House Party – Version 0.19 Alpha + Walkthrough

House Party

House Party: 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.

 

Windows 64 b
Update: 25 January, 2021
Genre: Striptease, 3D, Adventure, Animation, Simulator, Male Protagonist, Naked, Big Boobs, Blonde, Brunette, Striptease, Wet Pussy, Big Dick, Seduction, Blowjob, Cumshot, Seduction, Facial, Sexy Lingerie, Glasses, Handjob, House Party
Language: English
Size: 2.50 Gb
Uncensored
rar arhive

House Party House Party

House Party

House Party

0.19.0
In the Original Story: converted most NPC reactions for the Player exposing themselves into Background Chatter instead of Main Dialogue
In the Original Story: added new Opportunities for Frank – A “Ball” of Mystery, CockBall, The Penis Games, Nail the Coffin, Budding Bromance
In the Original Story: added new default greeting responses for most NPCs that can be used (based on their availability/ongoing content, social meters, and sometimes more) to move them to specific locations
In the Original Story: added clarifying hints and thoughtbubbles to the various story actions that serve as additional means of build trust with Frank outside of “Frankly, I Don’t Trust You”
In the Original Story: major revamp of the “Frankly, I Don’t Trusty You” Opportunity and general “Frank’s Trust” mechanics and many associated events. “Frankly, I Don’t Trusty You” is now purely dependent upon social meters with Frank, with giving him booze being just one of many different ways of progressing towards completion of the Opportunity. NOTE: this
Opportunity now reflects your initial earning of Frank’s trust. His trust in you AFTER completion of the Opportunity is then dependent upon your friendship level with him
In the Original Story: added four new Achievements: “Beyond the Call of Dude-y”, “Good Riddance!”, “Against All Odds”, and “Now It’s a Party!”
Added the “Fireplace” as an Interactive Item
Created Particle Effect To Depict “Flare Up” from Fireplace, as if hard liquor, etc. were Thrown Into It
Added the ability for the player character to dance.
Updated the censor setting to show a black censor bar over non-player characters who are engaging in sexual activities.
In the Original Story: converted Ashley’s reaction to a shirtless Player to Background Chatter instead of Main Dialogue
In the Original Story: groping Ashley no longer counts as having “met” her. Did you miss her hand? Nevermind. Dumb question…
In the Original Story: fixed an issue that could lead to Stephanie not being able to receive oral from the Player if they just finished “Special Tutoring” and tried to move right into her intimacy sequence for “Candyman Can”
In the Original Story: before giving Frank a whole boatload of booze for “Frankly, I Don’t Trust You”, the Player will receive a hint that there are other ways to get him to trust you for certain content…
In the Original Story: finishing “Meltdown” successfully will now always fail “Let’s Lower Some Inhibitions” and “I’m not Whipped, Bro”, as Stephanie is like super cereal about this new Doctor-future thingy
In the Original Story: tweaked a couple of Stephanie’s global responses to at least require having officially met her before using them
In the Original Story: the two sets of choices in Madison’s dialogues just before she and Ashley fight during the finale of Ashley’s “Drunk and Disorderly” Opportunity now carry minor social impacts based on whether you encourage Ashley/the fight, or not
In the Original Story: minor improvements to Brittney’s emotive behaviors during the “Truth or Dare” bit of Amy’s “Scavenger Hunt”
In the Original Story: fixed an inconsistency in a Rachael dialogue used during “Patty’s Striking Resemblance” that could refer to Vickie NOT being at the party when, in fact, she totes could be
In the Original Story: minor tweaks/improvement to wording of certain descriptive texts for “Frankly, I Don’t Trust You”
In the Original Story: being able to ask Frank if he’ll open the Closed Briefcase for you is no longer dependent solely upon completion of “Frankly, I Don’t Trust You”
In the Original Story: the response that the Player can use to try and initiate the “Broken Code” finale with Frank is no longer hidden UNTIL the Player regains Frank’s trust. Instead, it will be shown regardless of him trusting you and can be used to confirm whether or not he trusts you enough. A hint has also been added to this exchange
In the Original Story: when Frank reaches his chair again for the first time after the Player has snuck too much booze out of the Liquor Cabinet, a little more info about how Frank makes his decision to attack the Player or not will be provided
In the Original Story: fixed an issue that could cause Leah to not have the appropriate Alternate Body Texture(s) when loading into a game
In the Original Story: standardized the social criteria used to determine when Ashley will attack the Player in response to certain actions
In the Original Story: fixed an issue that could allow the Player to ask Katherine to join them in bed while they were being intimate with another NPC. No, this is not a nerf to threesomes or something. Beds have structural weight limitations, that is all
In the Original Story: fixed an issue that would cause Katherine to not put her fishnets back on if the Player “abandoned” intimacy in the bedroom with her
In the Original Story: slightly loosened the restrictions on two responses within Patrick’s default greeting that were a bit too tightly tied into Madison’s “art show”
In the Original Story: “Frankly, I Don’t Trust You” will now auto-start after select interactions with Frank that were already serving as social boosters or depictions of his increase or decrease in the Player
In the Original Story: very slightly boosted the social reward received by giving Frank the camera with nude pictures of Katherine on it
In the Original Story: tweaks, 0.19-relevant additions, and cleanup in the periodic Event Trigger that removes Frank’s concussed state
In the Original Story: several tweaks to Brittney’s behaviors based on her Friendship level with the Player. She will now be somewhat less likely to attack immediately after one major “violating” act, but will be less likely to help with content in a handful of instances based upon even a moderate drop in socials or one occurrence of a major negative act. TLDR: Keep your fluids and appendages off her
In the Original Story: fixed an issue where Derek could overhear Amy and the Player talking about his brother…through walls!
In the Original Story: Amy won’t be locked off from being sent to take pictures of Brittney in the hot tub if she was never invited to Madison’s “art show” in the first place
In the Original Story: the Player won’t be locked out of asking Amy to go somewhere secluded while Madison’s “art show” is on if Amy was never invited to said “show”
In the Original Story: the Player won’t be locked out of asking Amy to go check out the fire pit while Madison’s “art show” is on if Amy was never invited to said “show”
In the Original Story: Frank attacking the Player due to the Player being drunk while speaking to him will now correctly flag the Player as having been made aware of Frank and/or Leah’s issues with booze
In the Original Story: the Player will automatically exit Combat Mode a bit faster after defeating Frank during the “evil”/Ronin finale of Leah’s “Broken Code” content. This is a minor QOL addition that should prevent…frantic players from accidentally hitting Frank again
In the Original Story: minor emotive additions and cleanup of Stephanie-Katherine events related to “Meltdown” and “Drunk and Disorderly – Stephanie”
In the Original Story: added states to Katherine briefly while she enters the Downstairs Bathroom to try and mitigate a rare issue that could cause her to get pushed out of that bathroom while sick
In the Original Story: Patrick now has the Upset state from the start of a New Game, as he’d be hungover/have a headache regardless of having talked to the Player or not yet
In the Original Story: minor tweaks to certain starting scenarios for “Get the Man Some Drugs!” and standardization of how friendship is increased, no matter how the Opportunity is started
In the Original Story: corrected a few text typos
In the Original Story: giving Katherine the rum (tampered or not) will now count as having given one of the liquor items in the game away, which ties into certain Opportunities and Frank mechanics
In the Original Story: added more social boosts for Patrick when giving him various booze items
In the Original Story: tweaked the delay after which Patrick will accept another booze item to ensure that it’s always roughly 60 seconds after having closed the “gave booze” Dialogue
In the Original Story: sprinkled additional emotive behaviors around Patrick’s Dialogues when he is given various booze items
In the Original Story: Rachael won’t approach Pat to confront/slap him if Patrick is on his way to certain important Character Targets like the Player
In the Original Story: the Player will now have the chance to ask Frank about his “take” on Leah
In the Original Story: slight tweaks to the removal of Stephanie’s panties as part of her “Special Tutoring” intimacy reward/finale
In the Original Story: tightened up some behaviors for Frank and Leah as part of a handful of “fail outs” of “Broken Code”
In the Original Story: cleaned up the Global Item Refusal Events for Arin and Dan
In the Original Story: Frank will not try to get back to his chair if he is currently displaying dialogue OR is being spoken to. Slightly increased the frequency with which he will attempt to return to his chair to compensate
In the Original Story: minor tweaks to Brittney’s behavior after “Truth or Dare” during Amy’s “Scavenger Hunt” to ensure she gets the most out of her relaxation time in the hot tub
In the Original Story: Brittney will only stay in “exhibitionist” mode after Amy’s “Scavenger Hunt” if the Player has extremely high socials (friendship AND romance) with her. This may require her involvement in more than one set of content…
In the Original Story: added some Opportunity texts to a few Opportunities that were missing failure and complete messages
In the Original Story: “Katherine’s Dilemma” will now fail if the Player got Katherine the Rum without ever getting her to go topless in order to take pictures. This isn’t a bad thing, calm down
In the Original Story: fixed an issue that would cause several Characters to react to being given the Flask as if it was filled, when in fact it was not
In the Original Story: the response that lets the Player tell Ashley she is standing in Patrick’s “sick” (to move her) no longer has an overly restrictive check against Madison’s “art show”, instead checking if Ashley is attending said show
In the Original Story: minor tweak to Ashley’s behavior that moves her if the Player told her about Patrick’s “sick” or “fluids” to prevent fast-moving Players from compromising content
In the Original Story: tweaked when Katherine could be “cell phone jammed” to avoid a few niche issues
In the Original Story: fixed a handful of issues across the story caused by On Start Dialogue event configurations that were preventing Social boosts or penalties from taking effect
In the Original Story: fixed an issue that could cause Ashley to not fully “take a break” from talking to the Player if the Player told her that they just use Derek for party hook-ups
In the Original Story: fixed an ancient, evil, long-forgotten bug that would allow the Player to “succeed” at Rachael’s full and partial flash Dares while hugging the inside wall of the Garage as she reached the corner of the yard
Fixed an issue that would allow the backend Player Value “PlaythroughTimer” to progress while the game was paused
NPCs should now be more aware of who they are speaking to and when they are speaking and more nuanced about which animations they choose and how they rotate toward their targets.
Fixed an issue with Dialogue OnStart Events that would allow emotive “tone” to be used by an NPC even if the actual Emote event that could set the tone was not executed due to a failed criteria check; this could lead to dialogues with unintended feels
Added right hand mounting position and rotation for the Popcorn
Fixed an issue that could cause an NPC responding with a BGC that specified a SpeakingTo target of “Anybody” to be unable to fire off said BGC
Mitigated an issue that could cause NPCs to stand around for some time without being able to exchange BGC due to an incomplete verification of pending/playing BGC
The Camera item will now differentiate between Naked, Topless, and Bottomless photos when taking pictures of Characters
Added support for most menus of the game to be translated including the custom story browser and login interface.
Added support for some aspects of the input configuration window to be translated.
Fixed issue where autosaves would sometimes not be written to the hard drive when returning to the main menu.
Added support for characters to use more complex body textures for preventing clipping with additional clothing sets.
Fixed issues with non-gregorian calendar formats in the custom story browser.
Updated how the male skin shaders are treated to allow use of a clipping plane for a bra worn in clothing set 1.
CSC: Added a “OnRelationshipEventWith” event trigger/reaction that will fire immediately after the current Character has their Friendship, Romance, or Scared social relationships modified with another Character (or “Anybody”) via a Game Event from the CSC. These can be disabled/enabled like most other event triggers to allow automatic and finely tuned control over social relationship adjustments
CSC: Converted the PlayerBeingSpokenTo Criteria into IsBeingSpokenTo, which will accept a Character so that you may check if a specific Character is being spoken to by another. Manual correction of existing Criteria types and Character references may be required
CSC: Individual Item Interactions resulting in a refusal will trigger refusal behavior(s) for that Item, even if the Item is present in an Item Group for which the Character has Item Group Interactions configured. This will allow you to more finely tune acceptance and refusal for items based on values or other criteria. Individual Items that pass their Accept criteria or are not found within the Individual Item Interactions section will still move on to evaluate any Item Group Interactions they might be included in
CSC: Added the InVicinity criteria. This will check against same data used by our internal IsInVicinity checks (used in socialization, roaming, intimacy, default reactions, and more), which ensure that two characters are at a Distance of 4 or less from each other, and not on separate floors. This can also be used as an easy replacement for any existing criteria similar to “Distance Between Two Characters Less than 4”. For those still reading this crap, a Distance of 4 is approximately 1.5 walking steps beyond the interaction distance for all NPCs. Also, I’d like to hug you…if you’d let me
CSC: Added the InVicinityAndVision criteria. It checks to see if two Characters are InVicinity of each other and Can See each other, while using 69% fewer words!
CSC: Fixed some issues where criteria were being shown in the search feature that should have been excluded.
CSC: Added advanced option to use regular expressions when using the search feature.
CSC: Added advanced option to search the location info as well as the event/criteria names and keys when looking for a value match in the search feature.
CSC: Changed default settings for the search feature to be more broad when filtering by events and criteria simulatenously.
CSC: Added a game event that allows the CSC user to set player pref values.
CSC: Added a criteria option that allows the CSC user to fetch and compare player pref values.
CSC: Added a reaction event type “IsDancing” which can be used to make characters react when they see another character dancing.

House Party
House Party

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 https://fboom.me/file/10d190c309967/HouseP

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