HoT Update – 6-2-13
June 1, 2013 in Games, House of Tail
A quick update on some early bugs…
The versions will be the build dates – we don’t see any reason to make up some arcane numbering scheme… unless you really want “v2.111.42.999” shenanigans 😎
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v 6.2.13
- fixed – press item button twice with no items (stalled web version)
- fixed – save/load errors (you will need to create a new save)
- possibly fixed – portraits shaking then becoming stuck (movement code rewritten)
And thanks for the feedback and excitement! Can’t thank you enough.
There is no sound, yet. Please bear with us as we work it in.
A how-to-play section is in the works. If you have any questions before then, it would be our pleasure to answer.
On the web version some times the whole game will go black and can’t see the characters or any of the buttons.
So far have not found any more bugs in the downloaded version though.
I mainly got the black screens playing on my smart phone using Firefox.
I should play the webversion on my laptop here see if it does it with my laptop as well.
Do you mean when it first loads or after playing for a bit? If it’s the latter, it means the graphics have been pushed out of memory and failed to re-insert themselves.
Am very curious and grateful for anything you find!
Heheh, the same version number system used by Canonical with their Ubuntu releases.
I think the paragraph font we use on the site is the same open font Canonical developed for Ubuntu too. I guess it means we need to port games to it at some point. . .
You’d be correct, this does seem to be Ubuntu Font. :3
yes I have a question that beats all other questions ahem….. when shall we see a seduce the guard scene so that way we can get into the castle and perform for our king and queen ^^
The next map will be the castle, and one can’t enter until they get past the gate guard~
I played through the game today a few times myself after downloading the latest version of the game.
The game itself is rather enjoyable, actually makes me think of those “Tycoon” games such as Rollercoaster Tycoon, Railroad Tycoon etc, except this is focused on slightly more specific matter.
I do agree with Ian on that HoT is quite a bit more addicting than Common Grounds; on continuous play, as HoT doesn’t yet have an actual “ending”, but it also does make it a bit annoying as Christopher said, since by the time your characters have began getting onto some actually good levels and are finally getting interesting, you run out of time.
My first playthrough ended up in thoughts “What happened? Was that it? Did the 80 days pass already?”, though on plus side, I forgot about it as soon as I started another game, so it is at least very riveting. I do still believe it would be great if you were to add sorta “Endless mode” some point in the future.
Also I am looking forward to actual story content as the current goals; once again as Christopher said, aren’t quite enough to keep the player interested as I didn’t even notice them on my first couple playthroughs. As long as you keep your characters working; which you naturally do, you seem to have no chance of failing any of the goals on any of the modes. You could say it’s very forgiving game.
Now I know the game is at very early point in production, so it’s understandable that it’s still unbalanced and somewhat hollow, but that’s why am looking forward to future updates to fill out the hollow shell and hope to see lots of that filling! <3
-Keto
I agree the game is very addicting, my suggestion would be for a story is there be a king or queen and they give you a task to train and make the sexy seductive sex slave for them by up grading them to level and all make them work around town get them to have there own status with gaurds or towns furry and then once you reach the final day which will be the time of the year for furries to be in heat walla ^-^ you choose to either please the king or please the queen and you pic your best slave and at the end 😀 there can be a acual animating moving sex scene woo woo that would be a goal to go for just <.<.. throwing it out there
Noted~
Will see if we can’t arrange something like that. So far, the stories are more centered around specific character quests, but a broad all-encompassing setup would be cool to see.
The current setup is very much a place-holder. Appreciate the feedback, (as it means I get to ramp up the hard mode~)
The total days to play are very work-in-progress too. Honestly, not sure what’s the best method to measure it, besides ‘what feels right’. Am thinking, especially given the feedback, that the player should be able to define the time limit.
Considering I managed to play through and beat Hard Mode in about twenty minutes… Well, a few years of in-game time may be a good length. The ability to define a set amount of time yourself or play endless mode would definitely be welcome though! :3
Music to my ears! Was afraid if the time limit was too long, things would get tedious. Guess I should have more faith in the design.
I beat the game on every difficulty on release night. I loved it while it lasted, but found the lack of depth frustrating, the goals far too easy even on the hardest mode.
The goals seemed ambiguous. *Why* did I need to build up that money? Who was I? Etc. I was building up my characters for nothing as, by the time they started getting interesting, the game ended. There really needs to be some sort of story (even if it’s superficial) longer term (more varied) goals, and some soft of infinite mode.
Also, I very much believe an adviser-type character offering some sort of story tidbits and giving you the goals to achieve would be a good addition to the game. That’s just a thought.
Please don’t think I’m being mean here. I did enjoy the game quite a bit. It’s just that it’s very much a diamond in the rough and, coming from someone who’s made several games, it needs work.
P.S. Thanks for including my fursona. Fun to see him
Totally agree, I don’t think you’re being mean at all.
If it were up to me, I wouldn’t release it till it was pretty much finished. But the idea is, if it’s a web game and free, may as well work on it in public~
Casual mode will have many different types of goals, and they will be dynamically generated (they’re not now.) The context will be that these are set by who you’re working for.
Story mode will add much needed context and play variations, but we’d like to fine-tune the core game first. Will definitely add an endless mode.
Ah, you know what? I didn’t read enough at first and get that you’re letting us play the work-in-progress now. That’s what I get for posting then I’m tired. 😛
I’m really looking forward to seeing how much progress you make with the game. It should be exciting to see how things turn out.
I had a thought, by the way. If you ever wanted to go a microtransaction-DLC route, you could commission well known artists to do art packs for the game…
I played it yesterday before I went to bed, I lost cause I spent much money, lol. It took a bit before I figured out what I was doing, so the “how to play” section would be greatly helpful :). But once I figured out what I was doing it was fun, Mixing and matching people in the spots to see who get’s the best customers, and can advertise and what not.
Looks so far like it could be as addictive or more then Common Grounds.
I like also that when you “buy” people, or hire them I guess, the list changes, I don’t know if that is the actual way it’s suppose to go, but it’s kinda cool, you always have to go back and check.
Keep up the great work. 🙂
The hire list should change every day. We’re thinking it might be helpful to say how many will be available when you place a character there, before starting.
The double rooms are very useful: obedience check stays the same, meaning. . . if both characters have a combined obedience of 100 or more, they will never refuse a customer. It also helps the toughness check (losing more health per customer), but not as much.