funkymonkeyjedi

Well-Known Member
Jan 16, 2023
1,977
3,555
Everyone hyped for "Friday's Dev update"?

Let me deflate that expectation:
"Hey all, DPC here, I could be there, but I'm here now. Yesterday I was there, but today I'm here. Who knows where I'll be tomorrow. Exciting, right? See you all next Friday, oh and keep sending me money. I have to eat while I invent yet more useless polls to make my paying sheep happy. So skip a few extra meals, and send me that money instead. You don't need to eat. Other than the BS I write up in the Friday Dev Reports. See you next week for more BS. luv ya!"

There we go folks.
Discuss amongst yourselves.

:ROFLMAO::LOL:
 

El_Magnifico

Well-Known Member
Sep 26, 2023
1,787
8,838
I had a bigger guesses,
View attachment 5196697
Here after #3Cindy i said that next will be mg-sg-others in random(bet on sg-mg-others) order and after #4 said next will be MG-Others, with bella as one (but 2 days before her as #5). #4 i thought would be riona, but it was close, quinn and she a related i think.

Though, these are not actually a predicts, i just use a ch10-11 formula, where they were alternating
View attachment 5196740
'll attach messages after, a bit lazy now
Shouldn't Cinderella and Sally be considered side girls ?
 

shenlao

Member
Aug 31, 2022
130
165
Shouldn't Cinderella and Sally be considered side girls ?
I thought so too, especially "Cinderella", since she was introduce smoothly from chapter 9, especially if we play Other Path.
I have strong feeling that she will be SG or "Perhaps" MG for late game, IF we play as "Devoted Status" MC. I have gut feeling because of this (at the end of Ch 11)

Screenshot 2025-07-25 165526.png

While for Sally, MAYBE she'll become SG but i think she's more like Others.
 

Roger-a-Dale

Well-Known Member
May 9, 2024
1,566
2,216
Yeah could be like that



Yes of course her parents wouldn't contact them. I'm saying why wouldn't Lyns friend try to contact Lyn and Neil and instead rely on finding out through her parents? If they were close friends then they would've remained in contact with one another, it's natural to do so.
You said that Vir and Mir would be involved in the MC's life if they knew he was alive/existed.
What I'm saying is, if they would be that dedicated to the child of their friend they would also keep in contact with said friend in the first place.

It's a scandal to the family and whatever other high society people her parents are close with. Most people wouldn't care about that. Most people certainly wouldn't view Lyn and Neil as "assholes" for running of to be with one another. Maybe her parents would go to the length of saying "Lyn is dead (to us)" but not "Lyn is dead (she's actually in the ground). The game is based in the U.S. not Saudi Arabia.
We don't know how secret her relationship with Neil was (or if it was a secret in the first place) but I doubt they would've been able to cover it up.

I'm not gonna argue about the details of eloping because the point is they left her family to be with one another,
they didn't go in hiding. Which means Lyns friend should've been able to contact her and Neil. Lyn equally would likely have been in contact with them.

It's not unlikely DPC didn't really think that part of the story through.
Well there are nine or more months of unknown in between where the diary left off and MC being born. It kind of depends on how extreme Lynn's parents are. And I meant that Lynn's parents are assholes who would treat her like shit over the scandal, not that the high society would see Neil and Lynn as the assholes for causing a scandal.

So let's take this step by step. First Lynn get's pregnant which is a scandal by itself. Next Neil and Lynn run away together (without getting married) which is a bigger scandal. Lynn's parents can't hide the fact that their daughter ran away, but they might be able to hide the pregnancy. Nine months is a long time so by the time Lynn dies the scandal of running away is old news if not forgotten. Hiding her death and the existence of her bastard son should not be too difficult at that point and as scandals go its several times worse, so they have a big motive for stopping word from getting out.

That's the parent's end of the mystery, but why has there been no contact between Lynn and her friends during the nine months? Well that would depend on exactly how the running away happened. If Lynn's parents had for example tried to force her to get an abortion and the running away was an act of desperation, Lynn might have been paranoid enough to cut all contact with her friends. Realistically there is a whole lot of limits on what her parents could actually do, but what really matters is what Lynn and Neil believed they could do. Or what they might do in spite of having to face legal consequences. Or what they might be arrogant enough to think they could get away with. So how much did they fear her parents? Enough to avoid contacting her friends? Possibly. Maybe the plan was to give birth first and then get married, contact her friends and start fighting her parents.

But what about after the tragedy? Lynn was dead, MC was alive and her parents wouldn't be able to do anything about that. What stopped Neil from making contact with Lynn's friends? Well it's possible that Neil simply didn't have the means. If all he knew was their first names it would have been very hard to do so. If their plans never accounted for the possibility of Lynn's death, it's completely possible that the means to rely on her friends died with her.
 

FalconLover420

Engaged Member
Nov 23, 2020
2,377
2,602
I had a bigger guesses,
View attachment 5196697
Here after #3Cindy i said that next will be mg-sg-others in random(bet on sg-mg-others) order and after #4 said next will be MG-Others, with bella as one (but 2 days before her as #5). #4 i thought would be riona, but it was close, quinn and she a related i think.

Though, these are not actually a predicts, i just use a ch10-11 formula, where they were alternating
View attachment 5196740
'll attach messages after, a bit lazy now
Iris is part of the MG path, so its Maya/Josy specifically Josy's path as the only way you can meet her is by having the date with Josy and getting her ILY.
 

Lord Bradley

Well-Known Member
May 28, 2019
1,187
3,038
Has anyone ever tried giving MC a name of one of the characters of the game? If so, what were the reactions? Or it it simply ignored and don't have special interaction?
 

Chillout1984

Forum Fanatic
Nov 15, 2020
5,368
3,481
Iris is part of the MG path, so its Maya/Josy specifically Josy's path as the only way you can meet her is by having the date with Josy and getting her ILY.
It's still very much possible that Iris will attend the faculty event, so that we can see her on any route. I won't be surprised however that on non-Josy routes, we will get the same situation as we currently have with Bianca: We can't do more with her than just talk.
 

Darkwen

Conversation Conqueror
Nov 10, 2020
7,445
13,521
It's still very much possible that Iris will attend the faculty event, so that we can see her on any route. I won't be surprised however that on non-Josy routes, we will get the same situation as we currently have with Bianca: We can't do more with her than just talk.
While your right Iris could be at the faculty even since it only for teachers, staff and special guest Im going to assume this is a Josy path only event with Iris when Josy takes MC home
 
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LizaS

Active Member
Jan 20, 2022
874
24,508




I've worked on static renders all week, powering through some canon and branched scenes. Among others, I've worked on Josy, Maya, DIKs, and the Pink Rose.

It's going well, and I will mostly work on static renders next week as well.

I updated one of my PC slaves to Windows 11 this week, but I had to revert it to Windows 10 after experiencing black screen-to-restart crashes when rendering with DAZ. I thought the issue was driver-related, but it persisted after multiple attempts to update everything conceivable. I decided to keep it on Windows 10 until I replace it altogether in the future. While doing this, I thought about a topic that affects me weekly, but I don't often discuss - time thieves.

I want to share some behind-the-scenes insights on how these time thieves impact development and how I work around them. The three time thieves I've dealt with recently are Windows 11 upgrades, DAZ alpha bugs, and render queue depletion.

Windows 11

The Windows 11 upgrades are necessary, but they often come with unexpected issues, such as the one I described above. Currently, I have three PC slaves still running Windows 10, two of which I plan to replace with new PCs soon. The rest of my PCs are rocking Windows 11 without issues.

While I couldn't create a game without PCs, PC maintenance can steal quite a bit of time when everything isn't going smoothly. The systems must be nearly identical in all aspects that affect DAZ for slave rendering to function properly.

DAZ alpha bugs

The DAZ alpha build is being updated almost weekly now, and since there are plenty of quirks and bugs with it, I'm very keen on updating it regularly on my end to see if bugs are fixed.

This week, I upgraded to the latest version, and a new bug was introduced that caused several assets not to load at all and even crashed DAZ altogether. Those bugs steal time, but the biggest DAZ alpha bug at the moment - the time thief - is something I call the "DAZ alpha undo bug".

There's a tool in DAZ called the Translate tool, which you use to move objects around in the viewport, such as characters, items, and so on.

1756480845405.png

For reasons I haven't quite figured out yet, DAZ can decide to undo many of the steps you've made in your current work if you use the translate tool in a certain way. And not only that, DAZ can also continue to move things around that you didn't move at all, causing the entire scene to be wasted. And to make matters worse, you can't redo anything that DAZ undid, so you lose your work the moment the bug kicks in. I have to restart DAZ whenever it happens. It's a really annoying bug that improved somewhat with the previous update, but it didn't disappear altogether. To combat it, I save my work frequently before using the translation tool - it has become a reflex. That way, I can restart the software and continue fast if the bug happens. DAZ has become faster when loading files, so not a lot of time is wasted, but I wish the bug would be fixed soon.

Render queue depletion

When I speak of a render queue, I mean a folder of .duf files (one .duf file is equivalent to an image or animation file before it is rendered) that are specified in DAZ so that they should be rendered.

1756480852677.png

As PC slaves complete their current queue, I add more .duf files to them and specify them in DAZ. I try my best to spread the work out evenly among my systems, and always have a pool of files waiting for PCs that finish their work.

When a PC finishes its render queue, I supply it with new files. Every second between the PC completing its queue and me adding more files to it is wasted time. I try to plan around this by calculating when the PCs complete their work, but it happens that a PC is done in the middle of the night or at a time when I'm busy working. I wish there were a way to add files to the render queue while the PCs are rendering, but at the moment it's not possible, and I will have to live with this time thief during development.

We're talking about 1-8 hours of wasted time per PC when this happens, depending on how fast I can spot it happening. One way I combat this is by having large render queues per PC. Let's say a queue on one PC takes 1-2 months to complete rendering; then 1-8 hours of wasted time is small in comparison.

Time thieves aren't anything new to me; they have occurred throughout my years as a developer in various ways, and they are a pesky part of development. What's important is to find ways forward and to minimize the time they steal.

I hope none of this made you worry in any way; it wasn't my intention. Development is progressing smoothly, and PCs are producing animations and static renders at a steady pace.

Have a nice weekend

Dr PinkCake
 

DIKHammer

Active Member
Dec 30, 2024
891
1,384
I agree with the spirit of this list but shouldn't the designations of the four bottom tiers be in the reverse order?

Though I'm damned if I know what the character's actual cup-sizes are.
IDK its close, hard to tell there's a reddit post somewhere out there where a guy guesses cup size but it looks way too off

Also, it is genuinely interesting what DPC counts as "spoilers" when they're putting out a preview of Rio returning which I'd argue is a pretty big fucking spoiler of a moment from the next episode.
we knew she was coming back eventually and its pretty common for a girl not to be featured in one episode to get heavily featured in the next


DPC should have posted this as a preview for 10, have people theorize like crazy :ROFLMAO:
View attachment 5196670
Plenty of people would correctly guess it's a dream or drug trip though. But still :HideThePain:

Meeting Tara's parents was cool
 
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Darkwen

Conversation Conqueror
Nov 10, 2020
7,445
13,521




I've worked on static renders all week, powering through some canon and branched scenes. Among others, I've worked on Josy, Maya, DIKs, and the Pink Rose.

It's going well, and I will mostly work on static renders next week as well.

I updated one of my PC slaves to Windows 11 this week, but I had to revert it to Windows 10 after experiencing black screen-to-restart crashes when rendering with DAZ. I thought the issue was driver-related, but it persisted after multiple attempts to update everything conceivable. I decided to keep it on Windows 10 until I replace it altogether in the future. While doing this, I thought about a topic that affects me weekly, but I don't often discuss - time thieves.

I want to share some behind-the-scenes insights on how these time thieves impact development and how I work around them. The three time thieves I've dealt with recently are Windows 11 upgrades, DAZ alpha bugs, and render queue depletion.

Windows 11

The Windows 11 upgrades are necessary, but they often come with unexpected issues, such as the one I described above. Currently, I have three PC slaves still running Windows 10, two of which I plan to replace with new PCs soon. The rest of my PCs are rocking Windows 11 without issues.

While I couldn't create a game without PCs, PC maintenance can steal quite a bit of time when everything isn't going smoothly. The systems must be nearly identical in all aspects that affect DAZ for slave rendering to function properly.

DAZ alpha bugs

The DAZ alpha build is being updated almost weekly now, and since there are plenty of quirks and bugs with it, I'm very keen on updating it regularly on my end to see if bugs are fixed.

This week, I upgraded to the latest version, and a new bug was introduced that caused several assets not to load at all and even crashed DAZ altogether. Those bugs steal time, but the biggest DAZ alpha bug at the moment - the time thief - is something I call the "DAZ alpha undo bug".

There's a tool in DAZ called the Translate tool, which you use to move objects around in the viewport, such as characters, items, and so on.

View attachment 5197428

For reasons I haven't quite figured out yet, DAZ can decide to undo many of the steps you've made in your current work if you use the translate tool in a certain way. And not only that, DAZ can also continue to move things around that you didn't move at all, causing the entire scene to be wasted. And to make matters worse, you can't redo anything that DAZ undid, so you lose your work the moment the bug kicks in. I have to restart DAZ whenever it happens. It's a really annoying bug that improved somewhat with the previous update, but it didn't disappear altogether. To combat it, I save my work frequently before using the translation tool - it has become a reflex. That way, I can restart the software and continue fast if the bug happens. DAZ has become faster when loading files, so not a lot of time is wasted, but I wish the bug would be fixed soon.

Render queue depletion

When I speak of a render queue, I mean a folder of .duf files (one .duf file is equivalent to an image or animation file before it is rendered) that are specified in DAZ so that they should be rendered.

View attachment 5197429

As PC slaves complete their current queue, I add more .duf files to them and specify them in DAZ. I try my best to spread the work out evenly among my systems, and always have a pool of files waiting for PCs that finish their work.

When a PC finishes its render queue, I supply it with new files. Every second between the PC completing its queue and me adding more files to it is wasted time. I try to plan around this by calculating when the PCs complete their work, but it happens that a PC is done in the middle of the night or at a time when I'm busy working. I wish there were a way to add files to the render queue while the PCs are rendering, but at the moment it's not possible, and I will have to live with this time thief during development.

We're talking about 1-8 hours of wasted time per PC when this happens, depending on how fast I can spot it happening. One way I combat this is by having large render queues per PC. Let's say a queue on one PC takes 1-2 months to complete rendering; then 1-8 hours of wasted time is small in comparison.

Time thieves aren't anything new to me; they have occurred throughout my years as a developer in various ways, and they are a pesky part of development. What's important is to find ways forward and to minimize the time they steal.

I hope none of this made you worry in any way; it wasn't my intention. Development is progressing smoothly, and PCs are producing animations and static renders at a steady pace.

Have a nice weekend

Dr PinkCake
WOoo Josy
 
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Bazsa4

pervert
Donor
Feb 16, 2024
1,660
2,706




I've worked on static renders all week, powering through some canon and branched scenes. Among others, I've worked on Josy, Maya, DIKs, and the Pink Rose.

It's going well, and I will mostly work on static renders next week as well.

I updated one of my PC slaves to Windows 11 this week, but I had to revert it to Windows 10 after experiencing black screen-to-restart crashes when rendering with DAZ. I thought the issue was driver-related, but it persisted after multiple attempts to update everything conceivable. I decided to keep it on Windows 10 until I replace it altogether in the future. While doing this, I thought about a topic that affects me weekly, but I don't often discuss - time thieves.

I want to share some behind-the-scenes insights on how these time thieves impact development and how I work around them. The three time thieves I've dealt with recently are Windows 11 upgrades, DAZ alpha bugs, and render queue depletion.

Windows 11

The Windows 11 upgrades are necessary, but they often come with unexpected issues, such as the one I described above. Currently, I have three PC slaves still running Windows 10, two of which I plan to replace with new PCs soon. The rest of my PCs are rocking Windows 11 without issues.

While I couldn't create a game without PCs, PC maintenance can steal quite a bit of time when everything isn't going smoothly. The systems must be nearly identical in all aspects that affect DAZ for slave rendering to function properly.

DAZ alpha bugs

The DAZ alpha build is being updated almost weekly now, and since there are plenty of quirks and bugs with it, I'm very keen on updating it regularly on my end to see if bugs are fixed.

This week, I upgraded to the latest version, and a new bug was introduced that caused several assets not to load at all and even crashed DAZ altogether. Those bugs steal time, but the biggest DAZ alpha bug at the moment - the time thief - is something I call the "DAZ alpha undo bug".

There's a tool in DAZ called the Translate tool, which you use to move objects around in the viewport, such as characters, items, and so on.

View attachment 5197428

For reasons I haven't quite figured out yet, DAZ can decide to undo many of the steps you've made in your current work if you use the translate tool in a certain way. And not only that, DAZ can also continue to move things around that you didn't move at all, causing the entire scene to be wasted. And to make matters worse, you can't redo anything that DAZ undid, so you lose your work the moment the bug kicks in. I have to restart DAZ whenever it happens. It's a really annoying bug that improved somewhat with the previous update, but it didn't disappear altogether. To combat it, I save my work frequently before using the translation tool - it has become a reflex. That way, I can restart the software and continue fast if the bug happens. DAZ has become faster when loading files, so not a lot of time is wasted, but I wish the bug would be fixed soon.

Render queue depletion

When I speak of a render queue, I mean a folder of .duf files (one .duf file is equivalent to an image or animation file before it is rendered) that are specified in DAZ so that they should be rendered.

View attachment 5197429

As PC slaves complete their current queue, I add more .duf files to them and specify them in DAZ. I try my best to spread the work out evenly among my systems, and always have a pool of files waiting for PCs that finish their work.

When a PC finishes its render queue, I supply it with new files. Every second between the PC completing its queue and me adding more files to it is wasted time. I try to plan around this by calculating when the PCs complete their work, but it happens that a PC is done in the middle of the night or at a time when I'm busy working. I wish there were a way to add files to the render queue while the PCs are rendering, but at the moment it's not possible, and I will have to live with this time thief during development.

We're talking about 1-8 hours of wasted time per PC when this happens, depending on how fast I can spot it happening. One way I combat this is by having large render queues per PC. Let's say a queue on one PC takes 1-2 months to complete rendering; then 1-8 hours of wasted time is small in comparison.

Time thieves aren't anything new to me; they have occurred throughout my years as a developer in various ways, and they are a pesky part of development. What's important is to find ways forward and to minimize the time they steal.

I hope none of this made you worry in any way; it wasn't my intention. Development is progressing smoothly, and PCs are producing animations and static renders at a steady pace.

Have a nice weekend

Dr PinkCake
anim madame pussylick :sick::sick::sick:
 

Chillout1984

Forum Fanatic
Nov 15, 2020
5,368
3,481
While your right Iris could be at the faculty even since it only for teachers, staff and special guest Im going to assume this is a Josy path only event with Iris when Josy takes MC home
It's the special guest part where I think she belongs to. With similar events in the real world, they usually mean the greatest investors in the college, (local) celebrities (if they give it the time of day) and often even clothing designers if important people at the event wear specially designed clothing. I've got a feeling that at least one of the guests at the event (probably Jill or Jade) will dress clothing designed by Iris or her company and thus she will be invited (if she already wasn't invited because of her status).
 

Darkwen

Conversation Conqueror
Nov 10, 2020
7,445
13,521
It's the special guest part where I think she belongs to. With similar events in the real world, they usually mean the greatest investors in the college, (local) celebrities (if they give it the time of day) and often even clothing designers if important people at the event wear specially designed clothing. I've got a feeling that at least one of the guests at the event (probably Jill or Jade) will dress clothing designed by Iris or her company and thus she will be invited (if she already wasn't invited because of her status).
right could see her there but think the preview is Josy path
 

Chillout1984

Forum Fanatic
Nov 15, 2020
5,368
3,481
right could see her there but think the preview is Josy path
Oh I agree. I was just commenting on Falcon's comment that " Iris is part of the MG path, so its Maya/Josy specifically Josy's path as the only way you can meet her is by having the date with Josy and getting her ILY. ". I'm just saying that Josy's path probably isn't the only way to meet her in episode 12, although (like with Bianca) it is almost certainly the path where we will get the most contact with her.
 
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Darkwen

Conversation Conqueror
Nov 10, 2020
7,445
13,521
Oh I agree. I was just commenting on Falcon's comment that " Iris is part of the MG path, so its Maya/Josy specifically Josy's path as the only way you can meet her is by having the date with Josy and getting her ILY. ". I'm just saying that Josy's path probably isn't the only way to meet her in episode 12, although (like with Bianca) it is almost certainly the path where we will get the most contact with her.
oh for sure
 

felicemastronzo

Message Maven
May 17, 2020
12,144
23,090




I've worked on static renders all week, powering through some canon and branched scenes. Among others, I've worked on Josy, Maya, DIKs, and the Pink Rose.

It's going well, and I will mostly work on static renders next week as well.

I updated one of my PC slaves to Windows 11 this week, but I had to revert it to Windows 10 after experiencing black screen-to-restart crashes when rendering with DAZ. I thought the issue was driver-related, but it persisted after multiple attempts to update everything conceivable. I decided to keep it on Windows 10 until I replace it altogether in the future. While doing this, I thought about a topic that affects me weekly, but I don't often discuss - time thieves.

I want to share some behind-the-scenes insights on how these time thieves impact development and how I work around them. The three time thieves I've dealt with recently are Windows 11 upgrades, DAZ alpha bugs, and render queue depletion.

Windows 11

The Windows 11 upgrades are necessary, but they often come with unexpected issues, such as the one I described above. Currently, I have three PC slaves still running Windows 10, two of which I plan to replace with new PCs soon. The rest of my PCs are rocking Windows 11 without issues.

While I couldn't create a game without PCs, PC maintenance can steal quite a bit of time when everything isn't going smoothly. The systems must be nearly identical in all aspects that affect DAZ for slave rendering to function properly.

DAZ alpha bugs

The DAZ alpha build is being updated almost weekly now, and since there are plenty of quirks and bugs with it, I'm very keen on updating it regularly on my end to see if bugs are fixed.

This week, I upgraded to the latest version, and a new bug was introduced that caused several assets not to load at all and even crashed DAZ altogether. Those bugs steal time, but the biggest DAZ alpha bug at the moment - the time thief - is something I call the "DAZ alpha undo bug".

There's a tool in DAZ called the Translate tool, which you use to move objects around in the viewport, such as characters, items, and so on.

View attachment 5197428

For reasons I haven't quite figured out yet, DAZ can decide to undo many of the steps you've made in your current work if you use the translate tool in a certain way. And not only that, DAZ can also continue to move things around that you didn't move at all, causing the entire scene to be wasted. And to make matters worse, you can't redo anything that DAZ undid, so you lose your work the moment the bug kicks in. I have to restart DAZ whenever it happens. It's a really annoying bug that improved somewhat with the previous update, but it didn't disappear altogether. To combat it, I save my work frequently before using the translation tool - it has become a reflex. That way, I can restart the software and continue fast if the bug happens. DAZ has become faster when loading files, so not a lot of time is wasted, but I wish the bug would be fixed soon.

Render queue depletion

When I speak of a render queue, I mean a folder of .duf files (one .duf file is equivalent to an image or animation file before it is rendered) that are specified in DAZ so that they should be rendered.

View attachment 5197429

As PC slaves complete their current queue, I add more .duf files to them and specify them in DAZ. I try my best to spread the work out evenly among my systems, and always have a pool of files waiting for PCs that finish their work.

When a PC finishes its render queue, I supply it with new files. Every second between the PC completing its queue and me adding more files to it is wasted time. I try to plan around this by calculating when the PCs complete their work, but it happens that a PC is done in the middle of the night or at a time when I'm busy working. I wish there were a way to add files to the render queue while the PCs are rendering, but at the moment it's not possible, and I will have to live with this time thief during development.

We're talking about 1-8 hours of wasted time per PC when this happens, depending on how fast I can spot it happening. One way I combat this is by having large render queues per PC. Let's say a queue on one PC takes 1-2 months to complete rendering; then 1-8 hours of wasted time is small in comparison.

Time thieves aren't anything new to me; they have occurred throughout my years as a developer in various ways, and they are a pesky part of development. What's important is to find ways forward and to minimize the time they steal.

I hope none of this made you worry in any way; it wasn't my intention. Development is progressing smoothly, and PCs are producing animations and static renders at a steady pace.

Have a nice weekend

Dr PinkCake
Windows 11 - > +2 months
 
4.70 star(s) 1,715 Votes