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Poll

Multiple outfits - BOOB supporter poll

  • System A 97
  • System B 16
  • No preference 35
  • 2026-02-15
  • 148 votes
{'title': 'Multiple outfits - BOOB supporter poll', 'choices': [{'text': 'System A', 'votes': 97}, {'text': 'System B', 'votes': 16}, {'text': 'No preference ', 'votes': 35}], 'closes_at': None, 'created_at': datetime.datetime(2026, 2, 15, 9, 50, 57, tzinfo=datetime.timezone.utc), 'description': None, 'allow_multiple': False, 'total_votes': 148}

Content

I have been designing a system that will work long term for the game and I want your input.

I want the player to be able to use multiple different outfits in the game. All outfits increases or decreases the stats in the game, seduction, better defence, increase charisma and so on.

Sometimes an outfit could be "forced" on the player, if the player for example decide to inspect a clothing, SNAP! Now you're wearing a skimpy bimbo bikini that also instantly made her lips, boobs and ass bigger. This is not in the game right now but something similar will.

This system will quickly require enormous amount of images. With just 3 different type of emotions, happy, sad, neutral and 20 outfits we get 60 images. Lets say there's 4 Images with the player talking to Slugby, Scrapshade, tavern owner and gun shop owner we're suddenly at 4*20=80 images .

So in total 100 images for only 4 introduction events. I plan the game to have much more than that. At 100 events this becomes impossible, the game will be huge probably even crash a lot because of ram limitations.

With that in mind I have worked out two systems, I'm leaning more towards System A, and integrate some parts of system B. System B is how A New Dawn works and I really regret that I did not take my time and create a system that lets the player pick outfits more freely.

System A

A variable in the game will store current outfit base. Then I'll just add emotions/actions at the end. Example flashing tits. black_outfit is the outfit base the action is flashing the system will call for the image black_outfit_flashing.png. This will update itself and I can add new images as the game develop without changing the old events. When bimbo_bikini is added the game will call for bimbo_bikini_flashing.png

pros

Easy to add new outfits

Easy to change old images

Simple system

20-30 outfits are not impossible

Cons

She will behave the same flashing in a skimpy outfit and flashing normally

The images will not have a background (There will be a background image behind)

The NPCs will have their own image just like in a Visual Novel

System B

Every event use show picture call which will require me to duplicate the event and change the image manually in the editor. Current outfit variable will decide what event to run.

Pros

The images will have backgrounds and the NPCs

The images will feel more immersive

Each event can differ depending on what outfit the player is wearing

Cons

Changing or adding an outfit is a pain in the ass especially when the game is as big as AND

It will be almost impossible to have large amount of outfits

Ending note

System A will also have different events that change description when her personality has changed. Example, player is a bimbo, bubbly bimbo Helena flash her tits differently than normal Helena. Same with dominant and submissive Helena. So we need to change the description of the scene but show the images based on what she is currently wearing. Most animations will be with a naked player but with system A an animation can easily play depending on what outfit the player is wearing.

Comments

Phaos

System A is probably a good default, absolute worst case you can just do a few one-off outfit specific events for edge situations.

Skeeve

I think make what is the best for you. Too much options perhaps produce more bugs ?

WhiteRaven

Good suggestion. It became quite clear to me when I wrote the post what's the better option. Still wanted to check in what you all think. System A will make it easier to add more outfits. System B will force me to use fewer outfits. So the poll should maybe have been: "Do you want to choose a lot of different outfits?" From my experience what creates most bugs are working without a designed system for core mechanics. In this case the core mechanic is display images. It has to answer these questions. What happens when I add a new outfit? Can I change images during development? What happens when I add transformations? Futa? Hu-cow? The system I'm building will make it easy to display correct image even after a transformation. All I have to do is update the variable that store current outfit when the player is transformed or changes outfit. Every time I display an image I call the variable to get current outfit instead of a static show exactly this picture when talking to this guy. And it's super easy to add actions like this: $gameVariables.value(5000)+"_action"

Skeeve

I see you have decide ;-) I dont know so much about work on a game mechanic etc. So in my mind do what is the best for you and the game.