>>38670
>How much non-lewd can we add? Like can we do proper storylines and the like for this or would you prefer a major focus on sex?
I would really love more story.
Yeah it's kind of full of sex now because well, I liked writing sex more and I wasn't sure about story. I wanted to sit down with some writers and world build and storyboard.
I did at least try to wrap kinks within some story instead of just "boom, kinky shit for no reason", I think. But it could use more story.
You have to remember though, that it's a persistent world. I HATE mmorpgs that are treated like a single player game. Even for people that are playing "single player", well you just figure to them that it's a living world that keeps going even when they aren't playing. So there should be no beginnings and end. Most things should be cyclic. Much harder to make story for that, but I'd love more.
I do think it should be at least half sex though. Not sure, really. It depends on player feedback. I'll do some polls and stuff when it gets bigger.
It's also easy to simply make more story driven areas vs sex driven.
>How open-ended is this engine? Are we going to dethrone Fenoxo and his merry band of faggots from their throne of text-based lewd games finally?
Errrrm. You really can't compare things like Twine, and TiTS engine to it. Quest is closer, but still no.
I'm going to be making a multiplayer TD on the same engine, and a TCG card game.
One thing I wanted to add to LEWD in the space station is to make it where you can sit down at a table and place some sort of minigame with another player, or vs the ai for solo players. (Yeah, you can program AI with the tools too)
That's something it can do and is fairly easy to add.
If you really want in depth information: http://www.playlewd.com/blog/?p=336
But um, you don't need to fully understand that to add content. Most of a scenarios flow goes how the http://www.playlewd.com/tryout.php tool describes. You're just checking against the players variables and calling the "goto" function. I think that stuff is easy to understand.
I think just looking at the tool and reading the tutorial, you can see that it can probably do a lot of crazy complex dynamic sort of content.
And looking at the parser, well I think mine is incomparably better than TiTS.
Like in TiTS you have to write something like "blah blah [pc.cock] blah" and it'll replace that with a cock description.
In LEWD, you just write "blah your cock". When you write "your cock", well since it's second person, it knows it should be replacing that with a full cock description unless it's in dialog. Way more straight forward and easier to write. Not only that, but the strings it builds for descriptions are a lot more complicate and varied. And you can mod them via your browsers console in real time instead of some third party save editing app, since description data is on the client.
You can read through the blog for lots more, but, one nice thing is stuff you add to the game (items, scenarios, maps, whatever) get updated in real time without a server restart. You don't need to restart the client either.
For example, when a dev adds a new Scenario bound to some location on the map, they can just move onto that area to see how it works without having to recompile, reload, get to that spot again, etc. Makes debugging and developing a lot faster.
But yeah, I remember the TiTS "this months goal" stuff would be like 3-5 things you could each add to LEWD in under 10 minutes, minus the actual content that might need written.
Like it's super easy to add new areas, to modify a PC or NPC, to iterate some counts, to cross reference things, and so on. TiTS engine is just incomparably worse, in all modesty. I don't think there is any measurement you can do where it wins out. But.. Fenoxo has lots of money, and lots of people contributing content.
In the end though, TiTS is a furry game and LEWD isn't. So it's not like TiTS is going to go away. My game is different, and an engine isn't everything.