frozenfeet

Well-Known Member
Aug 2, 2019
1,221
1,919
I looked at the dev's update, really like how the dev is splitting the character from the background so that the depth of field only blurs the background and not the character, would like to see more dev's use this technique. To bad the dev used it on the ugliest character in the game o_O.
 

Birdnman993

Well-Known Member
Dec 6, 2021
1,379
2,073
This Game would be a thousand times better. If it was just a VN.
The idea is not bad, you do tasks while you earn money for the family and they get corrupted, but I think they became more complicated than necessary, apart from the fact that navigating through the house makes you very dizzy and searching for content only makes you go around in circles, this last thing is what made me leave this game.
 

Devilrv

Active Member
Aug 6, 2019
594
672
Okay, sorry, I accidentally put some of the files into an extra folder that shouldn't be there. Delete the /game/Scenes/Main/MeetingStanley/Intro/ folder, then reinstall the fixed version of the mod here:
Hey bud. Just Checking to see if this work with the latest Version or not?
And if not is there an update for this for the same in the works?

Its not linked in the OP hence my question.

Cheers.
 

raven077

Newbie
Feb 13, 2022
36
55
The idea sure, the execution is where its at. Two years and most of the work has been reworking the game mechanics and layouts, all this game needs is sandbox movement/time and multiple choice options.

I mean the end result of manually cooking is guiding mood states. You'd get the same result with a menu selecting the meal and getting the cost of the ingredients put on a daily/weekly food bill. No need for a store, shopping or managed food inventory.

So the concept of what the dev wanted is still there. You managing both the meal (mood) and the food budget for the money management aspect.

That ought to be easier for the dev to swing and still let players tailor things their own way.

That's a win win.
 

Misarmor

Large member
Game Developer
Feb 1, 2023
885
1,543
The idea sure, the execution is where its at. Two years and most of the work has been reworking the game mechanics and layouts, all this game needs is sandbox movement/time and multiple choice options.

I mean the end result of manually cooking is guiding mood states. You'd get the same result with a menu selecting the meal and getting the cost of the ingredients put on a daily/weekly food bill. No need for a store, shopping or managed food inventory.

So the concept of what the dev wanted is still there. You managing both the meal (mood) and the food budget for the money management aspect.

That ought to be easier for the dev to swing and still let players tailor things their own way.

That's a win win.
Yeah, at this point I wish someone would explain to me why the food/errand thing is making such a fuss among you guys, even though it's 90% skippable, more than someone explaining me how to make it better in their eyes (although it is very appreciated, thank you).
To me the primary issue is that it's a mechanic that requires much more attention than it provides payoff (in the form of content). That's why the last adjustments I've made (starting from 0.4) has been to make it require less and less attention from the player (and add payoff, the "cum in food" content).
Right now, and even more today as I've coded something I'll talk about in tomorrow's progress report, the food/errands can be virtually ignored if the player wishes. All you have to do is make money and follow the quests for content, and that's it.
 
Last edited:

BodhiZafa

Newbie
Dec 29, 2022
71
57
Yeah, at this point I wish someone would explain to me why the food/errand thing is making such a fuss among you guys, even though it's 90% skippable, more than someone explaining me how to make it better in their eyes (although it is very appreciated, thank you).
To me the primary issue is that it's a mechanic that requires much more attention than it provides payoff (in the form of content). That's why the last adjustments I've made (starting from 0.4) has been to make it require less and less attention from the player (and add payoff, the "cum in food" content).
Right now, and even more today as I've coded something I'll talk about in tomorrow's progress report, the food/errands can be virtually ignored if the player wishes. All you have to do is make money and follow the quests for content, and that's it.

I'll give my two cents. The reason why people, including me, have an issue is that it's a mechanic period. If something is in a game, it's meant to be engaged with. Even if it's not important or can be skipped, the point is that it exists and it catches people's attention. They are trying to engage with it, but it's unnecessarily complex for the payoff. People want to experience 100% of a game, even if it's trivial. It doesn't matter if a large percentage of people don't complete games, they at least want to dip their toes in all aspects of it. So when a trivial mechanic is introduced but it's complex, it will cause discussion.

Pay off - The cum in food is really awesome and i hope it gets expanded on.

I don't know if that is a satisfactory answer, but now I will provide my own thoughts on what would make the food mechanic fun.

Note that I don't design games, just play them, and this is what I would like to see.

I personally like the food mechanic, so you can just fleshed out if that's a goal. Where does the "cum in food," lead too?
-Suggestions
1. Pay off, cum in food should cause major drama with some characters, and a sexy scene with others.
2. Simplify the food system. No dish should have more than 3 ingredients. 3 might be the magic number.
3. Give the option to make it optional? Have your aunt simply collect a good amount of ingredients automatically. But have a penalty like make the MC pay for it. Have her give the aunt a monetary tip.
4. Have the "penalty" be a pay off. Large tips to the aunt could lead to more scenes or a favor boost with her.
5. Skipping the penalty and getting groceries yourself could have your family notice your efforts resulting in different scenes or favor boosts.
6. Go to the grocery store with different family members, on the long walks, get to learn more of their wants, desires, and thoughts. Flesh out the story this way. You have a game play mechanic, make people excited to engage with it, don't keep pushing it aside and making it more trivial.

I want to express that I am not excepting any of these changes. What I'm hoping for is that my suggestions inspire you to do what you really want to do. It's your game, make your game. If you like an idea, even if you think a lot of people would dislike it, just do it. So what. Not many people can make their own game, and even less actually do.

Keep on rocking on.
 

Misarmor

Large member
Game Developer
Feb 1, 2023
885
1,543
I'll give my two cents. The reason why people, including me, have an issue is that it's a mechanic period. If something is in a game, it's meant to be engaged with. Even if it's not important or can be skipped, the point is that it exists and it catches people's attention. They are trying to engage with it, but it's unnecessarily complex for the payoff. People want to experience 100% of a game, even if it's trivial. It doesn't matter if a large percentage of people don't complete games, they at least want to dip their toes in all aspects of it. So when a trivial mechanic is introduced but it's complex, it will cause discussion.

Pay off - The cum in food is really awesome and i hope it gets expanded on.

I don't know if that is a satisfactory answer, but now I will provide my own thoughts on what would make the food mechanic fun.

Note that I don't design games, just play them, and this is what I would like to see.

I personally like the food mechanic, so you can just fleshed out if that's a goal. Where does the "cum in food," lead too?
-Suggestions
1. Pay off, cum in food should cause major drama with some characters, and a sexy scene with others.
2. Simplify the food system. No dish should have more than 3 ingredients. 3 might be the magic number.
3. Give the option to make it optional? Have your aunt simply collect a good amount of ingredients automatically. But have a penalty like make the MC pay for it. Have her give the aunt a monetary tip.
4. Have the "penalty" be a pay off. Large tips to the aunt could lead to more scenes or a favor boost with her.
5. Skipping the penalty and getting groceries yourself could have your family notice your efforts resulting in different scenes or favor boosts.
6. Go to the grocery store with different family members, on the long walks, get to learn more of their wants, desires, and thoughts. Flesh out the story this way. You have a game play mechanic, make people excited to engage with it, don't keep pushing it aside and making it more trivial.

I want to express that I am not excepting any of these changes. What I'm hoping for is that my suggestions inspire you to do what you really want to do. It's your game, make your game. If you like an idea, even if you think a lot of people would dislike it, just do it. So what. Not many people can make their own game, and even less actually do.

Keep on rocking on.
Alright, thank you very much for your feedback. I understand your point.

To give a bit of context, my original thought for the food/errand mechanic is that I needed something to make the player feel the difficulty of the family's new situation. Me being a beginner when it came to design (and other things...), I associated that with giving the player a difficult task, except I made it tedious on top of everything. I think in a regular management game, the difficulty lies in making the player make difficult decisions, instead of making them do moderately simple tasks repeatedly.
Now this is a porn game, not a regular management game, so the difficuly doesn't have to be as high I don't think, and the reward should be immediate porn, the unlocking of future porn content, or at the very least the preparation of the unlocking of future porn content, where in a regular management game it would be advancing the story or something.

To that effect, the cum in food content is supposed to affect the girl's horniness meter, and immediate effects can also be observed with the little "reactions summary" that appears when you choose to cum in the food. It's not very fleshed out yet, and I hope to add to it in the future.

That's my current philosophy for the cooking/errand mechanic. Relegate it to a decision-making role rather than a "grind" role. Right now, I want money to be the only source of grind in the game, and that's supposed to become easier as you progress the story, which make perfect sense in the story itself.

Now when it comes to your suggestions, I've actually already went for the 3rd one for 0.5. When you're supposed to go talk to Eve to go shopping with her for the first time in the first quest, she'll tell you that she wants to make herself useful, and that she'll go run errands every morning. The money will be taken automatically from the treasury each day, and there is a small event planned in the morning to warn the player that money is lacking, where Eve basically wakes Alice up and tells her she couldn't buy groceries. This small event has 2 variations by the way, one before and after you finish Eve's upcoming quest.
This raises one question however, since it seems that it contradicts your posts first point about not wanting to ignore this mechanic. What is your reasoning behind this suggestion?

Either way, the food/errand won't receive major modifications in the near future, so I'll have time to think about it. I think the players want more content than they want less cooking at this point, and that's what I'm planning on doing up to 0.6 at least anyway.

Thank you for your post :D
 

SonsOfLiberty

Discussion Dynamo
Compressor
Sep 3, 2022
26,138
230,219
Progress report 20MAR


Hello everyone, welcome to the 103rd progress report!

I've been working on the big Sheila sex scene for the past 10 days, and so far I've made 23 renders. It's pretty far from my record amount that I've ever produced in 10 days, but it's not that bad. I knew in advance that this scene would take a lot of effort and I allocated 2 dev cycles to it before I even started working on it. To be fair, I've been delayed by a few production issues, like texture bugs, and performance issues. The most notable one was a texture bug on the genitals I wanted to use on Sheila, where I wasted time trying to make them work, only to fall back on her default genitals, and then waste time trying to make *those* work. But that's part of the game, and now that I'm well into the sex part, I'm hopeful that I've ran into every issue I could run into, and it's going to be smooth sailing until the scene is fully rendered. Fingers crossed.

VlE.png

Yesterday evening I went on stream where I made this. Well technically not *exactly* this. I fully sculpted the boobies on stream, only to notice the hand wasn't posed properly, and when you convert a figure into a 3D object (to sculpt it), you can't pose it anymore. So I had to pose it, and re-sculpt it again before re-importing it. It happens.

Once I'm done with this and the short FRP scene (which serves as more of an introduction, or a tutorial than anything), I'll implement everything, test everything again, and put together a build for the testers. I hoped to do that before March ends, but I might spill over to April a little. We'll see.

Anyway. There is an other problem I have to discuss. Since basically all the renders I've made this past 10 days have included some amount of nudity, and I have no other renders to share, I'll have to share some of the nudy renders here. Problem is, some of you probably don't want to get spoiled, and want to enjoy your share of nipples when the right time comes. I understand. So I'll still share the nude renders, but I'll use a secret technique known as censorship. If you want the uncensored version, send me a DM on Discord (provided you have the manager role linked to your Discord account at least) and I'll send it to you. I'll work on censoring the renders after I posted this, so you'll have to wait a little.

That's about it for this progress report. See you on April 1st!


 

ich0

Member
Dec 14, 2018
133
72
I haven't played some versions now, but I want to give some thought to the meal problem.

-I like to have a big part of management, but trivial parts that cost time are not good. Especially if you can't optimize them and feel like you are doing something good.
-If it feels like a main part of the game, the developer should put more work into it.
-For a porn game, it is especially bad if you can't trigger the porn part. This includes no skipping of time-sinks.

Thanks for the game.
 
  • Like
Reactions: Birdnman993

BodhiZafa

Newbie
Dec 29, 2022
71
57
This raises one question however, since it seems that it contradicts your posts first point about not wanting to ignore this mechanic. What is your reasoning behind this suggestion?

Thank you for your post :D
Thank you for the awesome reply.

As for the contradiction, it was a suggestion mainly for if you do decide to go forward and make it optional instead of being a core mechanic. The idea of you wanting the food mechanic be a way to simulate the stress of running a family is a great idea. There could be something there if you choose to not making it optional.

I was just covering all my ground. I didn't want to too heavily influence a creator. To avoid any hint of tunnel vision. What a creator in any form of art; music, movies, comics, games, needs to understand is that no matter what people say they want to see or experience, they actually really just want something new.

When I share my own ideas with a creator, I want to make sure that I don't have any chance of diminishing a potential new experience. Something I didn't know I wanted.

Cheers!
 
  • Like
Reactions: ich0 and Misarmor
2.90 star(s) 55 Votes