ImperialD

Devoted Member
Oct 24, 2019
11,569
11,764
Personally ... I think is going to be a rando, unless it moves the story along with a girl. Cosy has a plan, and has said so, so I don't think a poll will do anything. He is pretty good about his story plans, and it is not something he hasn't thought through to the Nth degree.
maybe your correct ... it was just my opinion ... which we all have :love:
 
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jvbatman

Active Member
Feb 16, 2024
655
1,620
Any news on the 11.1 patch? I've been itching to do another playthrough after it's out.
 

mordred93

Well-Known Member
Jul 21, 2017
1,678
2,567
Define what you mean by 11.1 patch. 11.1 (in the main post I believe) does work, just had a hard time with saves due to . If you just want to play from day 26 (the new content for v11), you just select new game, and pick day 26. There are no meaningful choices in the game, so nothing will be lost. If you absolutely, have to have your save (for no reason I might add), it might not work. However, you can turn on "skip unseen text" and start from day one, and get to to day 26 in about 5 minutes. Otherwise, no reason not to play.
 

ImperialD

Devoted Member
Oct 24, 2019
11,569
11,764
Define what you mean by 11.1 patch. 11.1 (in the main post I believe) does work, just had a hard time with saves due to . If you just want to play from day 26 (the new content for v11), you just select new game, and pick day 26. There are no meaningful choices in the game, so nothing will be lost. If you absolutely, have to have your save (for no reason I might add), it might not work. However, you can turn on "skip unseen text" and start from day one, and get to to day 26 in about 5 minutes. Otherwise, no reason not to play.
there is an 11.1 i got it off itch ;)
 

jvbatman

Active Member
Feb 16, 2024
655
1,620
Define what you mean by 11.1 patch. 11.1 (in the main post I believe) does work, just had a hard time with saves due to . If you just want to play from day 26 (the new content for v11), you just select new game, and pick day 26. There are no meaningful choices in the game, so nothing will be lost. If you absolutely, have to have your save (for no reason I might add), it might not work. However, you can turn on "skip unseen text" and start from day one, and get to to day 26 in about 5 minutes. Otherwise, no reason not to play.
https://f95zone.to/threads/cosy-cafe-v0-11-cosy-creator.143711/post-15938582
Cosy posted he was working on fixing the issues he had with the 11.1 version before it was posted here. I was just curious if there were any updates regarding that. I've already played through V11 twice.
 
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mordred93

Well-Known Member
Jul 21, 2017
1,678
2,567
https://f95zone.to/threads/cosy-cafe-v0-11-cosy-creator.143711/post-15938582
Cosy posted he was working on fixing the issues he had with the 11.1 version before it was posted here. I was just curious if there were any updates regarding that. I've already played through V11 twice.
I see now. Cosy released 11.1 to the public but it was having some issue with the saves due to the new UI. What I said about the saves was true in 11.0 and 11.1 (about starting a fresh game at the Day 26/v11 content). The only issue is if you try to load previous saves. Since it really wasn't an issue 11.0 should work for everyone. 11.1 is public and you can download from all the public sources. It is not controlled who uploads it here. There is technically a 11.2 version, which does fix 99.9% of all the save file issues, but it was only released on his Discord server. Outside of that, he felt his time was better spent working on 12.0 as he was spending too much time fixing 11.x issues, and didn't want to delay starting on 12.x any more (delaying the release).
 
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Jimskeleton

Member
Nov 9, 2020
339
1,441
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Hey guys! Welcome to dev log 46.

Quick warning, the later parts of this dev-log contain some spoilers regarding the time-scale of the story in its entirety, so if you want to avoid that, I recommend not going past the first few paragraphs, and perhaps avoiding the comments below the post!

Now, on to the dev log:

It's been a busy couple of weeks of development, and I'm happy to report that it was much more productive than last time! I've written another 20,000 words for 0.12, bringing the current total to around 30k. I'm nearing the end now though, with just part of one final long scene left to finish.

With that in mind, and a couple of earlier scenes that I might still chop and change, I don't know what the final word count will be yet; but it's gonna be somewhere around the 32k record set in 0.10. All that to say: it's another long one!

In addition to that, I've also spent a lot of time working on outfits for the update - there are quite a few new ones to be made, and getting them right takes much more time than you might expect!

So, with rereading and revisions accounted for, I should be finished writing in the next couple of days. At which point, I'll hand the script off to a few of the guys on discord that help out with proofreading, and move on to rendering. As those of you that have been following these dev-logs for a few update will know, that's the major time-hog in the development process; and there are going to be a lot of renders this time! Probably in the 1900 to 2000 range.

-----------------------------------------------------------------------------------------

Spoiler Warning!
Now, I think it's about time I fill you all in on a subject I've spoken about at length on discord and various forums, but have never brought up here (as far as I can recall!) - time skips!

As I'm sure many of you have figured out, there have been various mentions of the MC going to culinary school, and not wanting to get married for years, all that stuff. And at the current rate of development, we'd all die of old age before the story actually gets to that point.

I've been aware of this since the beginning, and so I've been planning to have a few key time-skips in the story; the first of which is gradually approaching. Well, I say that, but it probably won't happen for at least a year yet in real-world time.

But anyway, here's where it gets really spoilery - so this is your last chance to back out!

  • The next 3 updates will be 2 dayers, which takes us to the next council meeting. After that there will be one or two more updates wrapping some pressing issues up, then the first time skip. (I have all of this planned out in a fair amount of fine detail)
  • The first time skip will be a couple of in-game months, taking us to the last few days of the Christmas term, then the next portion of the game will be set over a few weeks at Christmas. (I have most of the major details for this planned out)
  • Then the next time skip will take us to graduation, after which there will be some classic summer shenanigans. (most of the details for this are still rough)
  • Then the final planned time skip will skip whatever is left of summer and take the MC to culinary school, where most of the rest of the story will play out. (most of the details for this are still rough, though I know the major plot points leading up to the ending.)
  • Finally, the game will finish up with either one last time skip to after college, or a very in-depth epilogue.
Now, all of that might sound a bit scary, but I think it's the best, and only, way to tell the story over such a long period of the characters' lives. And rest assured, I'm going to do my best to handle the time jumps appropriately - settling pressing issues before they happen, and ensuring it doesn't feel like the reader is missing out on important character moments in the intervening periods.

So, just to add to that, I have one final related issue to bring up: The day counter. Some of you that remember the very early days of Cosy Cafe, specifically the first few updates, will know that the game initially had sandbox elements, but I removed them all gradually until the game became an entirely kinetic novel (a decision I'm very happy with now!).

One of the last remaining legacies of the game's sandbox origins is the day counter; a feature that most visual novels in the style of Cosy Cafe simply don't have at all. The day counter becomes a bit of a complication with time jumps, however. I've put some thought into the best way to handle it, and decided that there are two options that work best: 1. remove it completely. Or 2, change it to a date. So as a date, the game would start on year 1, September 1st, and count from there. The first time skip would then, for example, take us to year 1, December 16th.

I'm currently leaning towards option 2, as I'm a little hesitant to just completely remove a feature that people have gotten used to at this point - but if any of you have any preferences on this, please let me know!

-----------------------------------------------------------------------------------------

End of spoilers.
Wow, that turned into a long one. A record perhaps, and I've just realised that I forgot to mention the attached pictures: They're another image set commissioned by one of you kind patrons. I'm really happy with how these ones came out!

And finally that about does it for this one. As always, I'll talk to you all again in a couple of weeks, in what I imagine will be a much shorter dev-log 47. So until then - thanks for your support, I really appreciate it!

- Cosy Creator
 

ooop68

New Member
Aug 11, 2023
9
10
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Hey guys! Welcome to dev log 46.

Quick warning, the later parts of this dev-log contain some spoilers regarding the time-scale of the story in its entirety, so if you want to avoid that, I recommend not going past the first few paragraphs, and perhaps avoiding the comments below the post!

Now, on to the dev log:

It's been a busy couple of weeks of development, and I'm happy to report that it was much more productive than last time! I've written another 20,000 words for 0.12, bringing the current total to around 30k. I'm nearing the end now though, with just part of one final long scene left to finish.

With that in mind, and a couple of earlier scenes that I might still chop and change, I don't know what the final word count will be yet; but it's gonna be somewhere around the 32k record set in 0.10. All that to say: it's another long one!

In addition to that, I've also spent a lot of time working on outfits for the update - there are quite a few new ones to be made, and getting them right takes much more time than you might expect!

So, with rereading and revisions accounted for, I should be finished writing in the next couple of days. At which point, I'll hand the script off to a few of the guys on discord that help out with proofreading, and move on to rendering. As those of you that have been following these dev-logs for a few update will know, that's the major time-hog in the development process; and there are going to be a lot of renders this time! Probably in the 1900 to 2000 range.

-----------------------------------------------------------------------------------------

Spoiler Warning!
Now, I think it's about time I fill you all in on a subject I've spoken about at length on discord and various forums, but have never brought up here (as far as I can recall!) - time skips!

As I'm sure many of you have figured out, there have been various mentions of the MC going to culinary school, and not wanting to get married for years, all that stuff. And at the current rate of development, we'd all die of old age before the story actually gets to that point.

I've been aware of this since the beginning, and so I've been planning to have a few key time-skips in the story; the first of which is gradually approaching. Well, I say that, but it probably won't happen for at least a year yet in real-world time.

But anyway, here's where it gets really spoilery - so this is your last chance to back out!

  • The next 3 updates will be 2 dayers, which takes us to the next council meeting. After that there will be one or two more updates wrapping some pressing issues up, then the first time skip. (I have all of this planned out in a fair amount of fine detail)
  • The first time skip will be a couple of in-game months, taking us to the last few days of the Christmas term, then the next portion of the game will be set over a few weeks at Christmas. (I have most of the major details for this planned out)
  • Then the next time skip will take us to graduation, after which there will be some classic summer shenanigans. (most of the details for this are still rough)
  • Then the final planned time skip will skip whatever is left of summer and take the MC to culinary school, where most of the rest of the story will play out. (most of the details for this are still rough, though I know the major plot points leading up to the ending.)
  • Finally, the game will finish up with either one last time skip to after college, or a very in-depth epilogue.
Now, all of that might sound a bit scary, but I think it's the best, and only, way to tell the story over such a long period of the characters' lives. And rest assured, I'm going to do my best to handle the time jumps appropriately - settling pressing issues before they happen, and ensuring it doesn't feel like the reader is missing out on important character moments in the intervening periods.

So, just to add to that, I have one final related issue to bring up: The day counter. Some of you that remember the very early days of Cosy Cafe, specifically the first few updates, will know that the game initially had sandbox elements, but I removed them all gradually until the game became an entirely kinetic novel (a decision I'm very happy with now!).

One of the last remaining legacies of the game's sandbox origins is the day counter; a feature that most visual novels in the style of Cosy Cafe simply don't have at all. The day counter becomes a bit of a complication with time jumps, however. I've put some thought into the best way to handle it, and decided that there are two options that work best: 1. remove it completely. Or 2, change it to a date. So as a date, the game would start on year 1, September 1st, and count from there. The first time skip would then, for example, take us to year 1, December 16th.

I'm currently leaning towards option 2, as I'm a little hesitant to just completely remove a feature that people have gotten used to at this point - but if any of you have any preferences on this, please let me know!

-----------------------------------------------------------------------------------------

End of spoilers.
Wow, that turned into a long one. A record perhaps, and I've just realised that I forgot to mention the attached pictures: They're another image set commissioned by one of you kind patrons. I'm really happy with how these ones came out!

And finally that about does it for this one. As always, I'll talk to you all again in a couple of weeks, in what I imagine will be a much shorter dev-log 47. So until then - thanks for your support, I really appreciate it!

- Cosy Creator
Whatever his decision gotta let Cosy cook his masterpiece.
 

Juerhullycin

Well-Known Member
Feb 4, 2024
1,041
3,120
One of the last remaining legacies of the game's sandbox origins is the day counter; a feature that most visual novels in the style of Cosy Cafe simply don't have at all. The day counter becomes a bit of a complication with time jumps, however. I've put some thought into the best way to handle it, and decided that there are two options that work best: 1. remove it completely. Or 2, change it to a date. So as a date, the game would start on year 1, September 1st, and count from there. The first time skip would then, for example, take us to year 1, December 16th.

I'm currently leaning towards option 2, as I'm a little hesitant to just completely remove a feature that people have gotten used to at this point - but if any of you have any preferences on this, please let me know!
I think the second option would be the best for one you already implemented the date system and its part of your UI, on the other hand even with time skip it keeps ctrl-players and people with attention deficit up to date to were they are in the story ^^
 
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MoreLinks

Member
Jul 27, 2018
200
517
You don't have permission to view the spoiler content. Log in or register now.



Hey guys! Welcome to dev log 46.

Quick warning, the later parts of this dev-log contain some spoilers regarding the time-scale of the story in its entirety, so if you want to avoid that, I recommend not going past the first few paragraphs, and perhaps avoiding the comments below the post!

Now, on to the dev log:

It's been a busy couple of weeks of development, and I'm happy to report that it was much more productive than last time! I've written another 20,000 words for 0.12, bringing the current total to around 30k. I'm nearing the end now though, with just part of one final long scene left to finish.

With that in mind, and a couple of earlier scenes that I might still chop and change, I don't know what the final word count will be yet; but it's gonna be somewhere around the 32k record set in 0.10. All that to say: it's another long one!

In addition to that, I've also spent a lot of time working on outfits for the update - there are quite a few new ones to be made, and getting them right takes much more time than you might expect!

So, with rereading and revisions accounted for, I should be finished writing in the next couple of days. At which point, I'll hand the script off to a few of the guys on discord that help out with proofreading, and move on to rendering. As those of you that have been following these dev-logs for a few update will know, that's the major time-hog in the development process; and there are going to be a lot of renders this time! Probably in the 1900 to 2000 range.

-----------------------------------------------------------------------------------------

Spoiler Warning!
Now, I think it's about time I fill you all in on a subject I've spoken about at length on discord and various forums, but have never brought up here (as far as I can recall!) - time skips!

As I'm sure many of you have figured out, there have been various mentions of the MC going to culinary school, and not wanting to get married for years, all that stuff. And at the current rate of development, we'd all die of old age before the story actually gets to that point.

I've been aware of this since the beginning, and so I've been planning to have a few key time-skips in the story; the first of which is gradually approaching. Well, I say that, but it probably won't happen for at least a year yet in real-world time.

But anyway, here's where it gets really spoilery - so this is your last chance to back out!

  • The next 3 updates will be 2 dayers, which takes us to the next council meeting. After that there will be one or two more updates wrapping some pressing issues up, then the first time skip. (I have all of this planned out in a fair amount of fine detail)
  • The first time skip will be a couple of in-game months, taking us to the last few days of the Christmas term, then the next portion of the game will be set over a few weeks at Christmas. (I have most of the major details for this planned out)
  • Then the next time skip will take us to graduation, after which there will be some classic summer shenanigans. (most of the details for this are still rough)
  • Then the final planned time skip will skip whatever is left of summer and take the MC to culinary school, where most of the rest of the story will play out. (most of the details for this are still rough, though I know the major plot points leading up to the ending.)
  • Finally, the game will finish up with either one last time skip to after college, or a very in-depth epilogue.
Now, all of that might sound a bit scary, but I think it's the best, and only, way to tell the story over such a long period of the characters' lives. And rest assured, I'm going to do my best to handle the time jumps appropriately - settling pressing issues before they happen, and ensuring it doesn't feel like the reader is missing out on important character moments in the intervening periods.

So, just to add to that, I have one final related issue to bring up: The day counter. Some of you that remember the very early days of Cosy Cafe, specifically the first few updates, will know that the game initially had sandbox elements, but I removed them all gradually until the game became an entirely kinetic novel (a decision I'm very happy with now!).

One of the last remaining legacies of the game's sandbox origins is the day counter; a feature that most visual novels in the style of Cosy Cafe simply don't have at all. The day counter becomes a bit of a complication with time jumps, however. I've put some thought into the best way to handle it, and decided that there are two options that work best: 1. remove it completely. Or 2, change it to a date. So as a date, the game would start on year 1, September 1st, and count from there. The first time skip would then, for example, take us to year 1, December 16th.

I'm currently leaning towards option 2, as I'm a little hesitant to just completely remove a feature that people have gotten used to at this point - but if any of you have any preferences on this, please let me know!

-----------------------------------------------------------------------------------------

End of spoilers.
Wow, that turned into a long one. A record perhaps, and I've just realised that I forgot to mention the attached pictures: They're another image set commissioned by one of you kind patrons. I'm really happy with how these ones came out!

And finally that about does it for this one. As always, I'll talk to you all again in a couple of weeks, in what I imagine will be a much shorter dev-log 47. So until then - thanks for your support, I really appreciate it!

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

ShinigamiLORD

Newbie
Nov 29, 2019
56
191
I'm sure someone has probably asked within this 228 pages somewhere... I may be only on day 5 but the characters having barely any facial expressions and there lips being closed 100% of the time while talking is very distracting... Does this get better later on?
 

CyBeRd0g

Newbie
May 13, 2018
68
147
I'm sure someone has probably asked within this 228 pages somewhere...
Then why are you asking it again instead of using the search?
img_main11_217.jpg
Yes, it has been discussed before. As to your question, the answer is no, it stays about the same (and I hope it stays that way).
img_main7_83.jpg
Maybe its just a matter of personal preference? I just played a VN where most of the faces had gaping mouths and it really gave off the vibe the characters were sort of retarded. And yes, THAT was disturbing. I feel like in CC the facial expressions are more subtle. The smiles are smiles and not grins, you kinda pay more attention to the eyes, and maybe it's one of the things that makes the whole game more cozsy?
img_main11_101.jpg
 
Last edited:
Jan 12, 2022
142
208
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Hey guys! Welcome to dev log 46.

Quick warning, the later parts of this dev-log contain some spoilers regarding the time-scale of the story in its entirety, so if you want to avoid that, I recommend not going past the first few paragraphs, and perhaps avoiding the comments below the post!

Now, on to the dev log:

It's been a busy couple of weeks of development, and I'm happy to report that it was much more productive than last time! I've written another 20,000 words for 0.12, bringing the current total to around 30k. I'm nearing the end now though, with just part of one final long scene left to finish.

With that in mind, and a couple of earlier scenes that I might still chop and change, I don't know what the final word count will be yet; but it's gonna be somewhere around the 32k record set in 0.10. All that to say: it's another long one!

In addition to that, I've also spent a lot of time working on outfits for the update - there are quite a few new ones to be made, and getting them right takes much more time than you might expect!

So, with rereading and revisions accounted for, I should be finished writing in the next couple of days. At which point, I'll hand the script off to a few of the guys on discord that help out with proofreading, and move on to rendering. As those of you that have been following these dev-logs for a few update will know, that's the major time-hog in the development process; and there are going to be a lot of renders this time! Probably in the 1900 to 2000 range.

-----------------------------------------------------------------------------------------

Spoiler Warning!
Now, I think it's about time I fill you all in on a subject I've spoken about at length on discord and various forums, but have never brought up here (as far as I can recall!) - time skips!

As I'm sure many of you have figured out, there have been various mentions of the MC going to culinary school, and not wanting to get married for years, all that stuff. And at the current rate of development, we'd all die of old age before the story actually gets to that point.

I've been aware of this since the beginning, and so I've been planning to have a few key time-skips in the story; the first of which is gradually approaching. Well, I say that, but it probably won't happen for at least a year yet in real-world time.

But anyway, here's where it gets really spoilery - so this is your last chance to back out!

  • The next 3 updates will be 2 dayers, which takes us to the next council meeting. After that there will be one or two more updates wrapping some pressing issues up, then the first time skip. (I have all of this planned out in a fair amount of fine detail)
  • The first time skip will be a couple of in-game months, taking us to the last few days of the Christmas term, then the next portion of the game will be set over a few weeks at Christmas. (I have most of the major details for this planned out)
  • Then the next time skip will take us to graduation, after which there will be some classic summer shenanigans. (most of the details for this are still rough)
  • Then the final planned time skip will skip whatever is left of summer and take the MC to culinary school, where most of the rest of the story will play out. (most of the details for this are still rough, though I know the major plot points leading up to the ending.)
  • Finally, the game will finish up with either one last time skip to after college, or a very in-depth epilogue.
Now, all of that might sound a bit scary, but I think it's the best, and only, way to tell the story over such a long period of the characters' lives. And rest assured, I'm going to do my best to handle the time jumps appropriately - settling pressing issues before they happen, and ensuring it doesn't feel like the reader is missing out on important character moments in the intervening periods.

So, just to add to that, I have one final related issue to bring up: The day counter. Some of you that remember the very early days of Cosy Cafe, specifically the first few updates, will know that the game initially had sandbox elements, but I removed them all gradually until the game became an entirely kinetic novel (a decision I'm very happy with now!).

One of the last remaining legacies of the game's sandbox origins is the day counter; a feature that most visual novels in the style of Cosy Cafe simply don't have at all. The day counter becomes a bit of a complication with time jumps, however. I've put some thought into the best way to handle it, and decided that there are two options that work best: 1. remove it completely. Or 2, change it to a date. So as a date, the game would start on year 1, September 1st, and count from there. The first time skip would then, for example, take us to year 1, December 16th.

I'm currently leaning towards option 2, as I'm a little hesitant to just completely remove a feature that people have gotten used to at this point - but if any of you have any preferences on this, please let me know!

-----------------------------------------------------------------------------------------

End of spoilers.
Wow, that turned into a long one. A record perhaps, and I've just realised that I forgot to mention the attached pictures: They're another image set commissioned by one of you kind patrons. I'm really happy with how these ones came out!

And finally that about does it for this one. As always, I'll talk to you all again in a couple of weeks, in what I imagine will be a much shorter dev-log 47. So until then - thanks for your support, I really appreciate it!

- Cosy Creator
It's funny. As I was reading about the upcoming time-skips, I was actually thinking about what that would mean for the day tracker. I personally agree with the calendar idea. It doesn't really mean anything, but I would feel kinda weird if it were gone completely, so changing it to a date system would work.
 

ShinigamiLORD

Newbie
Nov 29, 2019
56
191
Then why are you asking it again instead of using the search?

Yes, it has been discussed before. As to your question, the answer is no, it stays about the same (and I hope it stays that way).

Maybe its just a matter of personal preference? I just played a VN where most of the faces had gaping mouths and it really gave off the vibe the characters were sort of retarded. And yes, THAT was disturbing. I feel like in CC the facial expressions are more subtle. The smiles are smiles and not grins, you kinda pay more attention to the eyes, and maybe it's one of the things that makes the whole game more cozsy?
As for the specific search feature you are referring to I don't talk on the site enough to even remember that you can do that. I'll write it down to remember if I speak again. As for the gaping mouth thing I 100% agree with you on it, I absolutely hate the way newer VN's have it and a lot of the times it looks bad. The level I'm referring to is in the middle. The two images you showed still feels a little bit stilted to me.
Take these screenshots for an example: screenshot0001.png screenshot0002.png screenshot0003.png
First image character smiling not showing a lot of teeth. Second and third images the character on the far left is the one talking. Very subtle mouth opening nowhere near agape and her mood is properly conveyed. I don't see how most characters appearing stone faced conveys coziness in any way. I may be able to provide better examples of what I mean from kther stories using HS2 as the base.
 
4.60 star(s) 217 Votes