Author Topic: House Party 0.16.2 (Alpha) [Eek! Games]  (Read 619 times)

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House Party 0.16.2 (Alpha) [Eek! Games]
« on: January 23, 2020, 09:29:30 AM »
House Party 0.16.2 (Alpha) [Eek! Games]       





Eek! Games is creating 3D Video Games

INFO
Updated: 10-January-2020   
Genre: 3D Game, 3DCG, Adventure, Animated, Combat, Corruption, Dating sim, Exhibitionism, Groping, Humor, Male protagonist, Masturbation, Multiple endings, Oral sex, Romance, Sandbox, Sexual harassment, Simulator, Stripping, Vaginal sex, Voiced, Voyeurism,Eek Games, All sex
Censorship: None
Developer / Publisher: Eek Games
Platform: Win 32 - 64  Bit
Version: v0.16.2
Language: English,Chinese,French,German,Russian,Spanish (MX)
Size: 3.81

About this game:
The House Party game (which is available for free right now on the site mentioned below) is similar to a lot of the browser-based games where your choices influence your success as you progress in the game, but it plays like a first-person RPG with interactive game models, characters, and physics, like the aforementioned Leisure Suit Larry. My inclination is to take these games in a much more raunchy direction than the LSL series however. The games will be ripe with foul language, nudity, and sex, but hopefully be just as funny and engaging. There isn't much of a story to play though right now, just a few objectives to complete while I work on the gameplay mechanics. There are multiple story-paths though and different outcomes based on your decisions.

Changelog House Party 0.16.2
 Revamped the player inventory menu as well as the Give To/Use With window. It should now be much easier to work with items.
    Added Inventory thumbnails for most items that are able to be picked up in game
    Inventory can now be sorted by Order picked up, reverse order picked up, or Alphabetically
    Reduced polygon count in all characters' hair, more than halving it in some cases (performance optimization)
    Fixed doors clipping when player camera was too close
    Added "UnableToEmote" and "UnableToAnimateEmotes" states
    Tweaks to NPC Navigation to stop them from sometimes stuttering, and to prioritize important targets
    Revamped the mirrors to look a bit more realistic
    Fixed an issue with clothing change commands in the CSC
    NoLoitering ChangeLocation behaviors will not be applied to NPCs that have a pending Important/Triggered Background Chatter
    The Paper Bag (Crunched) can now be properly mounted to a Character's hand
    Text within brackets ( [ and ] ) will also be automatically pruned from response texts to match the automatic behavior of dialogue texts
    Fixed left and right hand mounting offsets for the Penguin
    Made slight adjustments to the GarageZone in order to more accurately reflect when a Character enters the zone
    The ApplyForceTowardCharacter ItemAction is no longer a brainlet, and is now "ApplyForceToward". Now with 200 more IQ, it can apply a force to an item towards a Character, MoveTarget, OR another interactive item. We knew you could do it, ApplyForceTowardCha-.you!
    For CSC users: Patrick no longer has any hardcoding in his own Character Script to force his drunk level to 10
    The body (not specific body part) Shrink, Grow, and Reset Character Functions that were previously only available to Patrick and Lety are now available to use for all Characters
    For CSC users: CriteriaGroups now have a True/False attached to their usage within a Criteria. This will ensure maximum flexibility and prevent the need to make a "returned true" and "returned false" version of the same CriteriaGroup
    In the CSC, you can no longer assign a CriteriaGroup to be a Criteria for itself within one of its Criteria Sets
    Intimacy will be able to occur in the Laundry Room now
    Fixed an issue that was preventing the score from showing when playing Beer Pong
    Fixed an issue that was preventing beer pong balls from self-limiting their spawn quantity
    For the CSC: there is now an Event Trigger/reaction that can fire when a Character scores a point in Beer Pong
    The Player Inventory Add command/subcommand will now also accept the 'All' subcommand, which will add every single non-door, non-chair, etc. item to your inventory. With zero grace. TLDR: we pack you full of dildos and break your game
    Fixed an issue that would cause "Anybody : Is Attacked by : <Character>" Event Triggers to fire any time any Character was attacked
    Player "Photo" values modified by the Camera item will now be treated as Game Events, and will also be logged in the Debug Log accordingly(edited)
    In the Original Story: added various emotive events across the story where appropriate
    In the Original Story: Madison, Ashley, and Patrick are far less likely to casually talk to other NPCs while the drama of Madison's Smooth Operator (pre-finale) is unfolding
    In the Original Story: mitigated/reduced the chance of a niche issue occurring that could cause Madison to briefly roam away from the Player towards the end of her "Smooth Operator" opportunity
    In the Original Story: refactored the "emotive dialogue minigame" at the finale of Madison's "Smooth Operator" opportunity to simply make use of the Player's thought bubble replies as responses, bringing this sequence in-line with all other dialogue mechanics in the story
    In the Original Story: asking Madison to use the perk gained from her "Smooth Operator" opportunity (relationship 'fix') will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Derek
    In the Original Story: asking Madison to use the perk gained from her "Smooth Operator" opportunity (relationship 'fix') will now at least partially resolve certain penalties incurred by the Player if the Player deeply offended Patrick
    In the Original Story: fixed an issue that could result in Stephanie immediately getting high and running downstairs, with main dialogue still on the screen, during her "Meltdown" opportunity, if the Player left her field of vision after talking with her about the ingredients in the art room
    In the Original Story: Stephanie will not use certain BGCs that directly reference her dancing if she is laying down
    In the Original Story: Stephanie will no longer infinitely stay outside in the yard once she gets over her "Stargazing" moment, should the Player not speak to her. She will eventually understand that other NPCs need to make use of that area and decide that dancing is better than getting walked all over
    In the Original Story: Stephanie won't be interested in being given Items during the time she starts approaching Katherine to grab her phone, until after she wakes up after the finale of her "Drunk and Disorderly" opportunity
    In the Original Story: Katherine will no longer appear to be on her phone after Stephanie grabs it from her
    In the Original Story: Katherine won't have any interest in casually BGC while Stephanie has her phone during Stephanie's "Drunk and Disorderly" opportunity
    In the Original Story: if Stephanie still has the crunched Paper Bag in her hands during her "Drunk and Disorderly" finale, she'll move it to the other hand so that she can really give it to Mort on the phone without looking like a weirdo
    In the Original Story: added one more intimacy position to Stephanie's radial choices as part of her "Special Tutoring" reward
    In the Original Story: fixed an issue that could cause Ashley to accuse the Player of untying her top when progressing through her "Drunk and Disorderly" opportunity, even if the Player had never done so
    In the Original Story: fixed an issue that could cause Derek to deliver a confusing line about having just spoke to the Player about a certain substance, when in fact Derek and the Player had never had that conversation
    In the Original Story: in the event that the Player gives Ashley the Lit Joint when the "Redemption" opportunity has not been started, her dialogue will not reference being "square" with the Player
    In the Original Story: improved control over Madison and Ashley's socialization during the finale of Madison's "Drunk and Disorderly" opportunity
    In the Original Story: Madison will now wait 60 seconds between each "beer given" dialogue before accepting another beer during her "Drunk and Disorderly", rather than 60 seconds between each individual GiveTo action in the radial menu
    In the Original Story: mitigated an issue that could sometimes cause Madison to run into the slider door without passing out in a timely fashion during the finale of her "Drunk and Disorderly" opportunity
    In the Original Story: fixed a canon discrepancy between one of Brittney's answers given in the hot tub with Amy and a Brittney-Stephanie Background Chatter exchange
    In the Original Story: cleaned up the arrival of Madison into the Art Room prior to "Like a French Girl" so that she will not need to abruptly warp into position, unless you (yes, YOU) did something crazy to break her positioning
    In the Original Story: fixed a couple issues that could cause Derek and Madison to both react in a rather over the top manner to the Player's predictable nudity during the opening sequences of "Like a French Girl"
    In the Original Story: the Player will be briefly locked in place while posing during "Like a French Girl", so that they may fully enjoy kneeling majestically, or displaying their star fish without risk of accidentally ruining the pose
    In the Original Story: fixed an issue that could allow Amy to try and discuss Stephanie's potential and behavior far after any relevant "Apply Pressure" or "Meltdown" opportunity content was completed or failed
    In the Original Story: clarified a couple alt dialogues/dialogue criteria in a few Ashley lines that led to confusing responses in niche situations
    In the Original Story: fixed an issue that could cause the events leading up to the Lety/Leah conversation to spam the Debug Log unnecessarily
    In the Original Story: tweaked Madison and Lety's ability to fidget, be distracted by items, and animate conversation during their garage conversation, in order to clean up some clipping/item issues that can occur
    In the Original Story: Derek will now at some point attempt to actually eat some Sweeties at a certain point in the story. NOMNOMNOM
    In the Original Story: Derek will also Change Location after stuffing his face, if he is able to, to avoid causing Kitchen traffic jams
    In the Original Story: tweaked Brittney's throw of Sancho the Sleazy Suckerfish so that it appears to be more like an actual throw
    In the Original Story: Amy will not attempt to socialize with other NPCs while walking to the upstairs bathroom for her "new underwear" selfie, nor will other NPCs attempt to talk to her or roam/hangout with her
    In the Original Story: Katherine will no longer awkwardly try to cover up prior to or immediately after her intimacy scene with the Player
    In the Original Story: removed an erroneous/duplicate VA for a Derek DLG related to the Player asking for his shirt during Amy's "Scavenger Hunt" opportunity
    In the Original Story: slightly tweaked Amy's "cover self"/exhibitionism behavior during the hot tub-finale of her "Scavenger Hunt"
    In the Original Story: Brittney and Amy will no longer react to each other in quite so awkward a fashion when they start taking clothes off near each other during the hot tub-finale of Amy's "Scavenger Hunt"
    In the Original Story: Lety and Rachael will be considerably stronger during their "Easter Egg" romp, which should help to prevent combat against Derek and Leah from taking too long
    In the Original Story: during Lety and Rachael's "Easter Egg" romp/finale, Lety will not be quite as animated with her hands during conversation or standing around, which should cut down on the handsanity
    In the Original Story: added one new, non-violent way to get the Camera item back from Frank, and tweaked minor behaviors related to that and related to getting Frank to "trust" the Player
    In the Original Story: attacking Frank outside of Leah's "Broken Code" combat finale(s) will now incur a social penalty
    In the Original Story: repeatedly annoying Frank via various dialogue/action choices can now lead to a minor penalty to his social meters
    In the Original Story: telling Frank the truth about Rachael's thermos will no longer automatically fail "Hunt for Red's Thermos".although of course, you'll have to find another way to get the thermos
    In the Original Story: began refactoring certain events around the use of CriteriaGroups instead of "evaluator" events
    In the Original Story: fixed an issue that could allow Ashley to use her "Threw Beer On Madison" dialogue with the Player twice, which could cause various issues related to her "Smooth Operator" opportunity
    In the Original Story: the Player will now get a one-time Combat Stat (speed) boost if they score two points in any one beer pong game
    In the Original Story: minor tweaks to the event that has Madison walk to the Player to talk about her Sky Animals after meeting the other party goers; she will not wait until the player is a certain minimum distance away before trying to approach him, but also is less likely to bug the Player during other "Global NPC Events" or if the Player is about to fight another Character
    In the Original Story: fixed an issue that would allow the Player to Throw Beer on Madison at a few highly inopportune, unintended times
    In the Original Story: fixed an issue that would allow the Player to fill up the empty flask, give it to Patrick, and start the Derek Smash! fight without Derek Smash! being In Progress, which could bug out several characters
    In Date Night With Brittney: fixed a few VA-text mismatches
    In Date Night With Brittney: fixed a few issues that could cause the Player to not be warped to Brittney after the Player chooses what to do with the Stove/Brittney's meal
    In Date Night With Brittney: fixed an issue that could cause Brittney to get up from a couch/be unable to "Talk" after the Player chooses what to do with the Stove/Brittney's meal
    In Date Night With Brittney: addressed an issue that could allow Brittney to get stuck, just a little, inside an outdoor patio chair before being intimate with the Player
    In Date Night With Brittney: Patrick will no longer laugh like an insane person right before waking up with a raging headache should he be close to the Player and Brittney being intimate
    In Date Night With Brittney: patient Players who want to start pleasuring themselves between Brittney's closing dialogues and the Game Over screen(s) will no longer be punished for doing so. They won't be rewarded either. They just won't see a dumb dialogue that makes no sense, given the liberal usage of floppy bits that recently occurred
    In Date Night With Brittney: sprinkled some extra emotes throughout the story, where appropriate
    In A Vickie Vixen Valentine: general cleanup to comply with recent engine changes and tighten certain old behavior timings up
    In A Vickie Vixen Valentine: sprinkled some emotes throughout the story, where appropriate
    In A Vickie Vixen Valentine: fixed an issue where very, very fast Players could turn the corner to trigger Vickie's intro dialogue BEFORE her "intro texts" played, potentially breaking their playthrough
    In A Vickie Vixen Valentine: fixed an issue that could cause Players to get temporarily stuck at zero "O" sensitivity until they took another intimacy action or saw a dialogue under specific circumstances
    In A Vickie Vixen Valentine: prevented a dialogue spam issue that could occur if the Player for some reason clicked the Play radial option multiple times prior to playing "Never Have I Ever" with Vickie
    In the Original Story: the Player has to know Amy/know a bit more about Amy before he has any reason to ask Amy for info about Derek
    In the Original Story: fixed an issue that was preventing a select few Inspect Texts for Patrick to not show up during "Palectrick Feel"
    In the Original Story: fixed an issue that could permanently prevent Patrick and Rachael from roaming to each other, even if the Player got them to bond as a result of the events of "Patty's Striking Resemblance"
    In the Original Story: fixed an issue that could cause Patrick to become visibly drunk again after the events of Madison's "art show" via a Social event, even if he had already sobered up
    In the Original Story: the Player can now choose to opt back into the "nude Frank" ending of "The Muse" if they opted out once, while Derek is still blocking the door to Madison's bedroom. This will provide a choice so that players can continue completely unrelated content (character/plot-wise) that required an item from the bathroom
    In the Original Story: Derek's walk to the kitchen while searching for Purgalicious during "High and Dry" will now take a tiny bit longer
    In the Original Story: adjustment to an Amy-Derek overhear Dialogue regarding Derek's brother, if Derek is blocking the door during "High and Dry"
    In the Original Story: fixed an issue that could cause duplicate dialogue to Play after kicking open the Spare Room 2/Art Room door to stop Stephanie from huffing if the Player was fast and ALSO used the "Take Bag" option. Will prevent accidental duplication of the Meltdown ending
    In the Original Story: mitigated additional minor walkto/positioning issues associated with niche Player decisions during the finale of Stephanie's "Meltdown" opportunity
    In the Original Story: sprinkled a few more emotes where appropriate throughout Stephanie's "Meltdown"-related content
    In the Original Story: slightly tweaked how long the Derek Smash! fight involving Patrick and Derek vs. Frank can take, as it was taking a bit too long most of the time
    In the Original Story: fixed an issue that could prevent the Player from seeing Ashley's commentary about getting Brittney "out of her cave"
    In the Original Story: Ashley will not break away from certain other critical story moments in order to talk to the Player about getting Brittney "out of her cave"
    In the Original Story: Amy will no longer be forced to interact with Stephanie, Katherine, and the Player during the events that precede "Meltdown"
    In the Original Story: Stephanie will no longer be restricted from helping Katherine for her "Meltdown" content just because Madison's art show is ongoing
    In the Original Story: if Stephanie is in the art room/Spare Room2 as the Player is about to use the Voice Recorder on the Window, the Player will need to deal with Stephanie's presence first
    In the Original Story: tweaked Rachael's "Occupied" behaviors during the finale of "Palectrick Feel"
    In the Original Story: cleaned up some behaviors related to Katherine's auto-failing of "Meltdown" if the Player already got Steph drunk/naked and THEN gave Katherine the Tampered Rum
    In the Original Story: miscellaneous cleanup of minor behaviors related to the events of "Palectrick Feel"
    In the Original Story: made behavioral tweaks related to Frank's return to his chair in relation to his "sting operation" and reaching the player, getting into fights, being knocked out, etc. This should somewhat help to minimize incidents in which Frank reaches the Player, but then quickly walks away back to his chair
    In the Original Story: fixed an issue that could cause Patrick to become stuck behind the gazebo towards the end of "Patty's Striking Resemblance" if the Player decided to betray him at that time
    In the Original Story: fixed an issue that affected Patrick's AbleToBeDistracted state and behavior with other NPCs if the Player failed out of his "masochism test" behind the gazebo near the finale of "Patty's Striking Resemblance"

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House_Party_0.16.2__Alpha_.rar


House_Party_0.16.2__Alpha_.rar