HentaiWriter

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Jan 30, 2017
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HentaiWriterDid you anticipate implementing cutscenes would end up taking so much dev time? If not, have you learned anything that could help streamline the process in the future?
We definitely underestimated how long it'd take to implement things (and write and voice and so on); the biggest bottleneck with implementation so far has been that a good chunk of scenes end up being "edge cases" where a tiny bit of functionality is needed to get them to work that Frouge had to add in, or where there's a new, unforeseen issue that happens due to a particular interaction we hadn't yet used in that particular way.

For instance, there was one scene where an NPC gets carried off by fans and flies into the ceiling (that was the intent, at least).

However, the usual technique I used to make an enemy "fly away" (rapidly shifting their Y coordinate) didn't work, because this particular NPC mostly ignored those changes, and so they just fell back down to earth. Any other enemy would have been fine, but this particular one, nope. (The reason why is because they were a "scientist" NPC, and while other actually-enemy NPCs had "gravity" properly programmed in for them, these guys didn't, since there'd be no point for them to have it, or so we thought.)

Since I'm not a programmer, I have to have Frouge fix these things, and if he's fixing this, he can't progress with the rest of the game's programming, and vice versa.

Then there would be the opposite issues sometimes, where something I wrote or had ripped the audio of I'd made a small mistake on, but without it being fixed, the cutscene couldn't be complete/fully implemented, so I'd need to correct it, send it to Frouge, etc.

So there were more than a few times where I couldn't implement stuff until these fixes came in.
I could still write during these periods, don't get me wrong, but it definitely slowed down implementation.

------------

As far as streamlining stuff, in regards to "edge cases" or "unforeseen issues", there's not too much of a way to protect against that without spending excessive time trying to prep for every imaginable scenario, which would likely waste a lot of time by prepping against scenarios that never end up happening.

But that said, for future games, with our engine being very robust nowadays after years of work put into it, and my overall workflow being improved/streamlined thanks to setups I've made over the years, future games should move a lot smoother overall when it comes to creating/implementing content for them.
 
Oct 20, 2017
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We definitely underestimated how long it'd take to implement things (and write and voice and so on); the biggest bottleneck with implementation so far has been that a good chunk of scenes end up being "edge cases" where a tiny bit of functionality is needed to get them to work that Frouge had to add in, or where there's a new, unforeseen issue that happens due to a particular interaction we hadn't yet used in that particular way.

For instance, there was one scene where an NPC gets carried off by fans and flies into the ceiling (that was the intent, at least).

However, the usual technique I used to make an enemy "fly away" (rapidly shifting their Y coordinate) didn't work, because this particular NPC mostly ignored those changes, and so they just fell back down to earth. Any other enemy would have been fine, but this particular one, nope. (The reason why is because they were a "scientist" NPC, and while other actually-enemy NPCs had "gravity" properly programmed in for them, these guys didn't, since there'd be no point for them to have it, or so we thought.)

Since I'm not a programmer, I have to have Frouge fix these things, and if he's fixing this, he can't progress with the rest of the game's programming, and vice versa.

Then there would be the opposite issues sometimes, where something I wrote or had ripped the audio of I'd made a small mistake on, but without it being fixed, the cutscene couldn't be complete/fully implemented, so I'd need to correct it, send it to Frouge, etc.

So there were more than a few times where I couldn't implement stuff until these fixes came in.
I could still write during these periods, don't get me wrong, but it definitely slowed down implementation.

------------

As far as streamlining stuff, in regards to "edge cases" or "unforeseen issues", there's not too much of a way to protect against that without spending excessive time trying to prep for every imaginable scenario, which would likely waste a lot of time by prepping against scenarios that never end up happening.

But that said, for future games, with our engine being very robust nowadays after years of work put into it, and my overall workflow being improved/streamlined thanks to setups I've made over the years, future games should move a lot smoother overall when it comes to creating/implementing content for them.

It's great that you have someone like Frouge to help you out with those things. It seems like backend engineers' time is often a bottleneck on projects like this.

Thanks for sharing your experience. I'm excited to see what you come up with next, and good luck with the launch
 
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HentaiWriter

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Jan 30, 2017
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It's great that you have someone like Frouge to help you out with those things. It seems like backend engineers' time is often a bottleneck on projects like this.
Well, just to be clear, Frouge is the only programmer on the game, so he's literally *the* engineer :p

Thanks for sharing your experience. I'm excited to see what you come up with next, and good luck with the launch
Thanks a lot! :)
 
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HardcoreCuddler

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Aug 4, 2020
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Huh? I dont know if you think that means he gets paid too little or too much lol
Neither
What I was trying to say is that hiring another programmer would probably be too costly for the project because usually they're paid pretty damn well (and most of the time rightfully so), so no wonder he's the only one
Not trying to shoot shots here XD
 
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HentaiWriter

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Jan 30, 2017
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Neither
What I was trying to say is that hiring another programmer would probably be too costly for the project because usually they're paid pretty damn well (and most of the time rightfully so), so no wonder he's the only one
Not trying to shoot shots here XD
Oh no, I didn't think you were trying to do that, I just didn't know which and wanted to clarify either way to clear up any misunderstandings if you thought they got paid too much/little, etc.

But yeah, we did get a second programmer on at one point just to help with the true final boss battle stuff so Frouge could focus on other stuff both for productivity and a change of pace, and when we did so, Frouge just gave him his cut for the month, so it definitely wasn't sustainable; we only had the other programmer on for 3 months.
 

garboaccount

New Member
Feb 20, 2018
4
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dont get yur hope high it s been like this every year
Actually, assuming progress is at its current rate forever, and that development doesn't decide that we need a text only solo adventure randomly added, when I crunched the numbers on the current rate of cutscene completion per week, it shows indeed they are on track for completion this year.

But for some reason, when I broke it down, my post got deleted. I wonder why.. :rolleyes:
 

Mand21

Member
Nov 25, 2020
174
65
I heard this game has a fuller version with more levels, which is supposedly Patreon available. Where can we get it?
 

Umberfoot

Member
Dec 5, 2017
146
196
I heard this game has a fuller version with more levels, which is supposedly Patreon available. Where can we get it?
Yes and no. The full game will have five distinct levels, but there's no demo version that has multiple levels; each of the five levels are being/have been developed separately from each other. Two levels are linked in the OP - v0.27EX is the Electric level, and v0.49 is the Fire level. The most recent demo versions of each of the other three levels, Ice, Earth, and End, can be acquired by pledging at the $5 level on Patreon, or you can ask someone else in the thread who has copies of those demos to post links to them. The levels are still completely separate in the demos, though.
 
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HentaiWriter

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Game Developer
Jan 30, 2017
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you need to find separate versions on the internet:Kappa:, luckily i was able to keep that old winter level with boss that was censored and reworked.
For clarification; we removed one animation sequence (out of eight total) from the cutscene itself because it no longer fit the final dialogue/events, and we made the scene a bit more lighthearted, to better fit the character's role in the game.

Said animation loop is still in the game, accessible and injectible into cutscenes with the level editor, which will be free with the game soon after launch.

This, and the single hypnosis animation the flying enemy in the Fire Level had, are the only two sex animation loops removed from the game in any way (and as noted, the Ice Boss is still accessible, and the hypno animation got repurposed to masturbating with the Dildo powerup).
 
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Mand21

Member
Nov 25, 2020
174
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For clarification; we removed one animation sequence (out of eight total) from the cutscene itself because it no longer fit the final dialogue/events, and we made the scene a bit more lighthearted, to better fit the character's role in the game.

Said animation loop is still in the game, accessible and injectible into cutscenes with the level editor, which will be free with the game soon after launch.

This, and the single hypnosis animation the flying enemy in the Fire Level had, are the only two sex animation loops removed from the game in any way (and as noted, the Ice Boss is still accessible, and the hypno animation got repurposed to masturbating with the Dildo powerup).
Yo, BTW, you're the developer?! Good job if so! The game doesn't seem to have a Linux port so I'm running it over Lutris with DXVK and VKD3D enabled (basically defaults) and it runs perfectly fine. Unfortunate that enemies are easy to escape from, though. You have any plans for making escape mechanics more difficult?
 
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