Mod Ren'Py Adam and Gaia : THXE [R4 C] [Doomed City]

4.70 star(s) 3 Votes

How much should the current game systems be revised?

  • Combat - Lots, need combat to be so fun I would play it even without porn.

    Votes: 8 14.0%
  • Combat - Some, need a few encounters to be balanced to be great.

    Votes: 16 28.1%
  • Combat - Little, don't let the RPG mechanic get in the way of my fapping.

    Votes: 13 22.8%
  • Towns - Lots, need towns to be so complex that it's almost it's own game.

    Votes: 16 28.1%
  • Towns - Some, there should be some complexity, but not too much.

    Votes: 22 38.6%
  • Towns - Little, just make a few small improvments here and there.

    Votes: 3 5.3%
  • Bases - Lots, need bases to have much more complexity and things to manage.

    Votes: 17 29.8%
  • Bases - Some, need a few more things to have to manage.

    Votes: 16 28.1%
  • Bases - Little, just add a few small improvements.

    Votes: 7 12.3%
  • General - Only make the improvments you think need to be made.

    Votes: 32 56.1%

  • Total voters
    57
  • Poll closed .

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Huh then i guess i am missing more(Bastet and 2 humans). But where can i find them i am pretty sure i cleared every place from the world map. Seems the counter is bugged i do have 14 human matrons so only missing bastet i guess, where can you find her?
Desert, Oasis where Nambi was.

Going to go ahead and split these sub-locations out, while it seemed like a neat idea at first, I've just come to the conclusion that it's confusing to most people. These places still won't appear in the navigation menu until you have the right conditions, but it should be clearer that there is more there now.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
is there another link the one thats currently there isnt working
Strange, it works on my end.

At this point I'd recommend just waiting anyway, a major revision is coming out relatively soon. While I won't be forcing people to restart, hopefully you'd have a better experience from start to finish in the next version.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 33
First report of 2022 :)

Writing:
Write Scenes - 100%
Basic Proofreading - 100%
Advanced Proofreading - 20%

Background Related:
Shortlist Library of Backgrounds - 100%
Organize Backgrounds - 90%
Select Backgrounds - 20%
Portrait Backgrounds - 15%

Sprite Related:
Gather Sprites - 100%
Prepare Sprites - 85%
Identify Expressions - 70%
Set Sprite Layout - 10%
Basic Portraiting - 65%
Advanced Portraiting - 25%

Music Related:
Gather Music - 30%
Gather Sound Effects - 80%
Select Lewd Vocals from Library - 0%
Implement Music - 0%
Implement Sound Effects - 0%
Implement Lewd Vocals - 0%

Programing Related:
Implement Additional Functions - 20%
Program New Locations - 30%
Program Quest Logic - 40%
Test Run Game - 10%
Bug Fixing - 10%

UI Related:
Update Graphics - 80%
Update Fonts - 80%
Update Programming - 65%

Other:
Insanity: 150%

Progress Since Last Update:
Lots and lots and lots of coding, along with going back and finishing the last few UI items that required replacing. Although I will still need to update some more along the way as I finish all the features, but the old UI is no longer visible in Fallen Utopia's development build.
screenshot0028.jpg screenshot0029.jpg screenshot0030.jpg screenshot0031.jpg screenshot0032.png
So have been watching the poll and taking the feedback into consideration as I've been working on various systems.
The numbers for sure have not been settled on, but here are some of the new things being worked on.

  • Matron/Descendant/Residents Happiness/Mood
    • Based mostly on being provided food, happiness will increase up to a cap on being provided meals and decrease when not provided with a meal.
    • Mood has 3 states, Happy, Sad, Angry.
      • Happy - the character will function like normal.
      • Sad - the character's ability to produce/gather resources, and the devotion (relationship points) they gain will be penalized.
      • Angry - character's will shift their focus only to food and Matrons/Descendants will not be able to be interacted with if they are in this state.
    • When happiness falls below a certain threshold, residents will leave the town they are at and be lost forever.
  • Stockpiles
    • Towns and Bases will have a personal stockpile of resources that they will draw from to upgrade, feed their population, and build new houses.
    • Stockpiles will only be able hold a limited amount of each resource, this will improve as the Town/Base they are connected to improves.
  • Transfer Orders
    • Now to move resources around the world, you will be able to create a transfer order to send resources from one location to another.
  • Jobs (Matron / Descendant / Residents / Player)
    • Everyone will have a job that will determine what resources they are good at gathering/crafting.
    • There is a special job that the Player and Matrons have that let them do everything better inherently.
      • Descendants will rarely get this job.
    • As jobs are done more, the skill at performing that job will increase, increasing output and decreasing resource usage.
    • There is also the possibility that Descendants / Residents will have the 'Untrained' job, which will allow you to choose a standard job for them to learn. Their skill in that job will be subpar, less resources crafted/gathered and more resources used to craft, until they have done it long enough.
  • Facilities
    • The specialized area of a town/base that produces certain resources.
    • Based on the level of the town/base it will also improve proficiency of the workers.
  • Towns / Bases
    • Housing - To recruit for towns and another limit on descendants being added, you must build houses.
    • Space - For bases, there is 'space' that is required to recruit a Matron. This will only increase by 1 per level, to support this change The Main Encampment will now be able to level to 14 and Sphinx's Tower will be able to level to 12 (Sphynx will only require one space now, that scene will be edited to reflect change).
    • Food Consumption / Resource Production - Now happen on a daily basis.
    • Food Spoilage - a percentage of food (5-15% is my current thought) will spoil every week.
      • Some additional resources like wood/thatch may also gain a spoilage rate of yearly/monthly.
    • The Elven City of Sanctuary will not need to be upgraded, it's already a fully fledged if abandoned city.
  • Zones / Locations / Travel Management
    • These backend systems have also been worked on, although I don't think the improvements to them will effect gameplay too much. Maybe slightly in the randomization that determine what events (like combat/encounters) fire.
It's possible I've forgotten to mention other things, it's hard to keep track of everything sometimes. Something to be also aware of is that there will be some level of finer control available on a lot of the numbers used by these systems, to help create a more perfect balance for your play style.
To be fair if you want to dig into the files you will be able to exert the ultimate control much easier, there are very few 'magic' numbers (numbers that you don't understand what they represent) in the code any more.

Plans:
Going to keep chugging along working on the systems and keeping an eye on the feedback of the poll, feel free to give opinions on the systems as they stand.

Everyone take care and take it easy.I'll be back on the 28th with another report on with how things have gone.
:cool:(y)
 

Space_Cow99

Member
Jul 26, 2019
398
232
I ran into missing image errors for some hentai scenes? Not sure how to fix that but note to other people you hit ignore several times it gets you past it. Seems to be sound is working still.
Only issue I ran into lately is skip malfunction? it used to be left click disengages it, prior before even when you got base camp it stopped auto skipped function.

In future patch is there way: add food eating options, new matriarchs?
Does food also equal = water collection
Gaia request was don't let life die out right so wouldn't hero have water cask + food everywhere he goes.
Clothing options does the hero have clothes, does he revolutionize or produce clothes ever?
In mod version will we ever see snow world?
Noted when he gets o zero he ends up waking up at base camp. Never in any of towns he made.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
I ran into missing image errors for some hentai scenes? Not sure how to fix that but note to other people you hit ignore several times it gets you past it. Seems to be sound is working still.
If you could save the error message either as text or a screenshot next time, that would be helpful.
Only issue I ran into lately is skip malfunction? it used to be left click disengages it, prior before even when you got base camp it stopped auto skipped function.
Do you want skip to be turned off automatically when you reach the main encampment?

In future patch is there way: add food eating options, new matriarchs?
Does food also equal = water collection
Gaia request was don't let life die out right so wouldn't hero have water cask + food everywhere he goes.
Clothing options does the hero have clothes, does he revolutionize or produce clothes ever?
In mod version will we ever see snow world?
Noted when he gets o zero he ends up waking up at base camp. Never in any of towns he made.
There are new matrons in the next patch, although most won't enter officially until the following patch.

Food is now consumed by all Matrons/Descendants/Residents.

I'm using 'Food' as a generic to represent daily necessities, being met, so not going to separate water into it's own component.

I believe there is enough clothing scattered about in various places from all those lost that it's not an issue for people to have clothing... while the war and weather would have destroyed a lot, there should be enough floating around for people to either have old clothes or repurpose clothes into making new outfits.

In general, everyone should note that women in the world are not completely helpless... they had to survive for some years before you are released into the world by Gaia. You are providing companionship, the promise of a future, and the promise of a better life by recruiting them into your harem or your towns.

Snow, maybe... it's a lot of work to edit every background to give a faux layer of snow/wintery look. I'll think about it, but it's possible that I'll just leave it alone.

Something I didn't mention about the Travel system, is now you will be able to designate a base/town as your 'home', which will then be returned to when you spend all your actions / are defeated in battle.
 

Ruseman1

New Member
Mar 13, 2018
2
3
How do you lower unrest? Where does it even come from? I thought it came from not having enough food or preserved food but I have a ton, not getting any generated resources from any of the villages. Is it from not having enough resources to do crafting in that town?
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
How do you lower unrest? Where does it even come from? I thought it came from not having enough food or preserved food but I have a ton, not getting any generated resources from any of the villages. Is it from not having enough resources to do crafting in that town?
It should only come from a lack of food/preserved food depending upon the season.

:oops:
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 34
Another progress report. :cool:

Writing:
Write Scenes - 100%
Basic Proofreading - 100%
Advanced Proofreading - 20%

Background Related:
Shortlist Library of Backgrounds - 100%
Organize Backgrounds - 90%
Select Backgrounds - 20%
Portrait Backgrounds - 15%

Sprite Related:
Gather Sprites - 100%
Prepare Sprites - 85%
Identify Expressions - 70%
Set Sprite Layout - 10%
Basic Portraiting - 65%
Advanced Portraiting - 25%

Music Related:
Gather Music - 30%
Gather Sound Effects - 80%
Select Lewd Vocals from Library - 0%
Implement Music - 0%
Implement Sound Effects - 0%
Implement Lewd Vocals - 0%

Programing Related:
Implement Additional Functions - 20%
Program New Locations - 30%
Program Quest Logic - 40%
Test Run Game - 10%
Bug Fixing - 10%

UI Related:
Update Graphics - 99%
Update Fonts - 99%
Update Programming - 65%

Other:
Insanity: 200%


Progress Since Last Update:

Calendar System

  • The part of the code dealing with time management.
  • Action's can now overflow into the next day correctly, so if you did something that would have taken a lot of time at the end of the day, you stayed up and slept in late. *wink*
  • Interaction with the travel system, now you have the option to specify a 'home' location that will be returned to when you ran out of actions available in a day.
    • The default is the main, human encampment, but can be changed to any town/base once they are founded.

Battle System
  • Tweaked numbers, enemies in later zones will need a bit of tweaking to make them feel a bit more unique.
  • Player's and Enemies now have a speed stat that determines their turn order in battle.
    • The Player's base speed is adjusted by the armor they wear, most protective gear will be too heavy for you to act before enemies.

Resident System & Name Generator
  • To provide unique names for all Residents a name generator has been created.
  • All those who live in towns will now be Residents or Resident Descendants.
    • This will mean that now the population of town is not just a number, but an actual character that has a mood, a set name, an ethnicity, and tracks their own pregnancy status.
  • Now after battle or an encounter a Resident will be generated that you will have a chance to recruit into towns with enough housing available.
  • You will also have the ability to downgrade Descendants into Residents, currently considering that you must have at least unlocked the first two scenes before you can do so though.
  • Both Battle Residents and Resident Descendants will use a more limited format (less images, but the same format that is currently used by after battle scenes(3 foreplay and 3 sex for humans, 5 for monsters)), Residents from Encounters and Descendants will have a longer and slightly more distinct scene.
    • Resident Descendants pull their "id" from the appropriate pool based upon their ethnicity.
    • The interaction with residents is much simpler, you will only mate with them to produce offspring.
  • Battle Residents, Encounter Residents, and Resident Descendants will also never have the 'Talented' job. Descendants converted to Residents will maintain the job they were born with.
Other
  • Creation of many variables that allow finer adjustment of difficulty in the various systems.
  • General code management, integration, and testing.
  • Sah Virtuous After Battle, Sah Encounter, and Ghost Encounter written.
  • Image pool refining and sorting.
Plans:
Going to keep focusing on the code side of things, continuing to integrate the new systems into everything, and defining the data needed to drive the cleaner approach.

Once everything is converted to use the new design appropriately, I'll switch my focus into creating the conversion bridge between the old data and the new.

I have a starting place based upon the Foundations to Generations approach, but still have more to do.

That's all for this progress update, everyone stay safe and take it easy until Feb 11th, when I will be back with more news on my progress.
:)(y)
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 35
Time for another progress report. :whistle:

Fallen Utopia Core:
You don't have permission to view the spoiler content. Log in or register now.

Fallen Utopia Extras
(* means written)
(** means written and scripted)
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Other:
Insanity: 300%

Progress Since Last Update:
Continued general code management, integration, and testing.
Continued image pool refining and sorting.
Fallen Utopia Writing: Ghost Resident Scene, Ghost Resident Descendant, Human After Battle, and Mermaid After Battle.
Far Coast Writing: 4 Core Story Scenes of 60ish planned Core story scenes.

Plans:
While working on the refinements, integration, and conversion from the old code base to new and the other worked needed for Fallen Utopia, I will be using some other time to continue making progress forward with the story for the Far Coast update that follows this one.

So hopefully the gap between the two updates will be greatly reduced.

It's still going to be awhile before Fallen Utopia is ready though, even knowing it was going to be a good amount of work to do the conversion, I probably still underestimated things again slightly... also trying to make it to the standard that I want. :eek:

I'll do my best to get it out ASAP, but it might be closer to late May early June now rather than the end of March / start of April like I originally thought. :oops:

I'll be back on the 25th with another report on my progress.

Until then everyone take care and have a good couple of weeks.
:cool:(y)
 

Dark51

Member
Jun 5, 2019
120
35
Fallen Utopia Update 35
Time for another progress report. :whistle:

Fallen Utopia Core:
You don't have permission to view the spoiler content. Log in or register now.

Fallen Utopia Extras
(* means written)
(** means written and scripted)
You don't have permission to view the spoiler content. Log in or register now.

Other:
Insanity: 300%

Progress Since Last Update:
Continued general code management, integration, and testing.
Continued image pool refining and sorting.
Fallen Utopia Writing: Ghost Resident Scene, Ghost Resident Descendant, Human After Battle, and Mermaid After Battle.
Far Coast Writing: 4 Core Story Scenes of 60ish planned Core story scenes.

Plans:
While working on the refinements, integration, and conversion from the old code base to new and the other worked needed for Fallen Utopia, I will be using some other time to continue making progress forward with the story for the Far Coast update that follows this one.

So hopefully the gap between the two updates will be greatly reduced.

It's still going to be awhile before Fallen Utopia is ready though, even knowing it was going to be a good amount of work to do the conversion, I probably still underestimated things again slightly... also trying to make it to the standard that I want. :eek:

I'll do my best to get it out ASAP, but it might be closer to late May early June now rather than the end of March / start of April like I originally thought. :oops:

I'll be back on the 25th with another report on my progress.

Until then everyone take care and have a good couple of weeks.
:cool:(y)
Yo Epadder do ya use Za hando to cut time so we can have to skip Poll or something to vote here?
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
would you put other download link rather than mega
No plans to currently, sorry. I'm not going to support the current version any more, I'm focused on the next update.

Yo Epadder do ya use Za hando to cut time so we can have to skip Poll or something to vote here?
I only had the poll open for a few weeks, so people who voted in that time have influenced my decisions on what to prioritize in the next update.

Further suggestions and feedback will be accepted after Fallen Utopia is released of course, and if adjustments need to be made I'll handle them at that time. Hopefully I'll give people enough tools to make adjustments to specific internal values, so that everyone can customize things to get the experience they desire if the default isn't what they want.
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 36
Progress report time. :cool:

Fallen Utopia Core:
You don't have permission to view the spoiler content. Log in or register now.

Fallen Utopia Extras

(* means written)
(** means written and scripted)
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Other:

Insanity: 400%

Progress Since Last Update:

Battle System expansions.

  • Every battler has a primary (melee), 'secondary' (ranged (player), alternate attack (enemy)), 'special' (charge (enemy), heal (player)), 'unique' (guard)
    • 'Special' (Charge)
      • From a mechanical balance standpoint, attacks that take multiple turns to execute have to be more than twice as effective as things that can be executed in a single turn.
      • Most (maybe all) normal enemies will use 'Flurry' which is a random number of normal attacks (3-5 currently) against the player.
Fallen Utopia Writing: Finished: Succubus Descendant as Resident, and Resident's Descendant. Started: Lilith's Descendant (20%)
Far Coast Writing: 2 more Core Story Scenes of 60ish (6/60ish) planned Core story scenes.
Continuing: general code management, integration, and testing.

Plans:
Continue pressing forward with the work needed to complete Fallen Utopia's release, while working on writing Far Coast scenes in advance.

I'll be back on the 11th of March with another report on my progress.

Until then everyone take care.
:)
 

Epadder

Programmer
Game Developer
Oct 25, 2016
568
1,064
Fallen Utopia Update 37

Time for the next progress report. :whistle:


Fallen Utopia Core:

You don't have permission to view the spoiler content. Log in or register now.


Fallen Utopia Extras
(* means written)
(** means written and scripted)

You don't have permission to view the spoiler content. Log in or register now.

Other:
Insanity: 450%

Progress Since Last Update:
Not as much as I hoped, but still moving forward.

Fallen Utopia Writing: Finished: Lilith's Descendant
Far Coast Writing: 2 more Core Story Scenes of 60ish (8/60ish) planned Core story scenes.
Continuing: general code management, integration, and testing.


Plans:
Will just keep doing what I can to finish up Fallen Utopia and write Far Coast's story scenes.
I'll be back on the 25th of March with the next report on my progress.

Everyone stay safe and take care until then.
:)
 
Dec 12, 2021
118
77
Hope you look into adding other download links than Mega someday soon. Like Pixeldrain.

2 GB of data are officially now just a *tiny* bit too big for me to download with Mega without having to pay Mega to increase my download limits.
 
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Reactions: Absurdity

Bigwolf1

New Member
Jun 13, 2021
3
0
I like what I'm seeing but is there a kind of walk through or at least something to show how to get certain individuals into the village and such? Everything is telling me its unavailable but I can't seem to find how to build or what I need to do in order to do that or has it not been implemented yet?

Nevermind I think I figured it out, seems to have been a visual bug and after closing out and re opening it, it seems to have worked.
 
Last edited:
4.70 star(s) 3 Votes