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0.4 Development Update 3

🕑 Added 2020-01-10 17:00:35 +0000 UTC

Comments

You are the only Patron I am subscribed to, I do not buy games (Arrrgg), I do not pay for things unless I see real potential and want to help that come to fruition. Doing an excellent job thus far and I'm excited to see what you make this into. :)

Zanith

Hi, and thanks! The update should've been out already, but I'm still not done with renders and misc stuff like the phone graphics for the new girl (totally forgot about it), so I don't know, really, another day, maybe two, maybe even three if I mess something up. About the workout sex scene, I can't say when it's going to be in the game, but it's definitely going to be in the game.

Gerard Alba

Hi! Your game is amazing! Hot characters! When is the new update coming? If I may, I suggest a great sex scene when Naomi is working out, sweaty and sexy, I just miss that scene!

돌돌 빵

oh I really want rae's moaning. it will be amazing!

Wild Bill

Doors are really easy, they're such simple shapes it should take about five minutes to do an actual modelled version of one like that.

Zanith

They are all like that, yeah, it's just that it's not that noticeable from most angles. I'll see about commissioning a proper sculpt for the doors, should be a mostly seamless change.

Zanith

It kinda is that simple, I do have a block that handles migrations on load. But it's only called after renpy restores state (via unpickling) and does all its internal checks, and that means that I can't easily handle certain changes. I can't, for example, just remove old classes and write a custom object deserializer that will move old data to the new object model. All that said, it is possible to do a big change and migration. Lots of legacy garbage will have to remain in the code, but such changes might be necessary in the future. Realistically, it's Python 2 (no type checks) and very poor editor support that makes me think twice about any big code change/refactor that is not blocking the development. It's a huge time commitment, and with all the constant delays I'm super not comfortable with it at the moment.

Wild Bill

Oof, I just noticed the door in the picture of Cait (I was... *distracted* first time around), that doesn't look great. Looks like a normal map slapped on a flat plane rather than an actual model.

Wild Bill

Ah yes, I don't know much about Ren'Py but I know that the saves are problematic, I hadn't thought about that. I take it it isn't as simple as adding a block to an onload hook to convert the old data to the new format.

Zanith

General sfx and music themes is something that should already be in the game, to be honest, it's just that I'm forgetting to do it and leaving it for later and then never actually coming back to add it. First few events have their music and even some sfx in them, need to catch up and add it to all the other events, too. So, yeah, I'm talking about sex scene sounds/voices in the post. The environments and prop setups requiring a lot of work is true. I know I should try to reuse assets more, but I just can't stand it when something looks totally wrong.

Zanith

I agree that the sound must be done right and I don't know if I'll be able to do that. That's why if there's enough interest in it in general, I will do a test first. I'm thinking something like a separate one-scene build with options for only the basic sounds, voiced sex scenes, and maybe even fully voiced scene. Then we'll all decide if it's worth it.

Zanith

In principle, yes, that would be ideal, a single storage for all the overrides and one sweep. If I were to make the scheduling system from scratch right now, I probably would have done so. But the personal schedule override lists are already a thing. With the way RenPy does save migration, it would take a lot of testing and debugging to make sure that the event overrides are successfully migrating from the older saves. And that's after the whole rewriting the entire system thing. So I'll stick to adding a separate list for now, and if it works, then it's fine for now. There are a few other aspects of the system that might cause problems in the future. For example, all overrides are evaluated on a per-time slot basis, so there's currently no way to predict if a multi-time slot override will be overridden further in a later time slot. This might cause a problem for more complex event chains, and it will force me to redesign the system completely in any case.

Tiredx

When you say sound are you referring to erotic scenes or sound as in game soundtrack overall? Example: Intense music during action scenes, soft music during more romantic moments. I love the art work you displayed to show your progress although the amount of configurations your having to endure to make your scenes work is causing me to mentally cringe. >_<

Maxim

Great stuff man ! The only thing I am personnally not sure about would be the whole "sound" you mentionned. Unless done right, I find those just makes the game larger while not giving a lot of substances to the scene ( or people plays with no sound). Regardless, I think you have a good game product so whatever you decide, I'll follow.

Wild Bill

That sounds like the *opposite* of what I would have done, I would have had a single override type which could have one or more girls associated with it, start with the girls assigned a null task, then step through the overrides from high to low, setting the girls' tasks if all girls assigned to the current override were still null. At the end, check each girl's task, if still null use the base schedule to assign one. This wouldn't need any interaction between overrides, no temp variables, and only one pass, with no need to examine any overrides other than the current one. What is it the system needs to do that this would not satisfy?

Chet Congo

Stockings/Tights/Pantyhose are amazing. Hopefully see Rae put some on in a scene as well.

Zanith

That's what I'm trying to do, yes. It's just that it was working badly when those group events were mixed with the personal events. It was either a race condition of sorts (one schedule depends on another that depends on the first etc) or just a very sloppy multi-pass thing with lots of temporary variables. The clear separation of personal/group overrides should help. The logic goes like this: when testing a time slot for a group event, if there exists a personal override with a higher priority for any one of the girls involved in the group event in this time slot, the whole override gets ignored and the next one is tested. If there are no overridden occupations for the time slot, or the overrides are of the lower priority, it gets applied. No chance of conflict this way.

Wild Bill

Do you step through the override stack from the top down or from the bottom up? If you start from the top, can't you just skip any events if the girls are already spoken for? Like, the pillow fight is lower priority than the study session, the study session is processed first and when you reach the pillow fight it checks if the girls are available or spoken for, and as Rae and Cait are already doing something else it's skipped and Naomi moves on to the next priority down.


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