Nightgames Mod (v2.5.1.2) updated 2/11/17

crimsiden

Active Member
Jul 4, 2016
43
0
really my only problem with the game is rekya addiction . Like it completely destroys all your stats and makes it very hard to fight anyone lol .
 

12centDime

Active Member
Mar 16, 2017
41
5
On skills having less effect in particular states: I've always felt it was kinda weird that Dark Tendrils 'trips' people who are already in various prone positions, but I feel like that's not the kind of thing you're really asking for.
Worth noting that this isn't actually the case any more from what I can tell. Dark Tendrils doesn't seem useable from these positions at all anymore. Seems odd that you can't just use it as a binding ability from those positions though.

Also, for anyone playing a Science character, navigate to "your game folder"/data/clothing/defaults.json, open it with wordpad or something, and ctrl + f to tentacletop. Above that point, in the "slots" category, delete the listing for bottom and save the file. This will let Living Clothing: Other do what it seems like it is supposed to do.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
43
Latest commit contains LEVEL_DRAIN_LINERs for Maya and Eve, with some edits for Angel, Jewel, and Mara.

I might want to make sure all characters have some of these shared lines, perhaps lines if different types depending on transformation state.
 

brigma62

New Member
May 28, 2017
1
0
46
So after the recent discussion about addictions, I restated and gave my character all the addiction causing traits. Maya's causes the scene to play from Maya's point of view even if the player is causing it. Kat's breeder is pretty confusing, aside from adding bite I'm not sure what it does. I decided to give up on those and restart with Zeal Inspiring, Dominatrix, and Magic Milk. These all seemed pretty bad when the NPCs used them, but a player with all 3 isn't really that overpowered. Zeal doesn't seem to do anything unless you have the a blessed pussy or sacred ass. Even then it doesn't seem to do much besides cause the NPC to occasionally lie down or switch from dominate to submissive. The blessed cock can enhance the zeal addiction but it can't cause it, so unless you let NPC cum inside you it will never do anything with addiction. Dominatrix I think is supposed to stop the mojo gain when the user is dominant, but despite getting this message every time I was on top the NPC still seemed to get enough mojo to do whatever they wanted. Magic Milk is the only one that really does much. After getting an NPC addicted to your milk they constantly lose willpower until they drink again. This sounds awesome but the NPCs just tend to attack your breasts a lot and keep refreshing it so the addiction never really activates. Magic Milk was only really a game changer when I combined it with Angel's worship traits, this caused girls to keep sucking my character's tits and orgasming without me having to do anything for entire matches.

Also it seems as though addictions for NPCs are tracked in the save file, but they very rarely carry over from one night to the next. Loading a save with a NPC with addictions doesn't seem to do anything since the girl will start out with nothing regardless of the magnitude of the addiction.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
43
So after the recent discussion about addictions, I restated and gave my character all the addiction causing traits. Maya's causes the scene to play from Maya's point of view even if the player is causing it. Kat's breeder is pretty confusing, aside from adding bite I'm not sure what it does. I decided to give up on those and restart with Zeal Inspiring, Dominatrix, and Magic Milk. These all seemed pretty bad when the NPCs used them, but a player with all 3 isn't really that overpowered. Zeal doesn't seem to do anything unless you have the a blessed pussy or sacred ass. Even then it doesn't seem to do much besides cause the NPC to occasionally lie down or switch from dominate to submissive. The blessed cock can enhance the zeal addiction but it can't cause it, so unless you let NPC cum inside you it will never do anything with addiction. Dominatrix I think is supposed to stop the mojo gain when the user is dominant, but despite getting this message every time I was on top the NPC still seemed to get enough mojo to do whatever they wanted. Magic Milk is the only one that really does much. After getting an NPC addicted to your milk they constantly lose willpower until they drink again. This sounds awesome but the NPCs just tend to attack your breasts a lot and keep refreshing it so the addiction never really activates. Magic Milk was only really a game changer when I combined it with Angel's worship traits, this caused girls to keep sucking my character's tits and orgasming without me having to do anything for entire matches.

Also it seems as though addictions for NPCs are tracked in the save file, but they very rarely carry over from one night to the next. Loading a save with a NPC with addictions doesn't seem to do anything since the girl will start out with nothing regardless of the magnitude of the addiction.

Working as mostly intended as the player was never meant to be able to use any of them.
 

witchlook

Member
Mar 4, 2017
12
4
46
According to the github graph Ryplinn has been hacking away since Feb- are those changes going to be merged in?
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
Someday.

There's still a lot more reworking to do, followed by catch-up on new features. Don't hold your breath--I have a health condition that makes me pretty dumb these days (oxygenated blood is important, y'all), so progress is slow.
 

invalidcharacter

Well-Known Member
Dec 10, 2015
65
0
I really wish I had more time to contribute more to the GUI. I never even finished what I started.

In particular, the intro screen and the fight menu still feel super janky even after all this time.

If someone wants to try to implement my idea for it, it was pretty much a multilayered pie menu similar to the one you see on Blender (the 3d creation software). First layer would be you/enemy, then body part selection, then action on said body part. This would probably cover most cases, additional sections could be added to fit more unique cases. The menu would be persistent so you could theoretically just keep clicking the same spot to advance combat while repeating the same action, which imo would be a huge QOL improvement.

I've not completely given up on working on this some more but it is entirely clear to me right now that as long as I have my current work schedule I won't be able to come anywhere near it, and at best it's not going to lighten up for another year (at worse it will only get worse).
 

ThatOneJester

Well-Known Member
Nov 14, 2015
385
23
34
What happened to nergantre?
Haven't heard from him in awhile.
Said something about going back into working on things, and to expect more updates.
Been months though, so I'm a bit worried about him...
I would hate for a repeat of what happened to the developer of Mutant Minx Meltdown.
He disappeared for years before even showing up again.
I hope life isn't kicking his ass too much...
 

rerugan

New Member
Dec 17, 2016
2
0
Can i find the source code of the original game somewhere? I did some googling and also did search on here but couldn't find anything.
I'm kinda a noob at coding still, but I wanted to try my luck at maybe implementing the new updates to this mod.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
43
Can i find the source code of the original game somewhere? I did some googling and also did search on here but couldn't find anything.
I'm kinda a noob at coding still, but I wanted to try my luck at maybe implementing the new updates to this mod.

I recommend you consider working on content and not code - here's why:

1. It's spaghetti enough as is and we're trying to fix just that.
2. Content is easier than code. I'd much rather see people contribute fanart of the characters or scenes.
3. TSB is active on NG again, which is having a chilling effect on working on the mod.
4. Of the 4 or 5 people currently around, only 2 are communicating changes they want to make, making merging and managing the project a PITA .....because the game is spaghetti.
5. The core problems the game require Ryplinn's work to be ready to merge first before we overhaul them. I'd rather direct people to assist Ryplinn, first.


Speaking of Number 4 - I can see witchlook and gmcgu have stuff going. Witchlook removed and reimplemented quests. I'd merge that up, I'd have to settle conflicts in character files which are already going to be present in Ryplinn's work and my work.

Please talk to each other!

This is all over the place. It's nice that people want to help, but as someone who wants to help, I can't help but notice that we're all touching everything and leaving it to whoever to deal with whatever we fucked with. This is exactly why I stopped doing my stuff - I'm fine waiting on the program overhaul to be done so people can fuck with things in relative isolation. We should probably get that done, first before we start doing anything else such as fixing how content is displayed, how time is kept, how addictions and effects work, ETC.
 

rerugan

New Member
Dec 17, 2016
2
0
I recommend you consider working on content and not code - here's why:

1. It's spaghetti enough as is and we're trying to fix just that.
2. Content is easier than code. I'd much rather see people contribute fanart of the characters or scenes.
3. TSB is active on NG again, which is having a chilling effect on working on the mod.
4. Of the 4 or 5 people currently around, only 2 are communicating changes they want to make, making merging and managing the project a PITA .....because the game is spaghetti.
5. The core problems the game require Ryplinn's work to be ready to merge first before we overhaul them. I'd rather direct people to assist Ryplinn, first.


Speaking of Number 4 - I can see witchlook and gmcgu have stuff going. Witchlook removed and reimplemented quests. I'd merge that up, I'd have to settle conflicts in character files which are already going to be present in Ryplinn's work and my work.

Please talk to each other!

This is all over the place. It's nice that people want to help, but as someone who wants to help, I can't help but notice that we're all touching everything and leaving it to whoever to deal with whatever we fucked with. This is exactly why I stopped doing my stuff - I'm fine waiting on the program overhaul to be done so people can fuck with things in relative isolation. We should probably get that done, first before we start doing anything else such as fixing how content is displayed, how time is kept, how addictions and effects work, ETC.

Yea, but coding is the only way I can contribute, since neither can I do digital art nor write scenes.
I've got plenty of time on my hand atm, so I could learn things to help out with whatever is needed.

Also if communication is an issue maybe, we could start a discord or smth? Dunno how you guys are doing it right now.
 
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generalr

Active Member
Aug 14, 2016
28
1
I've been out for a year, too. When you say you want content, what kind of stuff? I made a character back in the September before last? Do you want me to refactor her and give her images and stuff? Did you just want UI stuff for the game? What kind of "content" are you talking about?
 

ThatOneJester

Well-Known Member
Nov 14, 2015
385
23
34
I've been out for a year, too. When you say you want content, what kind of stuff? I made a character back in the September before last? Do you want me to refactor her and give her images and stuff? Did you just want UI stuff for the game? What kind of "content" are you talking about?

"Content" usually involves the following:
1. Scenes.
2. Characters.
3. Items.
4. Possible events/area's being added.
5. New attack and defense moves being thought up to later be added.

UI changes would involve coding existing content that is currently being fixed up since it is such a mess.
The other things are easier to add.
Also I believe he said it would be better to work on content because after you are done writing said content, they would then work on seeing if it can be added without much hardship.

The current code is a mess so bad it makes one question when it started.
So writing words rather than coding sequences seems like the better choice.
Since until the internal workings are fixed into a usable version it's not like any content will even be added yet.
Just working on code will just increase the chances of something breaking again like in a few earlier builds.
Anyways if content is worked on now without code, at least when the game is fixed up the updates will be added in rather quickly.
 

Vintrion

Active Member
Sep 15, 2015
39
1
Generic character additions are dubious due to the contrast of their mostly-normal abilities being under-powered compared to the absolute sex beasts you end up fighting normally that have multiple layers of mechanics. That's if any writers manage to figure out how to both code and debug them on their own. The only contributions that would feel like they matter is the female-PC scene alternatives. It makes me think generics should function closer to skins that mimic their archetype NPC with slight chances to skills and weights.
 
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generalr

Active Member
Aug 14, 2016
28
1
That's kind of a neat idea. I can make girls you can buy, but all they are is Samantha 2. There's no real incentive to play with them. We need a way to have access to daytime interactions or something or it's boring from a writing perspective (nothing we write changes or progresses anything) because you just end up with a stat swapped skin - if there was a clear way to add in daytime events for the character in their JSON, it might be more tempting for people to get writing more girls (or guys, whatever)

On top of that, the call for art should be answered by someone ponying up a lot of cash and commissioning which no one really wants to do, so we'll wait for 50 different artists to donate one piece each and end up with a similar situation to the current one.

Scenes for the already existing characters exist at the behest of the main mod squad to put in, and they're saying to wait for the other changes to be implemented first. Is there any way a switch could be flipped so we could get daytime events for girls from their JSON? That would open up a lot of doors for game modding opportunity without messing with the fight code too much.
 

ThatOneJester

Well-Known Member
Nov 14, 2015
385
23
34
@generalr
How much cash are we talking here per chance..?
Just wondering.....for reasons...
 

ThatOneJester

Well-Known Member
Nov 14, 2015
385
23
34
@The Silver Bard
Ahhhh, thanks for the input!

@Anybody else who gives a damn.
I could maybe divvy up every month for 1 commission, that is if everything go's well financially next month.
So sadly everyone would need to wait for January to be about a week in?
I could put up maybe 30-40$ to help get some art (lowest at 20-25$).
Anybody know any good artists?
Since this is supposed to be a mod of the game, we wouldn't want to break any bounds by having similar art or something.
Although I really love the art currently being used for most of the main leads in version 2.5.1.2?
Hopefully that artists work would be alright, and they would be willing.


Hopefully this mod is updated/reworked!
I'm actually a big fan~~ xD
 

generalr

Active Member
Aug 14, 2016
28
1
I mean, I'm sure we could get some artists, but it's absurdly expensive - especially with SilverBard getting his main branch going again, this mod is better off adding content that it has specialized in and getting the code they have debugged and in good working order while they wait for another good explosion of content to come out for this game.

'Course, maybe the mod has run out of steam and it's already finished. If that's the case, we need to find a way to open up further customization. But it seems people want to work on background stuff instead for right now.
 

lightningshifter

Well-Known Member
Aug 27, 2015
120
12
I mean, I'm sure we could get some artists, but it's absurdly expensive - especially with SilverBard getting his main branch going again, this mod is better off adding content that it has specialized in and getting the code they have debugged and in good working order while they wait for another good explosion of content to come out for this game.

'Course, maybe the mod has run out of steam and it's already finished. If that's the case, we need to find a way to open up further customization. But it seems people want to work on background stuff instead for right now.

It is a shame. The main appeal to the mod was it took a slightly different approach to things and splashed transformation elements into it which the original game does not contain to my knowledge. I will admit that the original game is a lot more stable to play. But it was still kinda fun to play the mod. We'll just have to wait until they finally get the code in working order to merge in the latest changes and hope that the code can be cleaned up enough that there are not nearly so many game breaking glitches that kinda stop the play on the spot due to things not running right and then the game's ui locking out on you.
 

ThatOneJester

Well-Known Member
Nov 14, 2015
385
23
34
:p *Waits patiently (if you could call this comment being patient) for mod devs to post something* :p
 
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Ryplinn

Well-Known Member
Jun 13, 2016
62
14
You can follow the progress of my rewrite at my Github fork: https://github.com/Ryplinn/nightgamesmod/tree/stable

The overall game loop, the nighttime match loop, and the combat loop are now untangled into explicit loops with clear entry and exit points. I'm currently tackling the daytime loop, and once I'm done with that, the loop portion of my rewrite will be complete.

I'll put up a build to be tested then, but you can always pull and compile whatever's up there. I try not to push unless the code is in a nominally playable state.

Once the loop refactoring is done and related bugs have been stomped out, I'll be working on the event system that will underpin trait centralization.

I hope this morsel of information tides you over for a bit. I know progress is slow, but it is happening!
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
For those wishing to contribute to my rewrite, I'm not yet at a point where how to divvy up tasks is obvious. However, if you look at my Github fork, you might see something I don't (I am explicitly bad at project management). Feel free to file an issue or pull request, or DM me here.
 
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DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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Kinda unfortunate that a task of this size and shape usually ends up being one person's thing. Gotta hand it to Ryplinn for having the endurance for this part.

The program will be very different but much more manageable at the end of this. Then a lot of things will be able to work cleanly and we'll have to open discussions about choosing how things will work.

It's possible a lot of existing things will need to be tweaked to function.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
44
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@Ryplinn Currently looking at your branch to see what I can expect in terms of conversion work and redesign now that many things are not going to be half-broken. I have some questions/comments for you:

1. Can you explain how we're now keeping time between effects that last some amount of turns while the player is in and/or out of combat?
2. Game tracked a lot of things between both Traits, status effects, and flags for characters. We should clearly differentiate what is used for what. We might wanna discuss rearranging each character's stuff.
3. "When provided with a save file argument, nightgamesmod launches directly into that game" - List this as feature, especailly via Drag and drop save file into JAR.
4. "I want to work out why the main text window is so stuttery/flickery now. I'd like to figure out a way to only paint the text when the player is about to be presented with an interactable prompt."

componentFoo.updateUI(); should work after adding buttons or whatever to a panel or component. I'd end the relevant method with textPaneFoo.updateUI() and see if that gives the result.

5. Glad to see you fixed the two largest issues during the games. Lemme know if you have problems with winning and looking like you were defeated by someone and vice versa.

Okay, We might be nearing the time where we will want to open a discussion about how to standardize all characters now that we are organizing information/feautres about them - they are likely to be rewritten to work properly in the game.
 

DarkSinfulMage

Well-Known Member
Nov 18, 2016
253
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Character Design Stuff

Character Name
Character Type (Fundamental style.)
Associated Stat
Tier 0-3 descriptions: Total of 4 required. Can happen at various levels, but these levels determine lots of things.
Any Alternate descriptions: For variations when transformed.
Standard Growth: For stat growth

Unique skills:
Each character can have unique skills, usually gained at each tier.

Unique traits:

Each character has Unique traits at start, at each Tier (each tier may be reached at different level but there are 4 or 5 total)
Each character has a choice between 1 or 2 OTHER unique traits at reaching tier - the player chooses, If they choose HARD, they get both. (and/or a third.)
Each character will earn other traits as per their growth plan.

Addiction:
Each character can inflict their unique addiction on other characters upon reaching Tier 2 (the third tier)

Each Addiction is a status effect that must decay or be purged to be removed.

Addictions are gained/advanced only through being successfully hit enough from specific opponent's abilities.

Every addiction can be avoided by avoiding those skills hitting the victim.

Addictions typically force the victim to lose control of themselves in and out of combat. This involves using a worship skill or something else.
Advanced addiction might benefit the Causer in combat, as well.
Addictions DO NOT trigger when the character that caused it is not in the games that night. (New feature.)
Being addicted will open up a unique scene series in each character during the daytime - it increases intensity and satisfies the victim. (Needs work, as do many scenes that are PH)
NPC victims can Satisfy themselves the same way, they can also cleanse themselves the same way. (new feature)
There needs to be equal value in the effects of each unique addiction. Either measured in actions lost, parts transformed, or stats gained.

Scenes:

Every character has standard scenes and quotes for various situations. Variations and addition scenes may be added, but Each character should have a standard set that must be written and implemented.

Taunt, tempt, ballbust, Drainstat, Drainlevel, various self orgasm and see orgasm quotes, etc.
Games, Spar, Sex, Addiction, PartModification screen and its scenes, first meeting, advanced meetings. After-Night encounter. Daytime random encounters.
Aesop description/getinfo text.
Aesop addiction description/advice text
Tier trait choice scenes.
and so on. Take a look at current files for examples.

It's a little soon to talk about individual characters now, but we'll be going one at a time after we settle on standardizing traits, addictions, and status effects.
 

Ryplinn

Well-Known Member
Jun 13, 2016
62
14
@Ryplinn Currently looking at your branch to see what I can expect in terms of conversion work and redesign now that many things are not going to be half-broken. I have some questions/comments for you:

1. Can you explain how we're now keeping time between effects that last some amount of turns while the player is in and/or out of combat?
2. Game tracked a lot of things between both Traits, status effects, and flags for characters. We should clearly differentiate what is used for what. We might wanna discuss rearranging each character's stuff.
3. "When provided with a save file argument, nightgamesmod launches directly into that game" - List this as feature, especailly via Drag and drop save file into JAR.
4. "I want to work out why the main text window is so stuttery/flickery now. I'd like to figure out a way to only paint the text when the player is about to be presented with an interactable prompt."

componentFoo.updateUI(); should work after adding buttons or whatever to a panel or component. I'd end the relevant method with textPaneFoo.updateUI() and see if that gives the result.

5. Glad to see you fixed the two largest issues during the games. Lemme know if you have problems with winning and looking like you were defeated by someone and vice versa.

Okay, We might be nearing the time where we will want to open a discussion about how to standardize all characters now that we are organizing information/feautres about them - they are likely to be rewritten to work properly in the game.

1. I haven't affected status effects or timers. The concept of combat rounds, match turns, and day/night cycles remains the same. IIRC, each relevant cycle type has an upkeep method when relevant timers count down.

I did introduce the concept of initiative for out-of-combat turn order. Before my changes, turn order within a match round was not explicitly defined.

2. Agreed. The concepts as implemented seem to break down like this:
  • Traits are more-or-less permanent features of characters. They have a variety of sources. Some traits are feats, which can be selected during level-up.
  • Status effects are temporary modifiers applied to characters, usually with a time limit.
  • Flags are how the game tracks things like whether a character has been introduced, how far along in the story the player is, and such. They also track game options (fast combat text, pronoun preference), but I think those should be separated. Low priority, though.
3. Maybe? I'm not clear on what you mean. I mostly use it with the run configurations in my IDE. Haven't actually properly built a JAR and tried out drag-and-drop, although there's no reason it shouldn't work.

4. I have resolved this to my satisfaction. The flickering was caused by the text in the main panel being cleared and repainted several times between one prompt and the next. I cut down on those update calls and also made updating a bit smarter about clearing.

5. Haven't seen this bug, but if I do, it should be easier to find now.