ExerBastion

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Oct 3, 2022
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Awesome, by the way I wasn't criticizing you or your work I was just curious. :)
I know, it actually was something I wanted to talk about, because there's a lot I want to do for the game to make it easier to feel safe in choosing whatever you want to explore in every different route. And I'm happy you asked. I hope I didn't come on too strong with so many paragraphs. I tend to end up answering in long breakdowns, sorry.
 
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Zenary

New Member
Oct 7, 2017
13
9
I can't say this soon to be honest, This 0.2 update has been a lot of work. And I want to keep optimizing the game, make a glossary, add a functional day system coupled with missions, events and dates, outside of advancing the plot. And the previous update came with forgetting that I'm one person drawing, writting and programming, while wanting a very expansive game in choices and routes. I said a date too soon and way off from my capabilities, which ended up with me working overtime everyday, the last two weeks barely getting sleep (The writting is the worst offender in this). So I can't say just yet. I want to have it in two months and a half give or take, and I'll inform my patreons weekly of how it goes (how much I wrote and how many images I did each week) like I did the past update, but not really say anything before it is more solid. This is because I don't want to sacrifice dialogues if I can and I want dates to be as expansive as posible in letting you explore different topics. I want to put as much effort in to the game as posible.
Just to be sure, the ~2 1/2 months date for the 0.3, right?
Because I'm still waiting for the 0.2.1 update to come out so I can enjoy the 0.2 version without (most of) the bugs.
 
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ExerBastion

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Oct 3, 2022
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Just to be sure, the ~2 1/2 months date for the 0.3, right?
Because I'm still waiting for the 0.2.1 update to come out so I can enjoy the 0.2 version without (most of) the bugs.
In about 4-8 hours the 2.1 will be out. It was trickier than I hoped, some bugs have been harder to find, some were structural problems in the update (I think I have them all out, I hope) I added a couple of plot scenes, and I am currently giving the finishing touchs and testing the menu at the end of the day, were you can interact with the characters that have joined you. After posting that, I'll start working on the 0.3 (the 2 1/2 months being a super vague estimate right now)
 
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ExerBastion

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Oct 3, 2022
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0.2.1 is out now.
With some new plot scenes, setting up future updates.

And a menu for interacting with companions at the end of the day

I hope I was able to fix all or most of the bugs. Some were structural problems, so it might mess with previous save files. Some changes were made to really early in the code. So it also may not reflect those changes and fixes in a save file that takes place too late into the game. I'm sorry for the inconvenience. And hope you enjoy it
 
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Fulminato

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Oct 17, 2017
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In about 4-8 hours the 2.1 will be out. It was trickier than I hoped, some bugs have been harder to find, some were structural problems in the update (I think I have them all out, I hope) I added a couple of plot scenes, and I am currently giving the finishing touchs and testing the menu at the end of the day, were you can interact with the characters that have joined you. After posting that, I'll start working on the 0.3 (the 2 1/2 months being a super vague estimate right now)
the v0.2.0 release was very buggy. i think you totally understimate debugginig test and fixing phase. and more branching your game has more complex it will become. i think a good approximation can be take at least the 50% of the time required to develop the section. and the testing should be done by someone else and not you.
similar to book and other things like this, you need someone checking your work. this will make the testing phase more fruitful, for the same amount of time used.

the ideal solution, i think, should pick a couple of people give them some deep reference documents of the content of the game/release and let them doing the worst to broke the game (big plus if they know pyton or another modern coding language). this will not make your work bug-proof, but the result should be a lot nicer compared the rough 0.2.0 release.

PS:i'm just trowing some idea at you, nothing more.
 
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ExerBastion

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Oct 3, 2022
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the v0.2.0 release was very buggy. i think you totally understimate debugginig test and fixing phase. and more branching your game has more complex it will become. i think a good approximation can be take at least the 50% of the time required to develop the section. and the testing should be done by someone else and not you.
similar to book and other things like this, you need someone checking your work. this will make the testing phase more fruitful, for the same amount of time used.

the ideal solution, i think, should pick a couple of people give them some deep reference documents of the content of the game/release and let them doing the worst to broke the game (big plus if they know pyton or another modern coding language). this will not make your work bug-proof, but the result should be a lot nicer compared the rough 0.2.0 release.

PS:i'm just trowing some idea at you, nothing more.
You are absolutely right, I was too fast to upload, and didn't want to keep people waiting too much. I also write a lot of code for options many people probably wouldn't even pick, like making everyone hate you, and having to escape on your own. And many scenes have to take who exactly is what into acount all the time. Which makes it hard to test in general. The only friend that would help me is a doctor so has little to no time and usually sends me feedback pretty late, so I end up testing it more on my own. But I'll put more time into it, wait for my friend while working in other stuff and try to find someone else to help aswell. I hope at least the 0.2.1 goes better than the 0.2. And that the 0.3 becomes better than the two before

ps. This is not the first time you've been of help and provided great feedback, so thanks!
 
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Fulminato

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Oct 17, 2017
1,148
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You are absolutely right, I was too fast to upload, and didn't want to keep people waiting too much. I also write a lot of code for options many people probably wouldn't even pick, like making everyone hate you, and having to escape on your own. And many scenes have to take who exactly is what into acount all the time. Which makes it hard to test in general. The only friend that would help me is a doctor so has little to no time and usually sends me feedback pretty late, so I end up testing it more on my own. But I'll put more time into it, wait for my friend while working in other stuff and try to find someone else to help aswell. I hope at least the 0.2.1 goes better than the 0.2. And that the 0.3 becomes better than the two before

ps. This is not the first time you've been of help and provided great feedback, so thanks!
i think you can find some willing testers among your patreon follower without much problem.

for the content only the 1% players will see it's a tough discussion. if you want give your player meangiful choices you should try to implement the most relevant choices combinations scenarios, even if are unlikely [your example of fleeing alone i think is correct to be implement, even if very few to none will ever see it] for obscure and complex scenarios... i think it's not worth the development cost.

i'm real interested in your project, a mind control game in a totally dominant ruler position? no forced sissy crap? sing me yesterday.
you are new and the project just started, i'm favorable to become your patreon, but i need to see some constancy in the releases. (i see to many abandoned around here). so i'm rooting for your success.

[the r-18 scene 'design' is totally a turn off for me, but it isn't a big problem, there are enough "quick fappy game" around, and the incipit and start of this game is great in my opinion]

testing 0.2.1, fresh save:

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ExerBastion

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i think you can find some willing testers among your patreon follower without much problem.

for the content only the 1% players will see it's a tough discussion. if you want give your player meangiful choices you should try to implement the most relevant choices combinations scenarios, even if are unlikely [your example of fleeing alone i think is correct to be implement, even if very few to none will ever see it] for obscure and complex scenarios... i think it's not worth the development cost.

i'm real interested in your project, a mind control game in a totally dominant ruler position? no forced sissy crap? sing me yesterday.
you are new and the project just started, i'm favorable to become your patreon, but i need to see some constancy in the releases. (i see to many abandoned around here). so i'm rooting for your success.

[the r-18 scene 'design' is totally a turn off for me, but it isn't a big problem, there are enough "quick fappy game" around, and the incipit and start of this game is great in my opinion]

testing 0.2.1, fresh save:

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Wow this is a first update bug, I though I had them rooted out, I'll work on fixing those as well as starting to work on the next update (drawings and stuff). Your idea of asking arround the patrons for beta testing, is a goodone, so I'll do that, again thanks for all sugestions and feedback
 

grohotor

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May 15, 2020
1,408
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After playing this for a bit i think that you boxed yourself in with the ability to chose the MC. The MC that could be lets say male is at best androgynous and The "sex" scenes are just a nudie picture of the girl, there is no interaction between 2 people. If you didn't want to draw dicks then don't. Commit to a female protagonist and 1 body type so that you can actually have some interactive scenes.

Another thing i don't like its just how fast the mind control goes, its from 0 to 100 in 1 scene, there is no buildup, no gradual breaking down of barriers that actually make it interesting and more importantly NO LIMITS. The girls just become mindless golems.
 
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PyoT

Member
Sep 3, 2020
303
376
Very interesting start and apparently lots of different ways to play. Hopefully it won't get too complex and bogged down by all the different choices, but I certainly like that you can actually decline to just mind control everyone. Will be interesting to see where it all goes.

I did feel that the opening is a little bit rushed; in the sense that you rapidly talk to different team members and you know absolutely nothing about them. Maybe some sort of optional codex or something that explains a bit about the team members and your relationship to them? I mean, info dumping that way is probably not exactly the greatest writing choice, but at least it might be a bit less confusing ...
(also, it's very much sledge-hammer morality on what's going on, but eh, I can live with that ^^)

Bit frustrating also that the English is once again problematic. Just really pulls you out of the game, and makes it much harder to know the tone of what's going on. Are they serious? Playful? Teasing? Or just incomprehensible? Who knows ...
 
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Fulminato

Well-Known Member
Oct 17, 2017
1,148
786
Wow this is a first update bug, I though I had them rooted out, I'll work on fixing those as well as starting to work on the next update (drawings and stuff). Your idea of asking arround the patrons for beta testing, is a goodone, so I'll do that, again thanks for all sugestions and feedback
"I though I had them rooted out" not possible in the real world. sorry.



i'm not 'fluent' in renpy/python, but i think you don't have any coding background.

a statment like this is wrong
Code:
if scompany == 1 and sstate == "mindless" or if scompany == 1 and sstate == "affected":
the problem is the double "if" or better the totally laking any syntactic rules in renpy/python.
translate in other language you should have

Code:
if( scompany == 1 and sstate == "mindless" or if( scompany == 1 and sstate == "affected"){...}
don't make any sense and you miss the main if close braket.

a correct write should be

Code:
if( ( scompany == 1 and sstate == "mindless") or ( scompany == 1 and sstate == "affected") )
translating in

Code:
if ( scompany == 1 and sstate == "mindless") or ( scompany == 1 and sstate == "affected") :
but you have the same statment "scompany == 1" in both or 'branch' with an "and" with another condition.
a better way to write this is

Code:
if(scompany == 1 and (sstate == "mindless" or sstate == "affected"))
translating in

Code:
if scompany == 1 and (sstate == "mindless" or sstate == "affected") :
it's called Distributive law. similar to a * ( b + c) = (a*b) + (a*c)
[for anyone with the right knowledge, yes i know i should use 'exclusive or' and not the simple 'or' for the right parallel... but we know... simplicity]

the formula with two braket between the or is right. don't use nested if in a if statement (the use of another if before closing the condition statment witht the ":") make thing much difficult to read and debugging [even in the remote case it's correct]
 
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ExerBastion

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Game Developer
Oct 3, 2022
63
131
"I though I had them rooted out" not possible in the real world. sorry.



i'm not 'fluent' in renpy/python, but i think you don't have any coding background.

a statment like this is wrong
Code:
if scompany == 1 and sstate == "mindless" or if scompany == 1 and sstate == "affected":
the problem is the double "if" or better the totally laking any syntactic rules in renpy/python.
translate in other language you should have

Code:
if( scompany == 1 and sstate == "mindless" or if( scompany == 1 and sstate == "affected"){...}
don't make any sense and you miss the main if close braket.

a correct write should be

Code:
if( ( scompany == 1 and sstate == "mindless") or ( scompany == 1 and sstate == "affected") )
translating in

Code:
if ( scompany == 1 and sstate == "mindless") or ( scompany == 1 and sstate == "affected") :
but you have the same statment "scompany == 1" in both or 'branch' with an "and" with another condition.
a better way to write this is

Code:
if(scompany == 1 and (sstate == "mindless" or sstate == "affected"))
translating in

Code:
if scompany == 1 and (sstate == "mindless" or sstate == "affected") :
it's called Distributive law. similar to a * ( b + c) = (a*b) + (a*c)
[for anyone with the right knowledge, yes i know i should use 'exclusive or' and not the simple 'or' for the right parallel... but we know... simplicity]

the formula with two braket between the or is right. don't use nested if in a if statement (the use of another if before closing the conditional statment witht the ":") make thing much difficult to read and debugging [even in the remote case it's correct]
Wow thanks so much I'll give those a try
 

ExerBastion

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Game Developer
Oct 3, 2022
63
131
how to get more content with kim post first glove control? i see a screenshot of her in the mc's room?
Well all sexual scenes with Kim currently depend on the glove, making her obey, enslaving her (having her act normal or obedient), or breaking her mind, to interact with her in that way. Her romantic route, will probably start arround the 0.5 update more or less in how I had things planned. She joins naturally in an evil route. But the glove can make her join you in any route, without having to make her obedient in any way. If you made her good she might join in by 0.4. If you have her allways be okay with what you do, she'll come with you right now, but you'll need to start going out with her to unlock scenes so that's also for the 0.5. If you made her afraid you'll be able to kidnap her by 0.4 aswell. I hope this was helpful
 
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ExerBastion

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Game Developer
Oct 3, 2022
63
131
nice update!!!
i found a new bug if you brainwash Kim and later you free her.
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Thanks so much for all this help!
I'll start to work on this second batch of bugs alternating between working on the new updates (mostly drawing these first weeks), so I'll probably make a 0.2.2 but it will come a bit more slowly and halfway through the development of the 0.3
 

HarveyD

Member
Oct 15, 2017
469
715
If I just mind break everyone I can have them all with me at the end of the second day, is there no way to do this with the lowest level of mind control? Even when I "tell everyone the plan" they don't come with me.
 
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