RK - Milf

Member
Apr 30, 2023
453
600


View attachment 3037869

This week, I tested unlocking all collectibles and found areas to fix. It was mostly bugs related to unlocking 2D art and some gallery issues that I worked on.

After that, I extended some of the content in Jill's and Sage's branches to give them extra love and attention. Next week, I will continue doing that with Bella's and Josy & Maya's branches. The Others branch will receive similar treatment the week after that.

They are few and far between, but I still find bugs when I play. Some bugs have a big effect on gameplay - like skipping through an entire free-roam event without doing it properly, showing an empty map screen with no places to teleport during free-roams, or messing up the save/load screen after playing a mini-game.

I'm also finding repeated sentences and phrases in the dialogue - these can be hard to spot as I've written almost 30,000 lines of code/dialogue for this episode, counting only the main dialogue files. But the bugs have been easy to fix. At this point, the hard part is finding them, as I have to play differently than I'm used to and try to break the game. I'm sure beta testers will find even more of these issues.

I plan to add bios to the episode soon. I've reached a point where I feel confident there will be no major changes to the episode. I've been testing the new Stats app changes this week and am very happy with how they work. I use this app more than I thought, and the Party Planner tab, particularly, is very useful.

The updated ETA for the animation queue after this week is ~18-19 days. There haven't been any speedbumps in rendering this week. Mid-November is still a promising target for beta testing and proofreading.

The remaining weekly status updates for episode 10 won't be big, but I still want to touch base with you weekly until beta testing starts. There's no shortage of work on my end, and when I feel like I need a break from testing, I will start planning the development of episode 11.

I have already started by adding content to existing mini-games for episode 11. The mini-game work for episode 11 will be much easier and faster compared to episode 10, as the shells to new mini-games were completed during episode 10 development, and all I have to do now is add more content.

Creating all these new features, which will now be re-used with ease, was part of what made episode 10's development take extra time. In less than two days ' work, I've already knocked out six mini-game updates for episode 11. That's six mini-games that are good to go for v0.11.0 right now. That tells me it was worth the time and energy I spent coding the backbone for everything this year. Streamlining the mini-games for the rest of Season 3, with some use in Season 4, has done much for the game's future development.

Have a nice weekend.

Dr PinkCake
Alright now we getting somewhere
 
  • Like
Reactions: predator2058

Ray_D

Engaged Member
Nov 13, 2022
2,059
6,853


View attachment 3037869

This week, I tested unlocking all collectibles and found areas to fix. It was mostly bugs related to unlocking 2D art and some gallery issues that I worked on.

After that, I extended some of the content in Jill's and Sage's branches to give them extra love and attention. Next week, I will continue doing that with Bella's and Josy & Maya's branches. The Others branch will receive similar treatment the week after that.

They are few and far between, but I still find bugs when I play. Some bugs have a big effect on gameplay - like skipping through an entire free-roam event without doing it properly, showing an empty map screen with no places to teleport during free-roams, or messing up the save/load screen after playing a mini-game.

I'm also finding repeated sentences and phrases in the dialogue - these can be hard to spot as I've written almost 30,000 lines of code/dialogue for this episode, counting only the main dialogue files. But the bugs have been easy to fix. At this point, the hard part is finding them, as I have to play differently than I'm used to and try to break the game. I'm sure beta testers will find even more of these issues.

I plan to add bios to the episode soon. I've reached a point where I feel confident there will be no major changes to the episode. I've been testing the new Stats app changes this week and am very happy with how they work. I use this app more than I thought, and the Party Planner tab, particularly, is very useful.

The updated ETA for the animation queue after this week is ~18-19 days. There haven't been any speedbumps in rendering this week. Mid-November is still a promising target for beta testing and proofreading.

The remaining weekly status updates for episode 10 won't be big, but I still want to touch base with you weekly until beta testing starts. There's no shortage of work on my end, and when I feel like I need a break from testing, I will start planning the development of episode 11.

I have already started by adding content to existing mini-games for episode 11. The mini-game work for episode 11 will be much easier and faster compared to episode 10, as the shells to new mini-games were completed during episode 10 development, and all I have to do now is add more content.

Creating all these new features, which will now be re-used with ease, was part of what made episode 10's development take extra time. In less than two days ' work, I've already knocked out six mini-game updates for episode 11. That's six mini-games that are good to go for v0.11.0 right now. That tells me it was worth the time and energy I spent coding the backbone for everything this year. Streamlining the mini-games for the rest of Season 3, with some use in Season 4, has done much for the game's future development.

Have a nice weekend.

Dr PinkCake


.

842fb2.jpg
 

ProxyGist

Member
May 8, 2023
479
2,015
I'm also finding repeated sentences and phrases in the dialogue - these can be hard to spot as I've written almost 30,000 lines of code/dialogue for this episode,
Interesting. 30,000 lines of dialog/code is a huge number. I don't remember how many there were in the last episode, but still at first glance it looks like the characters will be talking and talking a lot. Long dialog is one working way to stretch gameplay.
From 24-28 to 18-19 left in a week, thats promissing.

But I'm totally skeptical about his comments about his work on ep10 will help ep11. I mean, it will probably help but the update wont come out faster since he will probably increase the number of 60fps animations.

Or make an even bigger update in the best case scenario.

Lets hope Ep11 comes out in 2024.
Well if o has already started working on ep 11, I'd say the likelihood of ep 11 coming out in 2024 is high.
 
  • Like
Reactions: ElectronicRoberts

ImSenjou

Member
Apr 15, 2019
448
1,226
I'm not even mad, I play with mods, I was already expecting to play only in 2024, January or February, it's the same for me...
 
Dec 21, 2021
92
170
MCSageMayaJosyJillDerekIsabellaQuinnTommyRustyZoeyMagnarJadeRionaLilySarahCamilaTybaltCathyNicoleMelanie
Words146,78321,933
21,904​
19,730​
19,299​
17,247​
16,730​
13,042​
12,622​
9,326​
9,322​
7,369​
7,008​
6,755​
5,151​
4,780​
4,396​
4,228​
3,653​
3,423​
2,503
Avg Per Line7.35
7.6​
6.91​
7​
7.21​
7.22​
6.82​
7.08​
8.54​
8.99​
9.64​
12.08
8.22​
8.05​
7.54​
7.58​
7.29​
9.35​
8.74​
7.44​
6.47
Interesting that Lily and Riona have made such an impact with so little screen time. Also interesting that Josy is the supposed chatterbox but is being outdone by Maya.
 
  • Like
Reactions: ElectronicRoberts

Ottoeight

Forum Fanatic
Mar 13, 2021
4,850
8,511
Pretty much, the animations should finish rendering at 14-15/11, after the 2 weeks of Beta thats puts us at a 01/12 release.

I'd still say there is a small possibility for a release on 24/11, DPC has been testing the episode for quite some time after all, also the last beta didnt take 2 whole weeks.
We knew that it was going to be a december release since september when he told how many animations he still had to make. I have no idea why you are imagining a november release.
 
4.80 star(s) 1,538 Votes