HumperDoo

Member
Apr 18, 2020
126
95

View attachment 2860025
I continued working like I did the week before, by playing through different branches and polishing scenes. So far, I've played the first ~75% of Sage, Josy & Maya, some of the Others variations, and Jill branches.

When I play this way, I ensure that the story flow is good regardless of the branch. And I'm starting to feel that it's coming together.

I've fixed many small to big parts along the way. For instance, last week, I mentioned how I worked on the non-minigame route, and this week, I did the final tasks related to it by completing the final versions of both beer pong and new brawler.

Polishing can also be something small, like re-rendering an image that didn't come out great or re-writing a section because the dialogue wasn't what I wanted. And sometimes, it's something bigger, like moving an entire scene to a different part of the episode and ensuring it doesn't break continuity. Or it's something else, like writing code or adding new animations, renders, sound effects and songs.

I returned to work on the biggest free-roam event again, as it wasn't in a playable state how I left it. It was in a state where 90% of its events were completed, but as a player, you couldn't click arrows, or buttons, start the scenes, or even continue to play the episode after. I didn't even have a good feel of how it played until now. Putting together the environment and scene code can be tricky, but after episode 9, I got more experienced with it, and planning how to achieve it is always one of the first things I do when I work on a free-roam event.



One of my biggest concerns when developing new episodes with this level of branching is that for every part of the episode you branch, it cuts playtime from the episode. Yet, with episode 10, I don't feel that when I play it. I've felt that everything is rich in content, regardless of branch. And that's a good sign that I'm on the right track.

I'm carefully considering which branches need something more. Even if it's just a small scene, it can make a huge difference and tie the knot on that branch.

Overall, there are some big differences between branches and plenty of canon content with variations to make the episode feel different, depending on your choices. Having choices matter in this way is a truckload of work, and it can be hard to keep track of all variations, but the payoff feels worthwhile, and I'm sure you will feel that too.

I've added more renders and animations to many scenes these last few weeks. The numbers are not comparable to creating a new scene, but they add up and inflate the episode some. I'm somewhere over a total of 4800 renders so far.

Now, I am working on missing art for the remaining scenes and will mostly spend the next week animating and posing static renders. I'm having a lot of fun working on it.

Last weekend, I installed the new PC, which has been rendering since with great results. The transition went smoothly. There are currently 25 animations in the render queue.

Have a nice weekend

Dr PinkCake
ahhhh no Nora or Bella cheeks getting beat:cry:
 

SirDawcio

Member
Sep 22, 2020
244
1,034
nothing. its an extra, people can mostly opt out of it if they find it cringe. i think some just have their expectations set too high. youre not getting mortal kombat in a renpy game.
Yeah but you didn't answer my question, what to you about it was cringe?
 

ImSenjou

Member
Apr 15, 2019
448
1,226
I may be alone in this sentiment but I just cannot wait for the new remade Brawler, it's gonna be so fun!
What I'm really looking forward to seeing is who the MC will have to fight, for what reason, and if he can win the fight this time.
Seeing the MC get beaten up by Chad, and getting only a draw against Caleb, even though I won the minigame, disappointed me.

Who is he going to fight, Caleb? Dawe? Tommy? Vinny? Oscar? Or will it just be training?
 
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Kpyna

Active Member
Dec 16, 2022
616
2,108
Well, although DPC does not give any numbers and approximate %, what he says looks promising. The last time he mentioned any numbers - regarding what he thinks he still plans to add, he mentioned ~1000 renderers. After that, within two weeks, he said that he had done about 500 renders (~250 each week), so logically, exactly half of those planned 1000 remained, and since he has not given any numbers for 2 weeks, then maybe even less.

Without mentioning new numbers for renders, remaining scenes and freeroam events, all this is empty guessing. But his attitude and the way he describes the work on the episode inspires optimism, if not in terms of timing, then in terms of the quality of the episode itself, and the most important thing is the consequences of our previous choices and decisions, modified "canonical" events with minor changes depending on the chosen branch and purely unique scenes for each of the branches.

And since new episode is not like EP9 which was a whole free-roam with some flashbacks, it really sounds exciting. It all sounds like it's similar to what most expected and awaited from EP9 before.
 

Hahn1900

Well-Known Member
Jan 3, 2021
1,421
3,187

View attachment 2860025
I continued working like I did the week before, by playing through different branches and polishing scenes. So far, I've played the first ~75% of Sage, Josy & Maya, some of the Others variations, and Jill branches.

When I play this way, I ensure that the story flow is good regardless of the branch. And I'm starting to feel that it's coming together.

I've fixed many small to big parts along the way. For instance, last week, I mentioned how I worked on the non-minigame route, and this week, I did the final tasks related to it by completing the final versions of both beer pong and new brawler.

Polishing can also be something small, like re-rendering an image that didn't come out great or re-writing a section because the dialogue wasn't what I wanted. And sometimes, it's something bigger, like moving an entire scene to a different part of the episode and ensuring it doesn't break continuity. Or it's something else, like writing code or adding new animations, renders, sound effects and songs.

I returned to work on the biggest free-roam event again, as it wasn't in a playable state how I left it. It was in a state where 90% of its events were completed, but as a player, you couldn't click arrows, or buttons, start the scenes, or even continue to play the episode after. I didn't even have a good feel of how it played until now. Putting together the environment and scene code can be tricky, but after episode 9, I got more experienced with it, and planning how to achieve it is always one of the first things I do when I work on a free-roam event.



One of my biggest concerns when developing new episodes with this level of branching is that for every part of the episode you branch, it cuts playtime from the episode. Yet, with episode 10, I don't feel that when I play it. I've felt that everything is rich in content, regardless of branch. And that's a good sign that I'm on the right track.

I'm carefully considering which branches need something more. Even if it's just a small scene, it can make a huge difference and tie the knot on that branch.

Overall, there are some big differences between branches and plenty of canon content with variations to make the episode feel different, depending on your choices. Having choices matter in this way is a truckload of work, and it can be hard to keep track of all variations, but the payoff feels worthwhile, and I'm sure you will feel that too.

I've added more renders and animations to many scenes these last few weeks. The numbers are not comparable to creating a new scene, but they add up and inflate the episode some. I'm somewhere over a total of 4800 renders so far.

Now, I am working on missing art for the remaining scenes and will mostly spend the next week animating and posing static renders. I'm having a lot of fun working on it.

Last weekend, I installed the new PC, which has been rendering since with great results. The transition went smoothly. There are currently 25 animations in the render queue.

Have a nice weekend

Dr PinkCake
Feels like the most positive report since march or something like that. It sounds like he is reaching for the finish. The last reports didnt show good progress, but this one is pretty accurate, i hope. If i have to guess, he as maybe 85% done or even more, could be 90% now, which is way more than i expected out of the last reports. If it is indeed between 85%-90% done he could very well release it in september. My "realistic" guess was october the last time... but maybe its a little to pesimistic now? I dont know, but it feels like it could be late september now... i really hope so, 9 months waiting is already a little too long but with this kind of branching and good content it would be bareable with 9 months i guess. (i would be fine with 7-8 months, depending on the content, with this numbers 8 months would be totally fine but 9 is a bit too long)

I think the next report will be kind of "revealing" for an ETA. Of course, DPC will not make an ETA. But when he tells us that the last free roam is done, i think we can expect the release within the next 4 weeks. Doing the last animations and renders is just something that his PC-slaves have to do, and as it seems, they work pretty fast now. The last animations could be done within 4 weeks i guess. And those are the bottleneck so far.
 

PereFourreAss

Member
Sep 30, 2020
368
1,283
What I'm really looking forward to seeing is who the MC will have to fight, for what reason, and if he can win the fight this time.
Seeing the MC get beaten up by Chad, and getting only a draw against Caleb, even though I won the minigame, disappointed me.

Who is he going to fight, Caleb? Dawe? Tommy? Vinny? Oscar? Or will it just be training?
I predict a QTE to avoid Bella's axe in a route where you cheated on her
 
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Orgitas

Well-Known Member
Jan 5, 2023
1,995
6,697
You have to be mighty brave or mighty stupid to cheat on Bella. Quinn might be the rough junky hard knox type. But Bella will atomize you utterly.
 
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gamingdevil800

Monke
Donor
Aug 4, 2020
1,412
7,670
One of my biggest concerns when developing new episodes with this level of branching is that for every part of the episode you branch, it cuts playtime from the episode. Yet, with episode 10, I don't feel that when I play it. I've felt that everything is rich in content, regardless of branch. And that's a good sign that I'm on the right track.
10zawo.jpg
 

Redd23

Member
Mar 11, 2018
218
695
Yeah we never know for sure but the first edition was just clicking arrows really fast and I enjoyed that so I guess the bar is low for me lol
if I remember correctly first version was moving on 2D map in turns xd (I can't find any screenshots of it though)
 
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