Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
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RemiHiyama
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
EOS teaseStorage is uploaded to the server if you are logged in, otherwise it stores it in the browser.
Auto: Replaces selected instances of the word "not" with the word "definitely".
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
I'll try to post project updates from time to time for those that may be interested. Probably every two to three weeks moving forward.
- Alex is helping me work out some save game options that work even with Eos limitations. He put together a test program that allows the user to copy and paste several megs worth of text data. Basically, the program will output to an ordinary say block and the user can triple click (not ctrl A because that grabs other content), ctrl C and ctrl V into Notepad or Word or the like. More or less the opposite process to load. He's still tinkering a bit, I am fairly sure this will work. I'll have to do a little redesign, but not too much. It won't be a plain text file, so tampering would at least take some effort.
- I found my debug time was going slowly because I was often manually editing starting skills and locations and so forth to test things. To mitigate this, I substantially expanded the cheat console to be much like AAA games often have. For example, you can type strength 45 to set your strength to that value. You can jump around the map, set your level and even change your class etc etc. I'll keep this feature turned on for the alpha testers.
- I did a major redesign of the way player skills roll against the opponent's during combat. Too many details to include here, but I think out of all the roll playing games I've made over the years, this is the most interesting system. It also allows for essentially unlimited leveling, but with diminishing returns. I also made the systems that handle armor piercing, damage resistances, crit damage, prone disadvantages and so on a lot more robust and interesting. Similarly, I redesigned the way intellect and perception rolls function to make it more dynamic. I will briefly explain. You may be in important dialog with an NPC. Perhaps you get an intellect check of 20 to get a clue as to the "best" choice. If you have an intellect of 15, you roll a "15 sided die" against the "20 sided die" of the check. You need to match or beat the roll. That way, even a lower level of intelligence has some chance to succeed and even the highest of intellects would have some chance to fail. Perhaps the second time you play, you'll get a clue that you didn't get the first time.
- I finished about 2/3 of the armor (and shields) shop. This is a major "romanceable" character (likely one of three) so she was much more elaborate compared to the weapon shop owner. Her content alone probably rivals most mid sized teases that you may be used to playing. However, you can't see all of her content at once. She has three major fetishes to explore. She is one of the wilder characters and you'll be going down a rabbit hole of depravity if you so choose. She will also be tied to the special warrior class necklace quest that will turn out to be an enchanted dog collar. (Normally, the warrior does not get jewelry, but each class will get one special quest line to obtain one of the other types of equipment.) And I'll hint at one other fetish. Let's just say that you have to wait for her to get properly sweaty between steps of one of the fetishes/disposition advancement trees. You can now buy and sell and reinforce armor. I only have three armors in the game now, but there will be many dozens. That data is easy to crank out. If you sell modified armor, it will stay in the shop inventory for repurchase for about 15 in game minutes. I still need to add the option to try to steal armor and shields.
I also did a little planning of some major story arcs.
OK. I'll be taking a programming break for a few days. Have a happy Memorial Day weekend.
- Alex is helping me work out some save game options that work even with Eos limitations. He put together a test program that allows the user to copy and paste several megs worth of text data. Basically, the program will output to an ordinary say block and the user can triple click (not ctrl A because that grabs other content), ctrl C and ctrl V into Notepad or Word or the like. More or less the opposite process to load. He's still tinkering a bit, I am fairly sure this will work. I'll have to do a little redesign, but not too much. It won't be a plain text file, so tampering would at least take some effort.
- I found my debug time was going slowly because I was often manually editing starting skills and locations and so forth to test things. To mitigate this, I substantially expanded the cheat console to be much like AAA games often have. For example, you can type strength 45 to set your strength to that value. You can jump around the map, set your level and even change your class etc etc. I'll keep this feature turned on for the alpha testers.
- I did a major redesign of the way player skills roll against the opponent's during combat. Too many details to include here, but I think out of all the roll playing games I've made over the years, this is the most interesting system. It also allows for essentially unlimited leveling, but with diminishing returns. I also made the systems that handle armor piercing, damage resistances, crit damage, prone disadvantages and so on a lot more robust and interesting. Similarly, I redesigned the way intellect and perception rolls function to make it more dynamic. I will briefly explain. You may be in important dialog with an NPC. Perhaps you get an intellect check of 20 to get a clue as to the "best" choice. If you have an intellect of 15, you roll a "15 sided die" against the "20 sided die" of the check. You need to match or beat the roll. That way, even a lower level of intelligence has some chance to succeed and even the highest of intellects would have some chance to fail. Perhaps the second time you play, you'll get a clue that you didn't get the first time.
- I finished about 2/3 of the armor (and shields) shop. This is a major "romanceable" character (likely one of three) so she was much more elaborate compared to the weapon shop owner. Her content alone probably rivals most mid sized teases that you may be used to playing. However, you can't see all of her content at once. She has three major fetishes to explore. She is one of the wilder characters and you'll be going down a rabbit hole of depravity if you so choose. She will also be tied to the special warrior class necklace quest that will turn out to be an enchanted dog collar. (Normally, the warrior does not get jewelry, but each class will get one special quest line to obtain one of the other types of equipment.) And I'll hint at one other fetish. Let's just say that you have to wait for her to get properly sweaty between steps of one of the fetishes/disposition advancement trees. You can now buy and sell and reinforce armor. I only have three armors in the game now, but there will be many dozens. That data is easy to crank out. If you sell modified armor, it will stay in the shop inventory for repurchase for about 15 in game minutes. I still need to add the option to try to steal armor and shields.
I also did a little planning of some major story arcs.
OK. I'll be taking a programming break for a few days. Have a happy Memorial Day weekend.
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
Thanks for all the effort you are putting into this! I'm looking forward to the result.
I love games and I love estim...
I love games and I love estim...
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
So I did a quick test of Alex's ETS save/load functions and I can confirm it works like a charm. I only saved and loaded the player object for now, which is only a few pages of text data. This is a complex object though, containing other objects like various weapons and the like. Later this week, I'll tinker with getting the world data stored, which will be much more substantial, but if it works for the player object, it will work for the world data objects. I may have to reorganize a few things, but right now my code is still under 7,000 lines so it won't be too bad. So as long as people are going to be willing to copy a text output, save it in Notepad or Word or some other text program and paste it back in, then there will be a save option of some sort for my huge game project and I can go back to the original design intention of a 10 to 30 hour playthrough, perhaps even longer. I'll update later this week with how the world data goes. (This data increases in size as the player travels as much of the data is generated on first visit to a location, whether it is a normal location or a procedurally generated location.)
Thanks to Alex for the good work!
Thanks to Alex for the good work!
Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
This looks awesome, I've always thought that estim would be incredible if integrated into a game. Also, I'd have no issue with copying text for saving and loading. Fantastic work!
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
I know I said I'd only update every week or two on progress, but I am too excited to share the news about saving the game! I really didn't think a good solution could be found, but Alex had the idea of outputting a large block of text-based (hex actually) save data that the user can copy and paste into a text editor in order to manually save the file locally. It can then be pasted back in to restore the saved game. He even wrote some functions to help with some of the details and they work great.
I started with a simple test to save the main player object (which is a large complex object containing other objects) and that worked great. So I worked hard all day yesterday to get the save game feature fully implemented ahead of schedule. It is fully functional now!!!
You can opt to save (generate the text save data for copying) from the main game menu when not in combat. You can also load the data in a similar way and there is also an option at the game start that will jump you straight to where you left off including a load of your game settings and estim settings. In the future I'll probably add an option to load the game via the menu without loading these setting so that you can continue the game with a different estim calibration and/or even with a different combat difficulty and the like. I don't want to do this yet because I'm still waiting to get my BTstim Elite so that I can rewrite my calibration pages. I've heard that BigTip is not doing well so this may be delayed. I wish him all the best and a speedy recovery. I'd rather not start alpha testing until I get this device and revamp the calibration, perhaps with options for both filtered and unfiltered boxes. If anyone knows any alternatives please let me know.
One potential issue is that errors in the copy and paste process could crash the tease. Alex had some great checks in place already (like the number of characters must be even as it is hex text) and I added significantly to these checks including a salted hash check of the entire save block. The game will detect corrupted, incomplete, or altered (even in the slightest way) data and abort the load feature, leaving your current game unscathed. Although not really my reasoning, this also makes it significantly harder to cheat.
Right now for alpha testing, I'll have saves with no restrictions. This will allow an alpha tester to go through various dialog options and other game pathways quickly. They will also have access to the cheat console. However, the actual game will likely have at least some save restrictions to avoid save spamming and a consequence free experience. I really don't want that. I'll take feedback from the alpha testers on this, but I'm considering four things and perhaps a combination of them.
1) Can only save from the city temple. Not as restrictive as it sounds, because there is a teleportation potion (albeit expensive and not too common) that teleports you back to the safety of the city center. You can even use it during combat as a means of escape (as opposed to traditional retreat attempts) if things get too heated. So getting back to town from time to time will be fairly easy to do and something you'll want to do a lot anyway for quests and the shops and so forth. The temple is a safe zone that is shielded from the estim signal and was originally intended as the location that you can disconnect from the electrodes without breaking the technical "rules". I haven't built that location yet so details are still pending.
2) Can only save every X (perhaps 15 or 30) number of minutes.
3) Can only save when you level up. (Probably not, but it made the list for now.)
4) Magic save crystals that are fairly rare and expensive that get consumed when you save. I am thinking about combing this with the temple option having saves free and infinite in the temple but requiring a save crystal when not in the temple.
I'll listen carefully to feedback from the alpha testers and I'll also listen to thoughts from the general community on this.
I started with a simple test to save the main player object (which is a large complex object containing other objects) and that worked great. So I worked hard all day yesterday to get the save game feature fully implemented ahead of schedule. It is fully functional now!!!
You can opt to save (generate the text save data for copying) from the main game menu when not in combat. You can also load the data in a similar way and there is also an option at the game start that will jump you straight to where you left off including a load of your game settings and estim settings. In the future I'll probably add an option to load the game via the menu without loading these setting so that you can continue the game with a different estim calibration and/or even with a different combat difficulty and the like. I don't want to do this yet because I'm still waiting to get my BTstim Elite so that I can rewrite my calibration pages. I've heard that BigTip is not doing well so this may be delayed. I wish him all the best and a speedy recovery. I'd rather not start alpha testing until I get this device and revamp the calibration, perhaps with options for both filtered and unfiltered boxes. If anyone knows any alternatives please let me know.
One potential issue is that errors in the copy and paste process could crash the tease. Alex had some great checks in place already (like the number of characters must be even as it is hex text) and I added significantly to these checks including a salted hash check of the entire save block. The game will detect corrupted, incomplete, or altered (even in the slightest way) data and abort the load feature, leaving your current game unscathed. Although not really my reasoning, this also makes it significantly harder to cheat.
Right now for alpha testing, I'll have saves with no restrictions. This will allow an alpha tester to go through various dialog options and other game pathways quickly. They will also have access to the cheat console. However, the actual game will likely have at least some save restrictions to avoid save spamming and a consequence free experience. I really don't want that. I'll take feedback from the alpha testers on this, but I'm considering four things and perhaps a combination of them.
1) Can only save from the city temple. Not as restrictive as it sounds, because there is a teleportation potion (albeit expensive and not too common) that teleports you back to the safety of the city center. You can even use it during combat as a means of escape (as opposed to traditional retreat attempts) if things get too heated. So getting back to town from time to time will be fairly easy to do and something you'll want to do a lot anyway for quests and the shops and so forth. The temple is a safe zone that is shielded from the estim signal and was originally intended as the location that you can disconnect from the electrodes without breaking the technical "rules". I haven't built that location yet so details are still pending.
2) Can only save every X (perhaps 15 or 30) number of minutes.
3) Can only save when you level up. (Probably not, but it made the list for now.)
4) Magic save crystals that are fairly rare and expensive that get consumed when you save. I am thinking about combing this with the temple option having saves free and infinite in the temple but requiring a save crystal when not in the temple.
I'll listen carefully to feedback from the alpha testers and I'll also listen to thoughts from the general community on this.
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
I'm about to go on vacation for a week, so I thought this would be good timing to provide a quick project update.
Overall, I feel I am making great progress and the atmosphere of the game is really taking shape. With that said, now that I have many hundreds of hours invested, I have a better sense of my progress rate and will be rolling back some of my initial timelines. I am also still waiting for word from BTstim on the elite that I ordered as redoing my calibration pages as well as making a second set of sound files for unfiltered boxes is something that I very much want to do before alpha testing. I hope he is recovering and wish him well. As I often test the game without estim, I grow increasingly convinced that it will stand on its own as just a fun adult themed game even if you don't have an estim. But the real danger of pain during combat really does flesh out the experience in a way that is hard to describe. My best timeline guess is that sometime in July I'll have a very very limited alpha test with just a couple of people that have been very helpful thus far. Then I hope to have a more substantial alpha test in August.
List of updates:
- The save function is fully tested and operational. It has robust corruption detection to prevent you from breaking the current game with invalid saved text. Right now saves are unlimited. I'd like at least some save limitations to avoid save spamming as I mentioned in the above post. Please send me some feedback on those previously mentioned options via PM or in this post.
- Expanded cheat "console" functions to allow me to test much faster. This will remain on for alpha testers as well.
- Added functionality to the quest engine so that it can now handle collect X number of X item type quest stages. This is fairly robust and can inform you of progress in the quest menu and can even revert the quest stage if you sell the collection items and so forth. I also added knowledge quests to the quest engine where you can gather important information about topic X. The collection of this info can be achieved in any order that you come across it. I started, but did not complete, the first two knowledge quests.
- Finished the first and second main story quests. The second quest has a few different ways to do it. I'd like several of the quests to have multiple ways to complete them. I also completed Mya's first side quest. Mya is "the nice domme" and one of the three main "romance" options that can influence which good ending you get.
- Completed the armor shop. So now two of the main six city shops are finished. Dominique in the armor shop is also a major character and already fairly well developed.
- Added a pick pocket function. In addition to stealing from shops you will be able to try to pick pocket most friendly NPCs. This is based on your sneak skill (one of your 8 skills) and the NPC's awareness. Many things can affect their awareness. If you get caught, their awareness goes up (and very slowly fades with time) and you'll usually be punished. Most NPCs have a specific fetish punishment and many of them will even ramp up over time. For example, Mya will give a harsher punishment with different dialog the 2nd and 3rd time you piss her off. I already have this completed.
- Added lock picking mechanic with lock picks that can break. Right now though, the locked palace door leads to nowhere lol. It will lead to the private chambers for several side quests I have planned.
- Did a lot of work on Dominique and Mya. Mya is perhaps the most complex of all the NPCs. I plan to soon add a tips/rumors option for her as well and it will change every few minutes.
- Made a few more city locations that were just empty place holders before.
- Made the special attack (class specific) get more powerful every other level.
- Added special goddess dialog (interactive) for levels 2, 3 and 4. (Player gets a vision of Milovana upon level up with a chance to ask questions.) Obviously, more to follow.
- Added the death in combat ending. This is one of two "bad" endings.
- I totally redesigned the way the engine can add special enchantment effects on gear (like armor and rings) and special inventory items. It is far more flexible now and will make it easier to create very unique items. These include xp boosts, gold boosts, skill boosts, damage type boosts, damage type resistances and so on. All this works and I'm adding to it all the time.
- Added a few more enemy types in the the northern (harder area) graveyard.
- Added some loot items.
To do soon: Continue to work on Mya, add more quests, add a light mechanic that allows the exploration of dark areas. These will include randomly generated crypts in the graveyard. Deeper crypts will have tougher enemies but better treasure. Later, there will be unlit caves and so forth. I'm still pondering, but I think candles will be cheap but not last long and not throw a lot of light (lowers your perception roles in the dark), lanterns will last really long time periods with medium light and torches will cast the most light with medium duration. I also want to add temporary boosts to the engine such that you can buff yourself for a period of time with shrines, consumables and the like.
- OK, time to pack. Take care all.
Overall, I feel I am making great progress and the atmosphere of the game is really taking shape. With that said, now that I have many hundreds of hours invested, I have a better sense of my progress rate and will be rolling back some of my initial timelines. I am also still waiting for word from BTstim on the elite that I ordered as redoing my calibration pages as well as making a second set of sound files for unfiltered boxes is something that I very much want to do before alpha testing. I hope he is recovering and wish him well. As I often test the game without estim, I grow increasingly convinced that it will stand on its own as just a fun adult themed game even if you don't have an estim. But the real danger of pain during combat really does flesh out the experience in a way that is hard to describe. My best timeline guess is that sometime in July I'll have a very very limited alpha test with just a couple of people that have been very helpful thus far. Then I hope to have a more substantial alpha test in August.
List of updates:
- The save function is fully tested and operational. It has robust corruption detection to prevent you from breaking the current game with invalid saved text. Right now saves are unlimited. I'd like at least some save limitations to avoid save spamming as I mentioned in the above post. Please send me some feedback on those previously mentioned options via PM or in this post.
- Expanded cheat "console" functions to allow me to test much faster. This will remain on for alpha testers as well.
- Added functionality to the quest engine so that it can now handle collect X number of X item type quest stages. This is fairly robust and can inform you of progress in the quest menu and can even revert the quest stage if you sell the collection items and so forth. I also added knowledge quests to the quest engine where you can gather important information about topic X. The collection of this info can be achieved in any order that you come across it. I started, but did not complete, the first two knowledge quests.
- Finished the first and second main story quests. The second quest has a few different ways to do it. I'd like several of the quests to have multiple ways to complete them. I also completed Mya's first side quest. Mya is "the nice domme" and one of the three main "romance" options that can influence which good ending you get.
- Completed the armor shop. So now two of the main six city shops are finished. Dominique in the armor shop is also a major character and already fairly well developed.
- Added a pick pocket function. In addition to stealing from shops you will be able to try to pick pocket most friendly NPCs. This is based on your sneak skill (one of your 8 skills) and the NPC's awareness. Many things can affect their awareness. If you get caught, their awareness goes up (and very slowly fades with time) and you'll usually be punished. Most NPCs have a specific fetish punishment and many of them will even ramp up over time. For example, Mya will give a harsher punishment with different dialog the 2nd and 3rd time you piss her off. I already have this completed.
- Added lock picking mechanic with lock picks that can break. Right now though, the locked palace door leads to nowhere lol. It will lead to the private chambers for several side quests I have planned.
- Did a lot of work on Dominique and Mya. Mya is perhaps the most complex of all the NPCs. I plan to soon add a tips/rumors option for her as well and it will change every few minutes.
- Made a few more city locations that were just empty place holders before.
- Made the special attack (class specific) get more powerful every other level.
- Added special goddess dialog (interactive) for levels 2, 3 and 4. (Player gets a vision of Milovana upon level up with a chance to ask questions.) Obviously, more to follow.
- Added the death in combat ending. This is one of two "bad" endings.
- I totally redesigned the way the engine can add special enchantment effects on gear (like armor and rings) and special inventory items. It is far more flexible now and will make it easier to create very unique items. These include xp boosts, gold boosts, skill boosts, damage type boosts, damage type resistances and so on. All this works and I'm adding to it all the time.
- Added a few more enemy types in the the northern (harder area) graveyard.
- Added some loot items.
To do soon: Continue to work on Mya, add more quests, add a light mechanic that allows the exploration of dark areas. These will include randomly generated crypts in the graveyard. Deeper crypts will have tougher enemies but better treasure. Later, there will be unlit caves and so forth. I'm still pondering, but I think candles will be cheap but not last long and not throw a lot of light (lowers your perception roles in the dark), lanterns will last really long time periods with medium light and torches will cast the most light with medium duration. I also want to add temporary boosts to the engine such that you can buff yourself for a period of time with shrines, consumables and the like.
- OK, time to pack. Take care all.
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
Just wow! I have been working on a very similar concept for quite a time now, it's today that I decided to get back to it and finish. My javascript code stands now at 10.000 lines and the json for the whole is just a bit over a quarter million. I see that you've also met the EOS storage limit, but unlike me have already tackled it. I haven't had the courage yet to announce it formally so I don't want to leak to much info. If you are up to it, dm me and we could have a mutually beneficial dev conversation.
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
Aww, man, times like these I sure wish I could afford and Estim device. But couple hundred dollars is... very out of my budget. Oh well, maybe one day.
Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
Nice to read that you are developing a ESTIM game. This would be incredible to test when the first alpha version comes out.
The story behind is magnificent and can create much sensations you will expect
or not 
The story behind is magnificent and can create much sensations you will expect
Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
You don't have to spend that much!Xardas wrote: Mon Jun 22, 2020 11:32 pm Aww, man, times like these I sure wish I could afford and Estim device. But couple hundred dollars is... very out of my budget. Oh well, maybe one day.
You can make one for less than $50 with this guide: https://www.smartstim.com/forum/viewtop ... 28#p234528
Look for a stereo amplifier that's cheaper than the suggested one in the guide by searching "TPA3116"—they're less than $10 on eBay. Also it seems that the big aluminum resistors are overkill since I could only measure 1W of power consumption at the input of the amplifier.
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
I know next to nothing about electric engineering. Like , all I know about electricity pretty much is that if I plug my shit into the socket in the wall, it'll work. As such, I don't feel particularly safe experimenting with it for the first time with my cock on the line :P
Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
How is it going? Hopefully you are safe and healthy, I'm sure there are many looking forward to this project!
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
I've been meaning to post an update for a while. Sorry for the delay. First, don't worry... development is not cancelled, only temporarily delayed. This summer, I ended up doing more vacationing than I originally planned. Given how crazy the world is right now, I sort of needed the break. I so wish people would just be kinder towards one another. Anyway, I am also still waiting to get the BTstim Elite that I ordered a while ago. (I hear that Big Tip is out of the hospital and hopefully on the road to recovery, but fulfillment of orders is still delayed and understandably not his immediate priority. I wish him well.) I'd really like to hold off on significant game development until I get that device. I'll post an update once I get it. I'm guessing I'll need a month or so after that to get a very early alpha build ready for a closed alpha test. Only a small percentage of the outlined content is finished, but it already has a lot more content than any Eos game that I've seen thus far. I'd guess that going through the character creation, intro, exploring NPC dialog, two main quests and the handful of side quests with the combat that would entail would take about 10 hours depending on your play style.
With that said, there was at least a little progress since my last post that I can report. I added timed buffs from consumables. So, for example, eating a certain type of food may increase your strength for 3 minutes. This timer only counts down when out of combat and will thus remain for an entire battle if you enter battle with the buff. Unlike potions, however, food can only be consumed when out of combat. So you sort of have to plan ahead when entering a dangerous area. I also added about a dozen food items to the leveled list. (Some higher level food only appears in stores once you are at the correct level and there is also a random component for rarer items.) I also completed the third of six main shops in the capital city of Domitrix. The general goods store is complete. Lia, the shop girl, has a bit of a foot fetish and a particularly horrible punishment if you get caught trying to steal from her. She is not a major character like Mya and Dominique because she is not romancable, but she still has a lot of dialog, unique likes and dislikes, and a fun and distinct personality. I don't want any of the stores to feel like a hollow vending system. The personalities of all the store owners will be fleshed out.
I also started on the lighting mechanic that will allow you to use candles, lanterns, and torches to explore dark areas, but I ran into a few snags. I need to rethink my approach to this and probably start over.
So that's where things stand now. I'll post when I get the BTstim and then try to get the game to a state that can allow for some super early feedback. I may do a little development here and there while I'm waiting for that, but nothing too major. The problem right now is that some locations are incomplete and heading in some directions may currently cause it to crash. It would be hard for testers to know if they found a bug or simply stumbled into an unfinished location. I'll either have to wall these off or write up a detailed explanation for the testers. I've also done almost no work on the manual yet. Because of the complex character stats and battle mechanics, an extensive manual will be helpful for those that really want to explore the gaming, strategy, and role playing components. Writing the manual though will be a bit boring and require a burst of motivation lol.
Stay well and take care everyone.
With that said, there was at least a little progress since my last post that I can report. I added timed buffs from consumables. So, for example, eating a certain type of food may increase your strength for 3 minutes. This timer only counts down when out of combat and will thus remain for an entire battle if you enter battle with the buff. Unlike potions, however, food can only be consumed when out of combat. So you sort of have to plan ahead when entering a dangerous area. I also added about a dozen food items to the leveled list. (Some higher level food only appears in stores once you are at the correct level and there is also a random component for rarer items.) I also completed the third of six main shops in the capital city of Domitrix. The general goods store is complete. Lia, the shop girl, has a bit of a foot fetish and a particularly horrible punishment if you get caught trying to steal from her. She is not a major character like Mya and Dominique because she is not romancable, but she still has a lot of dialog, unique likes and dislikes, and a fun and distinct personality. I don't want any of the stores to feel like a hollow vending system. The personalities of all the store owners will be fleshed out.
I also started on the lighting mechanic that will allow you to use candles, lanterns, and torches to explore dark areas, but I ran into a few snags. I need to rethink my approach to this and probably start over.
So that's where things stand now. I'll post when I get the BTstim and then try to get the game to a state that can allow for some super early feedback. I may do a little development here and there while I'm waiting for that, but nothing too major. The problem right now is that some locations are incomplete and heading in some directions may currently cause it to crash. It would be hard for testers to know if they found a bug or simply stumbled into an unfinished location. I'll either have to wall these off or write up a detailed explanation for the testers. I've also done almost no work on the manual yet. Because of the complex character stats and battle mechanics, an extensive manual will be helpful for those that really want to explore the gaming, strategy, and role playing components. Writing the manual though will be a bit boring and require a burst of motivation lol.
Stay well and take care everyone.
- nocnoc
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Re: Major Project Announcement (Legend of the Psyons- an EOS Estim Full Game)
So as I mentioned I'm slowing game development until I get the BTstim Elite, but I am still doing some work on it and I have some progress to report. By the way, I posted the first game screen shots on the Estim Discord today.
I finally finished the light mechanic. A light source is required to explore dark places like crypts and caves. There are three types available, candles, torches, and lanterns. Candles are inexpensive, provide 2 minutes of light and provide low light, which will increase your stealth for enemy encounters but hinders your perception for things like spotting a trap. Torches are a bit more valuable and provide a high level of light for 5 minutes which hinders stealth but aids perception. Lanterns are expensive and throw medium light for 15 minutes. If you run out of light in a dark zone, you have to incrementally move in the dark back toward the last light source, with a chance to take fall damage and the like as you go.
I completed the trap mechanics. Traps can be placed on objects (like a chest) or in a direction of travel (like a tripwire or bear trap). Sneak based perception rolls can spot them and also if you look at an object, you'll have a chance to spot it again. If spotted, you can try to disarm it. You roll your sneak skill against the trap difficulty. If you fail it triggers. If you don't spot it and open the chest or travel in that direction etc it will trigger. If it triggers, it rolls against your dexterity to see if you dodge it or not.
With the light and trap mechanic complete, I started working on the procedurally generated crypts located randomly around the graveyard zone. Some are much deeper than others and the deeper they go, the more dangerous they get, but the treasure chance also goes up. These are about 2/3 finished now. Hopefully they will be done tomorrow. This was the first use of the Z (elevation) coordinate system. Fortunately, all the navigation code and map generation code was already written- just not tested yet with the up/down options. Fortunately it worked without error. I also want to create a new elite enemy for the very deep crypts.
That's all for now. Stay well.
I finally finished the light mechanic. A light source is required to explore dark places like crypts and caves. There are three types available, candles, torches, and lanterns. Candles are inexpensive, provide 2 minutes of light and provide low light, which will increase your stealth for enemy encounters but hinders your perception for things like spotting a trap. Torches are a bit more valuable and provide a high level of light for 5 minutes which hinders stealth but aids perception. Lanterns are expensive and throw medium light for 15 minutes. If you run out of light in a dark zone, you have to incrementally move in the dark back toward the last light source, with a chance to take fall damage and the like as you go.
I completed the trap mechanics. Traps can be placed on objects (like a chest) or in a direction of travel (like a tripwire or bear trap). Sneak based perception rolls can spot them and also if you look at an object, you'll have a chance to spot it again. If spotted, you can try to disarm it. You roll your sneak skill against the trap difficulty. If you fail it triggers. If you don't spot it and open the chest or travel in that direction etc it will trigger. If it triggers, it rolls against your dexterity to see if you dodge it or not.
With the light and trap mechanic complete, I started working on the procedurally generated crypts located randomly around the graveyard zone. Some are much deeper than others and the deeper they go, the more dangerous they get, but the treasure chance also goes up. These are about 2/3 finished now. Hopefully they will be done tomorrow. This was the first use of the Z (elevation) coordinate system. Fortunately, all the navigation code and map generation code was already written- just not tested yet with the up/down options. Fortunately it worked without error. I also want to create a new elite enemy for the very deep crypts.
That's all for now. Stay well.
