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Siphon

Member
Aug 18, 2016
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I don't think it would be bad, the DIK's rated her well in this regard.
But she reminds me of Ronald McDonald, I was never able to get interested in her.
As the DIKs say, she's probably the kind of hot that looks better when you're drunk, looking like something you'd be willing to fuck. The problem, of course, is that very few people play VNs while drunk so while they might see her as hot we just see her as an abomination.
zoeys an interesting wrench in the mix. did you or anyone else notice a difference in her dialog in ep 9, if you make her chick vs dik? i dont think i did.
The only one I noticed is when you go on the roof and meet Tommy with her, she will either say he seems like a douche if she isn't a DIK or mention he is using you to get into girl's underwear if she is.
Looking at the scripts, it mostly comes into effect for some minor dialogue. Like with Neil she'll cuss (adding in "you don't have to give the token bullshit response" to missing you), she mentions she is trying not to be a dick that day if you mention she changed during your convo at the benches, your text history with her changes a bit, and aside from the one I mentioned her encounter with the Firefighter goes differently, she mentions she kneed him in the crotch.
 
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Lethal Flourish

Active Member
Oct 8, 2021
833
1,455
276
Going back to it I have to admit that I really like Dungeons & Gremlins session, it aged quite well for me and with Baldur's Gate 3 hype and multiple endings it's just great!

Back in the day people were angry because it took a lot of DPC work that could've been placed elsewhere but IMO it turns out to be a really great change of pace and having EP 7-9 also helps a lot!

It's crazy to me that with all of the storylines and characters DPC managed to squise basically D&D love letter in this episode and its' really welcome.

View attachment 2859369
I was just spanking and throwing Sally around whenever I got the chance during this :ROFLMAO:
 

LordHornism

Newbie
Jun 2, 2017
23
23
124
I think for next episode I'm gonna change to playing through the Others route first instead of a main girl, better for the flow to get the scenes when I first get to them instead of Ctrl skipping through on my second playthrough after I have done the Sage route first.
 

Darkwen

Devoted Member
Nov 10, 2020
8,211
14,369
763
If the MC goes wild, then once Maya's issue is resolved, Josy and Maya will get back together and the MC will end up without Josy and/or Maya.
Having a Dik status doesn't mean MC is going wild (depending what you mean by wild) and there are dik choices Josy likes and is more willing to do naughty things that can only be a good thing. Personalty I believe once Josy and Maya break up there no going back but of course I could be wrong
 
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der123fer

Member
Donor
Aug 8, 2020
301
8,570
658

1692360452845.png
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
 

Darkwen

Devoted Member
Nov 10, 2020
8,211
14,369
763

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
Well I feel better about this one then last weeks, hopefully the remaining scenes won't take long
 

phxpoo

Member
Oct 10, 2016
125
197
202

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
We need more mini-games! Make our dreams come true, DPC :giggle: Hopefully whole game becomes a mini-game
Said no one ever
 
4.70 star(s) 1,735 Votes