VN Ren'Py Danger BLUE [v0.1] [pazzonerogames]

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Maevos

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There seems to be a strange mystery in this story, right? I think it's very obvious.

MC moves to a new town away from everyone, even his mom = symbolization for his hospital room.
He starts working in a cemetery and then goes back to his sanctuary every afternoon = he is stuck between life and death.
He starts seeing blue lights around himself which produce a strange beeping sound = the sound of his life support machine.
The people that he meets around town = doctors, nurses, visitors.
His crying girlfriend in the last scene = his subconscious mind trying to wake up from the dream
The dream / the town itself = the part of his mind protecting itself from trauma


So make sure to collect those blue lights because it's pretty damn clear what's going to happen to him if you don't.
 

boobsrcool

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Any patrons on here? Curious if the dev has posted any timeline next chapter game update when its happening more danger blue kissing the girls lovingly on asshole smelling their breath
 

MiltonPowers

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ep02_bonus1_123.png

Hi y'all!

It was a very 'mixed' week, with lots of smaller tasks completed.

First of all, I received the proofreading results for the first 45 minutes of the game. Since I'm not a native English speaker, it's important to me that a native does a thorough review and corrects any issues. Thankfully I have someone reliable who helps me out for free ??. Now it's up to me to backport all his feedback in the game (spelling, grammar, ...). Whenever I need to wait (and I need to wait a lot on Daz), I work on integrating those corrections back into the script.

I also started work on a new scene, and it's going smoothly. It's a scene on the cemetery with Dimitri, so I have all 'building blocks' ready, and can just focus on rendering. It’s a nice preview of what future development might look like. Right now I'm slowed down a lot because I have to create a new environment, or a new haircut, or a new character. It's encouraging to see how much faster things move when the assets are already available! (And that speed boost will come in handy — future branching will require much more content for each release.)

Since it's a public Devlog this week, let's talk a bit about numbers too: Episode 1 had around 4800 script lines, plus another 2300 for the base game (gallery, bonus, blue stuff, smartphone, etc.). For Episode 2, I'm already at 4700 script lines for the episode, while the base game has grown to 3900 script lines. In terms of word count, both episodes are currently around 15000 words. Long story short: Episode 2 will definitely have more content than Episode 1. That was not really the plan (I prefer consistent episode lengths and predictable release schedules), but hey, that’s something to refine for Episode 3. Meanwhile, you get to enjoy more content ??.

Oh, and the picture attached to this post? Don't worry, Chloé hasn't suddenly been teleported to the future ??. That's the first Bonus render for this Episode (and yes, it'll be interactive again, leading to some spicier content). Stating the obvious: the theme for Bonus Episode 2 will be "Sci-fi" (Ep1 was "Ancient Egypt" - in case you missed it, it's the 'Bonus Gallery' option in the main menu). It's a fun way for me to explore a totally different theme that will never happen in the game - and hopefully it gives some added value for you too ??.

That's all folks... Take care, and see you next week!

– ilPazzo
 

MiltonPowers

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devlog18.jpg

Good evening!

The scene I mentioned last week is finished! It takes place in a brand-new environment you haven’t seen before: the gym’s cafeteria. There are plenty of ready-to-use environments you can buy, like fully furnished apartments, bars, parks, or even spaceships. The downside is that other game devs can use them too, so you might see “your” bar pop up in someone else’s game looking exactly the same. The upside, of course, is that it saves a lot of time.

Still, for most environments, I prefer to create them myself. I build the room, choose the materials, and add the furniture. Sure, you might spot the same chair in another game, but the environment as a whole? That’s unique to Danger Blue

As a bit of variety in my workflow, I tested loading a savegame from Episode 1 into the current build to see if it continues smoothly into Episode 2. I did quite a bit of research on why Ren'Py games break save compatibility between episodes when I created Episode 1, and it looks like that effort paid off: aside from a few small bugs (now fixed), all the save files I kept from my Episode 1 playthroughs now load and continue just fine into Episode 2!

Take care, and see you next week!

– ilPazzo
 

MiltonPowers

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devlog patreon.jpg


Devlog 20 already!

This week, just like last week, I worked on the lewd animations for Episode 2. I can finally say that everything is posed, and the animations are now in the queue! For Episode 2, there will be roughly ten times more animation content than in Episode 1. That’s not a hard statement to make,because Episode 1 really didn’t have much animation . But still. Not only is there more content this time, but I also believe the quality has taken a solid step up from Episode 1, and everything is now rendered at 60 FPS instead of 30 FPS.

Speaking of Episode 1: using my new animation software and the experience I gained from Episode 2, I went back and improved its animations as well. They loop more smoothly, I added some new effects, and they’ve been re-rendered at 60 FPS.

For next week, I’m looking forward to getting back to creating story renders. It feels like more tangible progress, and because I’m better at it, it’s much less frustrating, too. That said, I have to admit there was a lot less frustration this week as well, as I’m slowly getting the hang of animating.

There are four more story scenes left to complete, so we’re gradually moving toward release. Once rendering is finished, it’s time for playtesting. It’s still too early to lock in a release date, but my gut feeling says “October.” Don’t hold me to that though . October would be nice, though: it fits neatly into the 6-to-9-month window I promised.

Anyway, let’s not get ahead of ourselves. On to rendering!

Take care, and see you next week!
 

tmu500

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View attachment 5157610


Devlog 20 already!

This week, just like last week, I worked on the lewd animations for Episode 2. I can finally say that everything is posed, and the animations are now in the queue! For Episode 2, there will be roughly ten times more animation content than in Episode 1. That’s not a hard statement to make,because Episode 1 really didn’t have much animation . But still. Not only is there more content this time, but I also believe the quality has taken a solid step up from Episode 1, and everything is now rendered at 60 FPS instead of 30 FPS.

Speaking of Episode 1: using my new animation software and the experience I gained from Episode 2, I went back and improved its animations as well. They loop more smoothly, I added some new effects, and they’ve been re-rendered at 60 FPS.

For next week, I’m looking forward to getting back to creating story renders. It feels like more tangible progress, and because I’m better at it, it’s much less frustrating, too. That said, I have to admit there was a lot less frustration this week as well, as I’m slowly getting the hang of animating.

There are four more story scenes left to complete, so we’re gradually moving toward release. Once rendering is finished, it’s time for playtesting. It’s still too early to lock in a release date, but my gut feeling says “October.” Don’t hold me to that though . October would be nice, though: it fits neatly into the 6-to-9-month window I promised.

Anyway, let’s not get ahead of ourselves. On to rendering!

Take care, and see you next week!
Keep up the great work.
 

MagicMan753

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Really solid first episode. I think Lori is my favorite, but unsure, Chloe is great. Evelyn is going to make things hard when she comes back, cause I feel so much emotion with her. Aileen and Yumi also solid as girls. Just great all around, but I think Lori slightly leads.

I will say I really didn't care for the gym scene. Just felt weird Andreas was asking for someone else's number like that when in a relationship. Just wish that whole scene was played out different in how we got introduced to those girls.

Animations look solid, its really only in last scene, but excited to see more. I hope for a little more taking during animations. Seems like it goes, then stops, then talking. Could feel more immersive if and add to scene if we get some talk romantic or dirty during animations.

Some weird endings to conversations at times, or weird transitions. Feel like those could be smoother. I do think we need a textbox opacity slider. Last thing is grammar, its very minor, plus I saw dev found a proofreader a few comments up, so that will probably be fixed and smoothed out.

But overall really solid game, with some mystery, great girls, and intriguing story. Very excited to see where this goes.
 

slick97

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Took me awhile but after finally gave this project a go. I'll share my thoughts behind a spoiler tag in case my predictions are correct (it's a 50/50 at this point):
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With my tin-foil hat aside I'll say that the story so far is fairly engaging despite the dev not being a native English speaker. Time will tell whether this game sky rockets to fame, or fades to obscurity.
 

MiltonPowers

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ep02_loriangryshow6a_patreon.jpg

Lori says hi, in the image above . This render is from the second-to-last scene I still need to finish for this Episode. I managed to complete one scene this week, and now I’m working on this one. It’s a big one though, so it might take me another week or two.

By the way, the outfit she’s wearing is the one that won the last poll!

vote_ep2_lori_win.jpg

The release of Episode 2 is getting closer and closer, and I couldn’t be more excited to finally share it with you!

So, what are the next steps? Once I finish the last two scenes, I’ll do a round of playtesting. That means I’ll play the game and take notes on everything I’m not happy with, whether it’s rendering mistakes, story inconsistencies, bugs, or anything else. For Episode 1, that process gave me around 200 new to-do items. I expect it to be a lot less this time, since I’m no longer an absolute beginner .

Anyway, after this first round of playtesting, I’ll have a clear idea of what still needs fixing. That’s when I’ll finally be able to give you a release date. Just a little more patience—we’re almost there!

By the way, I also released the game on . It's an alternative to (which is still banning AVNs) and . If you have some spare time, leaving a review on one of these platforms would help me tremendously !

Take care, and see you next week!

– ilPazzo
 

MiltonPowers

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devlog24.jpg

Good evening!

As I need to tell you that I'm still working on the Lori scene, I thought I'd give you a visual representation of the Episode, so you can see just how big this scene actually is. Here goes:

ep2_progress.png

This represents the timeline of the episode, minute per minute. Each minute gets a color based on what I still need to do for it.

As you can see, the story itself is finished for all scenes (since there’s no red anywhere). The big yellow block in the middle is the Lori scene I’m currently working on. The whole block is yellow, even though it’s about 70% done already, so it looks a bit worse than it really is.

The first yellow block marks the final scene I still need to complete before the episode is done. And the last yellow block is the scene where I only need to finish the animations (so that one is actually mostly ready too).

~~~

Hey, let's show something cool as well. Between rendering, I’ve also been ticking off items on my to-do list. One of those is the Achievements. It's something I really wanted in the game, and it's done.

achievements.png

It works exactly like you would expect, like in Steam or GOG games. If you don't like it, you can just let it be. But for me it's a way to to hint at interesting story bits you might’ve missed.

That's it for today. Hopefully, by next week, I’ll finally be able to tell you that the big Lori scene is finished.

Take care, and see you next week!

– ilPazzo
 

boobsrcool

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View attachment 5249120

Good evening!

As I need to tell you that I'm still working on the Lori scene, I thought I'd give you a visual representation of the Episode, so you can see just how big this scene actually is. Here goes:

View attachment 5249123

This represents the timeline of the episode, minute per minute. Each minute gets a color based on what I still need to do for it.

As you can see, the story itself is finished for all scenes (since there’s no red anywhere). The big yellow block in the middle is the Lori scene I’m currently working on. The whole block is yellow, even though it’s about 70% done already, so it looks a bit worse than it really is.

The first yellow block marks the final scene I still need to complete before the episode is done. And the last yellow block is the scene where I only need to finish the animations (so that one is actually mostly ready too).

~~~

Hey, let's show something cool as well. Between rendering, I’ve also been ticking off items on my to-do list. One of those is the Achievements. It's something I really wanted in the game, and it's done.

View attachment 5249122

It works exactly like you would expect, like in Steam or GOG games. If you don't like it, you can just let it be. But for me it's a way to to hint at interesting story bits you might’ve missed.

That's it for today. Hopefully, by next week, I’ll finally be able to tell you that the big Lori scene is finished.

Take care, and see you next week!

– ilPazzo
WOOOOOOOOOOOOOONGOOWOWOWOWOW

Thats the sound of BONER
 

MiltonPowers

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devlog patreon.jpg

Today marks exactly six months since I launched Danger BLUE into the world !

The feedback I get is almost always positive. I couldn't ask for anything more . The big growth hasn’t happened yet, but since I started without any kind of community (I wasn’t active on Reddit or forums, so I was basically a nobody online), I didn’t expect much more. It feels like a slow process, more like a small snowball that’s just starting to roll. As long as it keeps rolling, I'm happy. And I still love working on the game.

image(2).png

(6 candles, 1 for each... month? )

It’s a shame that Itch is still banning AVNs, since that used to bring in the most visitors. Without Itch, I don’t have many options to reach new people. I’m posting on X, Bluesky, and Reddit, but the results are limited. So if you enjoy Danger BLUE and you’re active in any AVN communities, spreading the word would really mean a lot to me

~~~~

Okay, let’s talk about this week’s progress. And yes. YES! The big Lori scene is done! I’ve been working my ass off to get it finished by today, and I made it. I played through the entire scene, and it took me 31 minutes, making it the biggest scene in Danger Blue so far! It doesn’t feel too long though, since there’s a lot happening. On top of that, there’s quite a bit of branching, so I actually wrote more content than those 31 minutes suggest (and depending on earlier choices, you could also see less).

For next week, I’ll either dive into the last scene or go through my to-do list and tick off some items. Or maybe I’ll do a bit of both.

Take care, and see you next week!

– ilPazzo
 
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tmu500

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View attachment 5272610

Today marks exactly six months since I launched Danger BLUE into the world !

The feedback I get is almost always positive. I couldn't ask for anything more . The big growth hasn’t happened yet, but since I started without any kind of community (I wasn’t active on Reddit or forums, so I was basically a nobody online), I didn’t expect much more. It feels like a slow process, more like a small snowball that’s just starting to roll. As long as it keeps rolling, I'm happy. And I still love working on the game.

View attachment 5272612

(6 candles, 1 for each... month? )

It’s a shame that Itch is still banning AVNs, since that used to bring in the most visitors. Without Itch, I don’t have many options to reach new people. I’m posting on X, Bluesky, and Reddit, but the results are limited. So if you enjoy Danger BLUE and you’re active in any AVN communities, spreading the word would really mean a lot to me

~~~~

Okay, let’s talk about this week’s progress. And yes. YES! The big Lori scene is done! I’ve been working my ass off to get it finished by today, and I made it. I played through the entire scene, and it took me 31 minutes, making it the biggest scene in Danger Blue so far! It doesn’t feel too long though, since there’s a lot happening. On top of that, there’s quite a bit of branching, so I actually wrote more content than those 31 minutes suggest (and depending on earlier choices, you could also see less).

For next week, I’ll either dive into the last scene or go through my to-do list and tick off some items. Or maybe I’ll do a bit of both.

Take care, and see you next week!

– ilPazzo
keep up the great work
 

MiltonPowers

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devlog0928.jpg

Good evening!

It’s been a very productive week — and funny enough, I barely rendered anything. Say what??

As I mentioned last week, the Lori scene is finished, so I had a choice: either work through items on the to-do list for Episode 2, or start rendering the final scene. I went with the to-do list, and got a lot done. ✅

I created tutorials for the camera system and for the phone itself. I also fixed quite a few bugs and added/adjusted some renders here and there. Even when a scene is done, I sometimes realize weeks or months later that something feels off, like a pose transition that feels too sudden, or a line of dialogue that doesn’t make sense because a character doesn’t know X yet. I jot it all down in my to-do list, and that's why I’m now updating renders (and creating a few extra ones) to make the story tighter. Digital polishing

(The render in the header of this post is one of those new ones, it's for the very first scene I created for Episode 2).

I also wrapped up the SM app I mentioned back in . Here’s a screenshot of the same test as in #14, so you can spot the differences:

screenshot0005.jpg
(Both text and images are placeholders — this is just a test scene.)

The “About PazzoNero” page in the game got an update too. Less text, more images. When I first made it, there weren’t any Patreon posts yet, so there wasn’t much to show. I know it’s not the most exciting part for you but if it helps grow some buzz around the game, it’s worth it.

screenshot pazzonero.jpg

So what’s next? Same plan: either continue with the to-do list, or move on to the last scene. Doesn’t matter much — both need to be done for release anyway. After that comes playtesting . I told you my gut feeling was “October” for release, and I still think that’s realistic. You’ll be the first to know once I can lock in a date

Take care, and see you next week!

– ilPazzo
 
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MiltonPowers

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Good evening!

Very good news this week! I got a lot done from the to-do list, only minor things are left. So I switched to rendering the last scene, and I made good progress there too. I'd say it's about 60% done already.

So… that means next week I'll get to the playtesting! I'll basically play through the game and note everything I don't like. Which means that, in the end, my to-do list will be full(er) again, but I’ll have a clear overview of what needs to be done before release, and I’ll be able to estimate the remaining work.

Meaning, by next week I hope to announce a release date

Honestly, I’m really looking forward to playing the episode myself The oldest scenes are already six months old, and so far I’ve only played isolated ones — never the full episode in the right order. It’ll finally give me the first real feel of it. Can’t wait

I’ve been working my ass off these past few weeks. It’s partly the thrill of finishing an episode, partly the pressure of hitting that 6–9 month window I promised (even though I know by now I’ll make it). And of course, the curiosity about what you guys will think. It’ll show me whether the good reception of the first episode was just luck, or if you really do like my style.

But it’s been a lot. I’m putting in around 30 hours a week on it now, which wouldn’t be that bad if I didn’t also have a regular job taking up another 40–50 hours. So, not much going on besides work lately. And you know what? I still love it. All day long, I look forward to the moment I can get back to working on Danger Blue. It’s crazy. And at the same time, a little dangerous. After release, I’ll definitely slow down again — back to the pace I had for most of the episode. It’s necessary to keep things healthy, and to give proper attention to the people around me too. But I take it as a good sign that I actually need to force myself to work less; never had that with my day job before

Take care, and see you next week!

(with a release date )

– ilPazzo
 

MiltonPowers

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Finally! I’m so happy and proud to announce the release date for Episode 2 of Danger Blue!

Watch the trailer to find out the date — or scroll down if you’d rather skip straight to it

(The trailer is also in attachment to this post, in case YouTube causes any issues... but it’s a very SFW trailer, so hopefully it will be fine.)

Episode 2 includes:
  • 3.5 hours of gameplay
  • An in-game phone with a camera, social media app, gallery, and chat app
  • Achievements (also added for Episode 1)
  • The first minigame
  • UI overhaul
  • Animations at 60fps (also applied to Episode 1)
  • 3,600 new dialogues, 19,000+ words, and 9,000 script lines
  • Plus various fixes, tweaks, and improvements for Episode 1
Release Dates

ep02_announce_nologo.jpg
  • Azure Blue ($10): October 31st
  • Sky Blue ($5): November 7th
I haven’t decided on a public release yet — it’s not planned for the coming weeks. For now, I’m hoping to recover at least part of the costs of creating this episode...

I can’t wait to share this new episode with you — I really hope you’ll enjoy it and that it lives up to your expectations!
 

MiltonPowers

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ep02_announce_nologo.jpg

We're just one week away from release! In only seven days, you'll be able to play Episode 2

Here's a quick reminder of the release dates:
  • October 31st (next Friday): release for Azure Blue ($10)
  • November 7th: release for Sky Blue ($5)
I haven’t decided on a public release yet — it’s not planned for the coming weeks.


My playtester finished the episode this week: no major bugs, no crashes, no big remarks . One downside: her playtime was 2h40 (my test runs take around 3h20). Then again, if I look at the poll of the Episode 1 playtime, 65% of you played for 3 hours or more, while I finished that one in around 2.5 hours. So I’m still confident most of you will get a solid 3.5 hours of gameplay out of this episode.

Just a reminder: if you want to continue from your Episode 1 save, make sure you have a save exactly on the screen as shown below. That's been tested, and should give you a bug-free experience. Saves from other points in Ep1 might work, or might not.

screenshot_savescreen.jpg

For these last days, I keep on working on the todo list, which is shrinking every day. Everything else is done: playtesting, proofreading, all bonus renders, achievements, music... all complete. I'm just ironing out the last few details now, and by Thursday eve, I'll make the final build and start uploading. If all goes well, I'll post the release on Friday morning

Take care, and see you next week!

– ilPazzo
 
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MiltonPowers

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ep02_announce_full.jpg

Today is the day... Episode 2 is out! ??

It’s been seven months of hard work, and I’ve loved every minute of it. Well, except for the bug hunting at the end, maybe.

I truly hope that joy and effort shine through while you play this episode. I wish you a few good laughs, some sweet moments with the girls, and plenty of mystery as the main story unfolds.

Here's a quick reminder of the release dates:

* October 31st (that's today! ??): release for Azure Blue ($10)

* November 7th: release for Sky Blue ($5)

I haven’t decided on a public release yet — it’s not planned for the coming weeks.
 
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