Monday, May 15, 2017

Android and Windows Versions of "Chastity Game" (and Other Projects)

I have developed downloadable Windows and Android versions of my original "Enforced Chastity Game" (which someone referred to as “the Minesweeper style" game) which I’ll be releasing sometime this week. This is a kind of by-product of my recent interest in developing Android games and apps.

When I'm more familiar with Android app development, I'd like to produce a chastity game app that allows you to take and/or store a photo using your phone, and then it only lets you see that photo when you've won the game. The mechanism would be partly similar to my "Chastity Roulette" + "Photo lock box" programs, but simpler because everything would be in one app (and therefore not involve entering key or lock codes). In addition, I'd either stick with a version of the minesweeper game, or introduce a new, relatively simple game (since I get the impression that not many people took to my "roulette" idea).

Other Projects
  1. I've restarted work on a short comic project called "The Stud Directory", which isn't too far off completion. 
  2. My AI abstract board game is actually playable, but I want to add a more polished user interface and in-game explanation of the rules, etc. 
  3. For those of you who still believe I'll ever do it (and I think I really will), I intend to produce “John and Susan, Episode 3” (CG animation) when Blender 2.8 (currently in development) has been released. Version 2.8 will have something called the Eevee Engine, which is a real time render engine of similar quality to that in UE4. That will take away the biggest pain involved in computer graphic animation (i.e. the long render times) without the need to export models and animations into UE4 (which is a pain of similar magnitude). I'm really hoping that 2.8 will give me the best of both worlds, and present an enjoyable challenge in terms of learning its new features. 
  4. After finishing "The Stud Directory", I intend to make more regular posts involving shorter scenarios with less (or simpler) non-essential artwork, so that I can express more of my ideas. "The Congregation", which I posted recently on my other blog, is a kind of partial example of this.
Regards

Wednesday, April 5, 2017

Still Here...

It’s been a while since I’ve put anything new on my blogs, and the reason is that I’ve been pursuing a game project—one which seems to have taken on a whole life of its own.

It actually started with an idea for my “Deballing Zone” blog. This was going to involve a story in which the unfortunate inmates of a “deballing world” are forced to play a special game, with the loser paying the kind of forfeit that you would expect!

Next, I got the idea of making this an actual new game with specific rules, and everything kind of expanded from there.  I wanted an abstract strategy board game (like Othello or Connect Four etc, but with a more aggressive “feel” to it) and set about experimenting with different rules. But inventing a game of that kind is not as easy it sounds. The rules have to be just right in order for the gameplay to provide a balanced and interesting contest.

In the course of my experiments, I came across a marvelous piece of software called “Zillions of Games”. This allows you to describe the rules of a game using a custom computer language (similar to Lisp), and then the software can play the game against you (or against itself) using its general purpose game playing AI algorithm. With the aid of Zillions of Games, I managed to develop a game that I was quite pleased with, and then decided I’d like to incorporate it into my own game program, complete with AI.

At first, I thought I might be able to get an “off the shelf” General Game Playing (GGP) AI which I could plug directly into my game program. However, there didn’t seem to be any readily usable options, so I decided to the write the relevant algorithm (I chose “Negamax”) into my program from scratch.

Well, I managed to do that, and the algorithm worked (as in, it came up with the expected game moves). However, the next problem was speed. I really like the game engine that I used, but when it came to the AI calculations the code ran too slowly to be practical. So the answer was (1) to make the algorithm “smarter”, so that it makes some beforehand selections about which moves seem promising, and (2) to rewrite the whole algorithm as a custom C++ module (so that the code runs faster). That meant that I had to learn how to program in C++...

As you can see, it’s been quite a journey, but now I think I’m in the “home straight”! I’ll be rebranding the game as something non-erotic, and intend to try selling it as desktop a PC program (and hopefully an Android app too). I might also release a version that uses the original “Off With His Nuts!” concept, in which case I’ll post a link here on my blog.

No doubt, my game development activities are of limited interest to many of the people reading this. But at least you know I’ve been busy! In any case, I’m getting back to a place where I feel more like producing some LLP stuff again.

And, after all, a change is as good as a rest!


Regards.

Tuesday, February 14, 2017

Chastity Suite PRO

For those who are interested, I have made a paid (PRO) version of my "Enforced Chastity" programs available here.

Happy Valentine's Day!

Wednesday, January 25, 2017

2017

I've been doing some work on my other blog, but my next piece is for this one. It will include the idea of each male guest having to submit to strict rules governing 'appropriate cuckold attitude and behavior' (if he wants his next precious deactivator, so he can get some temporary relief from that unbearable sexual frustration!).

The 'motivational poster' below resulted from of a doodle I started while considering this scenario. Remember, in the LLP virtual universe, the merciless 'thought police' have full access to the inner recesses of everyone's mind, so the poor male inmates must try to obey the rules in both thought and action—poor darlings!



Friday, October 21, 2016

Update (or 'Return of the Revenge of Episode 3')

Here is an update to let people know the present situation with regard to current (or rather half finished) projects. First of all, many thanks to all those people who have posted encouraging comments. I really feel I should answer at least some of them individually, but, on the other hand, also think I need to post some sort of update as a first priority.

Creation of the 'New Enforced Chastity' game went fairly smoothly, and I hope to release the non-evaluation (paid) version before the end of the year. With regard to LLP projects, I seem to have accumulated a lot of half completed artwork, and my motivation to finish it is at a bit of a low ebb. However, in the 'vacuum' that this has created, I've started working on Episode 3 in earnest. Now, I know some of you will be thinking "Yes, I've heard that before!", but this time I believe it's really going to happen. I can't face the long render times involved in using the Blender 'Cycles' render engine again, so I'm going to use Unreal Engine (like I did for the 'Snapper' video). Of course, that creates its own challenges (exporting meshes and animations from Blender, etc), but at least they're relatively fresh ones.

Incidentally, there's going to be a big new release of Blender (presumably next year) which will include realistic real time rendering similar to that in Unreal Engine. This will hopefully provide the best of both worlds, and be a big motivator with regard to future CG animations!

While I'm working on Episode 3, I also hope to produce a few single frame comics, i.e. one-off stuff that I can get finished within a few days, before my motivation runs out!

Regards.

Sunday, September 18, 2016

New Enforced Chastity Game: Evaluation Version Available!

I have created a new (Windows) ‘enforced chastity game’ (called ‘Chastity Roulette’), a countdown timer application (‘Chastimer’), and an electronic ‘strongbox’ for photographs (‘Photolockbox’). Photolockbox can be used in conjunction with either Chastity Roulette or Chastimer. See the pdf files below for detailed descriptions.