Cape Vavilos [v0.2c] [NekoNekoLab]
You’re a aspiring preceptor in Cape Vavilos, responsible for overseeing and managing the growth and development of Charges supplied to you by a wealthy client base. Be it to ensure the orphan girl turns into a proper maid able to navigate and blend into the upper houses. To turn the aspiring gladiator into a champion, the clumsy assistant into a scientist worthy of the archives or the shy budding flower into a world renown concubine. Whatever it is, do it well and Vavilos will surely reward you handily. Keep your wits about you however, or your head low. Vavilos is as decadent as it is scheming, and there is always more beneath the surface than meets the eye.
Plan every hour of your charge’s day and night, balancing their physical, mental, and social drives to keep them functioning at their peak. Navigate the delicate line between discipline and indulgence; act as a strict but fair taskmaster and negotiate your charge’s cooperation to keep them invested in their growth. Only then can you ensure they meet the demands of your clients and secure your own standing in the city.
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- Rewritten service and foreplay repeatable content, in total this has introduced about 10K words/20 pages of narration and dialog. While it’s not yet where I’d like things to be, at least this flows better and will be easier to extend going forwards. Influence activities will be rewritten in the next couple of patches.
- 2 new animations that occur when Noelle loses her clothes.handicraft or poetry; or volunteering.
- Added the first 2 night-time progression events, these contain a variety of new animations and stills, and span about 7K words/15 pages.
Gameplay:
- Night time now happens one action at the time rather than planned from start to finish.
- Eric now has a refractory period, lol. Trying to plan out when exactly he reaches his climax can in future versions open up some more strategic depth, though currently it’s just there so he can no longer orgasm 6 times a night.
- The way night time skills advance has been reworked slightly and is no longer a buggy mess (see also the game editor section).
Mods and game editor:
- You can now mark attributes as being meta- or sub-skills. Meta skills do not level directly but instead gain contributions from sub-skills. Sub-skills have a beginner/intermediate/advanced segment, each of which can contribute to one or multiple meta-skills up to a specified cap, and require a minimum level in said meta-skills before they can be leveled. This leads to a general web of interdependencies where to reach e.g. the advanced segment of a sub-skill the player will have to gather contributions from a handful of other sub-skills to cultivate a high enough meta-skill level.
UI:
- There’s a new layout for the night time segments to better fit the turn-by turn style.
- There’s now an option to copy dialog to clipboard, F2 will also copy the text of (most) UI elements under your mouse to clipboard. This is intended for non-native speakers to use in conjunction with external translation services as some sort of stopgap until we get some proper translation framework set up.
- When you have difficulty hints turned on, difficulty information now shows up on the button tooltips on hover. Ultimately I also want to make it easier for players without hints turned on to get a better sense of where their charge is going and how to optimize things, but I am still not 100% sure about how best to go about this.. Maybe a good topic for a future blog post.
Bugs:
- You could swap memories between new and candidate memories, but swapping between new and memorized would be ignored by the game. This is now fixed.
- More typos/presentation mistakes have been fixed.
v0.2b
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- 36 new events (3 per chore type + 9 lewd), aimed at making daytime segments less rote.
- 9 new lewd events containing new animations. You can stumble upon these while tending to the house, garden, or animals; practicing handicraft or poetry; or volunteering.
- Revamped tutorials: rewritten to be much shorter and more streamlined.
Gameplay:
- Refusals due to impossible asks now also cost 75% of maximum Disposition, so an overly risky schedule runs out of steam before it can do serious damage to your Discipline.
- Discipline requirements of some earlier night time activities have been reduced.
- The game now features a freely togglable easy mode. When active: Halves negative mood gain and effects. Prevents Discipline from dropping more than 2 per day or below 80% of the previously achieved all-time high. And halves satisfaction losses.
- Checks are now displayed as bars on screen so you can visually see the odds and what you/your charge rolled. I hope this clears up some confusion and better manages expectations.
- The planning screen now has icons that inform you if something has gotten harder/easier since you last tried.
- Sentiments on memories for the punish/reward loop now use icons in addition to color coding (colorblindness in general should now be handled more gracefully by the game).
- The judgement mini-game now displays a turn order/history.
Mods and game editor:
- Check bar node: lets you visualize a check on screen.
- Flipbook Video Node: allows you to combine and loop video files into more complex animations, so you can e.g. play an intro or transition into a loop.
Bugs:
- Linux versions no longer crash on older systems; the game should now run on any Linux distro with glibc >= 2.31.
- Some performance issues that showed up later in the game have been fixed.
- The planning screen was less accurate in predicting the difficulty of events than intended for some edge cases. This is no longer the case.
- More typos/presentation mistakes have been fixed.
v0.2
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- 12 new story events spanning about 8.500 words with new CG (and some animations) covering the first 3 weeks of the game.
Gameplay:
- Post day feedback building mini-game now only shows a max of 4 alternatives per night.
Mods and game editor:
- Game is now able to play WebM videos.
- Flipbook node: Plays flipbook like animations
- Video node: Plays WebM videos.
- Delay node: waits for x seconds.
v0.1b
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- The game editor is now accessible from the start menu.
- You can find its manual as a static offline website in the modding documentation folder, (just open index.htm).
- There are some example mods provided in the mod examples folder.
- You can now install and activate mods build with the game editor from the main menu.
Gameplay:
- I borked Noelle’s saves, you’ll have to start a new file (oops) I don’t intend to make a habit out of this.
- Tutorials and the introduction can now be turned off at the start of the game.
- Changed clickable text hinting to a glow effect, (the dancing letters effect made me seasick).
- Post day feedback building mini-game now uses icons and color coding to convey more information more quickly to the player.
- Increased the number of text shades to convey your charge’s sentiment about outcomes from 3 to 5.
- For a cost you can now cut short the argument sections when dishing out punishments/rewards after the first 2 turns.
- Introduced a calendar UI
- You can now make promises during activity bartering
- Your charge can now approach you with attribute objectives
- Will (previously called Temperament) is now functional, high Will charges grow more quickly but are more demanding to manage, low will charges are easier to manage but grow more slowly. Will is cultivated by respecting your charge’s agency, and decreases when you don’t.
v0.1
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This is still a very early build for a general Princess Maker inspired / Trainer game. It introduces the very first charge (NPC you manage), and has some story and smut. If you really enjoy these types of games, have a go at it, there’s probably 1 or 2 hours of fun in it by now. I’d be curious to see what you think. If not, maybe wait some versions for more polish and content. You can find more comprehensive thoughts I have on this project here.
Win: BUZZHEAVIER – DATANODES – MEGA – PIXELDRAIN – WORKUPLOAD
Linux: BUZZHEAVIER – DATANODES – MEGA – PIXELDRAIN – WORKUPLOAD
