a pregnancy result is really strange. (for example Lapinara eggs that just disappear, or bimbo Penny hopped up on fertility drugs somehow not knocking up the PC) There are lots of encounters where pregnancy would make sense, such as all the human encounters. (And why can a Sydian knock up a half-Ausar, but an actual Ausar can’t?) There are also plenty of encounters where people might enjoy pregnancy outcomes, such as with the Zil or some other race, but it isn’t strange that it doesn’t happen.
Concept:
The idea is to write a “generic” pregnancy that forms a framework for numerous pregnancy outcomes, without changing the pregnancy system or invalidating existing pregnancies. Generic pregnancies would be coded to respond to a number type system, much like other descriptors in the game. The main downside to this method would be that the codex entry would be vague on what the pregnancy is, which could be interesting in its own way. (The codex would likely say "Pregnancy Type: Unknown") All sorts of encounters could have pregnancies start by pasting code into the scene and changing the type to the correct species… 1 = human, 2 = ausar, etc.
A current pregnancy works something like this: Scene has pregnancy code (to run probability of getting pregnant, available orifice, etc.) -> If pregnancy happens, it is recorded in the pregnancy data container in the save file. -> game regularly checks pregnancy container as time passes for pregnancy events -> game runs code associated with that pregnancy to change incubation time, belly contribution, and display flavor text -> pregnancy duration reaches zero -> birthing text displayed -> pregnancy data container emptied.
Rather than change that, I would work on a generic pregnancy that works the same way. However, instead of changing belly size and displaying flavor text based on hard coding, it would be tied to the pregnancy type. Essentially “If pregtypewomb1 = 1, change belly size contribution by X, read Y flavor text” A few new flags would be necessary (4), a pregnancy type flag for each womb and the bowels. These would be referenced when the pregnancy code is running to determine what to do.
The advantages are that numerous pregnancy types could be made simply by following the generic pregnancy convention, and adding a new type number. Adding additional pregnancies would be quicker, and easier for contributors to do. Additionally, pregnancy potential could be added to most of the appropriate existing scenes in the game very quickly, an afternoon of pasting in the code for the right scenes and changing the type.
TF Item and limiting pregnancy for those who don’t like it:
Of course, along with the basic generic pregnancy system and pregnancy types for major species, I would also create a TF item. While I think sterilex or a starting perk is already a solution for those who don’t like pregnancy, a TF item to enable the new broader set of pregnancies would be useful, and could help explain why they are possible. The TF item would give a simple perk “Compatible Womb” which the generic pregnancy code would check for before starting a pregnancy.
Unfinished TF Example:
CompatiWomb
Short Name: C.Womb
A surprisingly popular product from TamaniCorp, CompatiWomb was developed to enable lovers of different races conceive without need for invasive treatments or fertility specialists. It uses a patented system of nanomachines to take over fertilization of the female’s egg/s by harvesting genetic material supplied naturally by the male donor. While effective at allowing crossbreeding between most known sentient species, TamaniCorp has been under fire recently by regulators due to the product’s ability to circumvent most forms of male birth control including the popular Sterilex. Warning effects may be permanent.
I’m familiar with programming, though not TiTS’ code, and used to work a lot on mods for games like Oblivion, Fallout 3, Fallout NV, Skyrim. (I introduced breast physics and voluptuous figures to those worlds… Yes, I’m a perv.) I’ve also done a good deal of writing over at Literotica in the past, over 100,000 words with my lowest review score being 4.62 out of 5. I’m not trying to brag, just want to emphasize that I’m serious and capable of working on something for TiTS. ^_^
Situation:
Pregnancy in TiTS comes with two basic problems. One is that each pregnancy type essentially has to be individually coded and written for each species/encounter. This puts a lot of work on the team to add this content, and makes it difficult for contributors to submit content that doesn’t need a bunch of extra work. The second problem is related to the first, and that is a limited amount of pregnancy content in the context of the game world. There are several encounters where the lack of a pregnancy result is really strange. (for example Lapinara eggs that just disappear, or bimbo Penny hopped up on fertility drugs somehow not knocking up the PC) There are lots of encounters where pregnancy would make sense, such as all the human encounters. (And why can a Sydian knock up a half-Ausar, but an actual Ausar can’t?) There are also plenty of encounters where people might enjoy pregnancy outcomes, such as with the Zil or some other race, but it isn’t strange that it doesn’t happen.
Concept:
The idea is to write a “generic” pregnancy that forms a framework for numerous pregnancy outcomes, without changing the pregnancy system or invalidating existing pregnancies. Generic pregnancies would be coded to respond to a number type system, much like other descriptors in the game. The main downside to this method would be that the codex entry would be vague on what the pregnancy is, which could be interesting in its own way. (The codex would likely say "Pregnancy Type: Unknown") All sorts of encounters could have pregnancies start by pasting code into the scene and changing the type to the correct species… 1 = human, 2 = ausar, etc.
A current pregnancy works something like this: Scene has pregnancy code (to run probability of getting pregnant, available orifice, etc.) -> If pregnancy happens, it is recorded in the pregnancy data container in the save file. -> game regularly checks pregnancy container as time passes for pregnancy events -> game runs code associated with that pregnancy to change incubation time, belly contribution, and display flavor text -> pregnancy duration reaches zero -> birthing text displayed -> pregnancy data container emptied.
Rather than change that, I would work on a generic pregnancy that works the same way. However, instead of changing belly size and displaying flavor text based on hard coding, it would be tied to the pregnancy type. Essentially “If pregtypewomb1 = 1, change belly size contribution by X, read Y flavor text” A few new flags would be necessary (4), a pregnancy type flag for each womb and the bowels. These would be referenced when the pregnancy code is running to determine what to do.
The advantages are that numerous pregnancy types could be made simply by following the generic pregnancy convention, and adding a new type number. Adding additional pregnancies would be quicker, and easier for contributors to do. Additionally, pregnancy potential could be added to most of the appropriate existing scenes in the game very quickly, an afternoon of pasting in the code for the right scenes and changing the type.
TF Item and limiting pregnancy for those who don’t like it:
Of course, along with the basic generic pregnancy system and pregnancy types for major species, I would also create a TF item. While I think sterilex or a starting perk is already a solution for those who don’t like pregnancy, a TF item to enable the new broader set of pregnancies would be useful, and could help explain why they are possible. The TF item would give a simple perk “Compatible Womb” which the generic pregnancy code would check for before starting a pregnancy.
Unfinished TF Example:
CompatiWomb
Short Name: C.Womb
A surprisingly popular product from TamaniCorp, CompatiWomb was developed to enable lovers of different races conceive without need for invasive treatments or fertility specialists. It uses a patented system of nanomachines to take over fertilization of the female’s egg/s by harvesting genetic material supplied naturally by the male donor. While effective at allowing crossbreeding between most known sentient species, TamaniCorp has been under fire recently by regulators due to the product’s ability to circumvent most forms of male birth control including the popular Sterilex. Warning effects may be permanent.