- May 23, 2019
- 1
- 2
Lita is pretty cute (her face; her personality maybe not su much); a shame she is a prostitute. I mean, it's fine I guess, but I want her all for myself.
The Dev is away for a bit due to personal business, so my guess is likely within 1-2 weeks (i.e., after they return) - unless they get the time/opportunity while travelling.When will the patch for rectifying the "pregnancy" exception be uploaded?
Male protagonist only.Wait, I'm confused, is this male protag or female? I see people talking about female protagonist but then the game has male protag tag!??!
And does it have 3D animations or is it 2D/3D Pictures?Male protagonist only.
Play it and seeAnd does it have 3D animations or is it 2D/3D Pictures?
You know nothing Jon Snow!Safe to assume that this won't be getting anymore android ports?
Wow man, that's quite a lot you're adding and pouring into the game there. It's very much appreciated when on behalf of all players when Devs share their progress and the inclusion of any new features to their games. Thanks alot!You must be registered to see the links
News 2019-07-22
Stats:
Word Count (Week): 3,550
Approx. Total: TBD
Renders(Week): 0
Approx. Total: TBD
Good morning everyone!
I've been meaning to get on here and post some news for the last few days, finally had a chance to sit down this morning over a continental breakfast and lay down some words.
I'm going to start posting some stats with these updates just to illustrate the size of the game and the amount of work that goes into it. It's really to satisfy my own curiosity than anything, but why not share that info with my wonderful players.
First, lets get the administrative stuff out of the way.
Walkthroughs
So going forward I'm going to have to side line the walk through. Maintaining it was already a bit of a task, going through and sorting through the code and tagging what this choice or that choice does. Now that I'm doing it all, I believe that time is better spent doing other work on the game. However, there is a silver lining below...
Since the Saves don't work...
As I stated in a previous post, I have to abandon my promise of always making saves work. The fact of the matter is that Renpy's internal workings remain beyond my absolute control. As a result, things like return labels missing from the stack are beyond my ability to fix. (Not entirely true, I can fix them, but in doing so cause a plethora of other bugs).
The original goal was to do everything possible to maintain save integrity and when v1.1.X was ready, release it and have you do a one time restart. Well, that plan is shot to shit. But on the upside, since I can't promise saves will fully function from one release to the next anyway (though I will continue my best to try), I'm going to proceed with integration of some of the 1.1.X mechanics into the current version of the game.
Hopefully, several of these integrations will relieve the need for a walk through altogether. These enhancements include (but are not limited to):
- A "planner" that lets you monitor character stats and tracks your decisions.
- The ability to turn off the color coding in the dialogue choices for a random experience.
- The ability to turn off the notifications entirely for a blind play through.
- A system for managing "Pet Names" so that you can freely change, at any time, what other characters call you and what you call them.
- Notifications of stat changes as you make your selections.
I'm hoping that the introduction of some of these interface elements will alleviate the need for a walk through altogether. And of course, if you are a hell bent on seeing everything, you can play through on the red, blue and black tracks and you'll miss nothing.
But wait, that's not all!
You will also finally be able to NAME YOUR CHARACTER!
All of the enhancements have been tested and will be ready with the release the second half of v1.0.7. All that remains to be finished for the second half of the release are the renders. I'll be returning home near the end of the week and will immediately resume work. So expect regular news updates as we push through this last little bit and move onward to other characters.
Now that I finally have a firm handle on the entire production process, I look forward to continuing our story.
We'll talk soon friends.
Cheers!
That all looks awesome! Keep up the good work.You must be registered to see the links
News 2019-07-22
Stats:
Word Count (Week): 3,550
Approx. Total: TBD
Renders(Week): 0
Approx. Total: TBD
Good morning everyone!
I've been meaning to get on here and post some news for the last few days, finally had a chance to sit down this morning over a continental breakfast and lay down some words.
I'm going to start posting some stats with these updates just to illustrate the size of the game and the amount of work that goes into it. It's really to satisfy my own curiosity than anything, but why not share that info with my wonderful players.
First, lets get the administrative stuff out of the way.
Walkthroughs
So going forward I'm going to have to side line the walk through. Maintaining it was already a bit of a task, going through and sorting through the code and tagging what this choice or that choice does. Now that I'm doing it all, I believe that time is better spent doing other work on the game. However, there is a silver lining below...
Since the Saves don't work...
As I stated in a previous post, I have to abandon my promise of always making saves work. The fact of the matter is that Renpy's internal workings remain beyond my absolute control. As a result, things like return labels missing from the stack are beyond my ability to fix. (Not entirely true, I can fix them, but in doing so cause a plethora of other bugs).
The original goal was to do everything possible to maintain save integrity and when v1.1.X was ready, release it and have you do a one time restart. Well, that plan is shot to shit. But on the upside, since I can't promise saves will fully function from one release to the next anyway (though I will continue my best to try), I'm going to proceed with integration of some of the 1.1.X mechanics into the current version of the game.
Hopefully, several of these integrations will relieve the need for a walk through altogether. These enhancements include (but are not limited to):
- A "planner" that lets you monitor character stats and tracks your decisions.
- The ability to turn off the color coding in the dialogue choices for a random experience.
- The ability to turn off the notifications entirely for a blind play through.
- A system for managing "Pet Names" so that you can freely change, at any time, what other characters call you and what you call them.
- Notifications of stat changes as you make your selections.
I'm hoping that the introduction of some of these interface elements will alleviate the need for a walk through altogether. And of course, if you are a hell bent on seeing everything, you can play through on the red, blue and black tracks and you'll miss nothing.
But wait, that's not all!
You will also finally be able to NAME YOUR CHARACTER!
All of the enhancements have been tested and will be ready with the release the second half of v1.0.7. All that remains to be finished for the second half of the release are the renders. I'll be returning home near the end of the week and will immediately resume work. So expect regular news updates as we push through this last little bit and move onward to other characters.
Now that I finally have a firm handle on the entire production process, I look forward to continuing our story.
We'll talk soon friends.
Cheers!
Sounds great, don't worry too much about saves compatibility. Sure, it would be great if it worked, but as long as the game isn't finished, these things happen. That's why it's called a beta. At least, there isn't any grinding in your gameYou must be registered to see the links
News 2019-07-22
Stats:
Word Count (Week): 3,550
Approx. Total: TBD
Renders(Week): 0
Approx. Total: TBD
Good morning everyone!
I've been meaning to get on here and post some news for the last few days, finally had a chance to sit down this morning over a continental breakfast and lay down some words.
I'm going to start posting some stats with these updates just to illustrate the size of the game and the amount of work that goes into it. It's really to satisfy my own curiosity than anything, but why not share that info with my wonderful players.
First, lets get the administrative stuff out of the way.
Walkthroughs
So going forward I'm going to have to side line the walk through. Maintaining it was already a bit of a task, going through and sorting through the code and tagging what this choice or that choice does. Now that I'm doing it all, I believe that time is better spent doing other work on the game. However, there is a silver lining below...
Since the Saves don't work...
As I stated in a previous post, I have to abandon my promise of always making saves work. The fact of the matter is that Renpy's internal workings remain beyond my absolute control. As a result, things like return labels missing from the stack are beyond my ability to fix. (Not entirely true, I can fix them, but in doing so cause a plethora of other bugs).
The original goal was to do everything possible to maintain save integrity and when v1.1.X was ready, release it and have you do a one time restart. Well, that plan is shot to shit. But on the upside, since I can't promise saves will fully function from one release to the next anyway (though I will continue my best to try), I'm going to proceed with integration of some of the 1.1.X mechanics into the current version of the game.
Hopefully, several of these integrations will relieve the need for a walk through altogether. These enhancements include (but are not limited to):
- A "planner" that lets you monitor character stats and tracks your decisions.
- The ability to turn off the color coding in the dialogue choices for a random experience.
- The ability to turn off the notifications entirely for a blind play through.
- A system for managing "Pet Names" so that you can freely change, at any time, what other characters call you and what you call them.
- Notifications of stat changes as you make your selections.
I'm hoping that the introduction of some of these interface elements will alleviate the need for a walk through altogether. And of course, if you are a hell bent on seeing everything, you can play through on the red, blue and black tracks and you'll miss nothing.
But wait, that's not all!
You will also finally be able to NAME YOUR CHARACTER!
All of the enhancements have been tested and will be ready with the release the second half of v1.0.7. All that remains to be finished for the second half of the release are the renders. I'll be returning home near the end of the week and will immediately resume work. So expect regular news updates as we push through this last little bit and move onward to other characters.
Now that I finally have a firm handle on the entire production process, I look forward to continuing our story.
We'll talk soon friends.
Cheers!
Not the bad type of grinding anywaySounds great, don't worry too much about saves compatibility. Sure, it would be great if it worked, but as long as the game isn't finished, these things happen. That's why it's called a beta. At least, there isn't any grinding in your game
ok so I'm not the only one! whew! I'll wait for a fix or update, at least it's still playable
Im caught in an error when pregnancy kink on and while cumming inside of nanami!
I'm sorry, but an uncaught exception occurred.
At the moment I'm just advising people to turn off the pregnancy mechanic until the second half rolls out. There are some additional updates and changes happening to the code right now to make it compatible with some new features and I'm over-writing the existing pregnancy functions in favor of a simpler system embedded in the character object.When will the patch for rectifying the "pregnancy" exception be uploaded?
Thank you for playing and thank you for sharing your feedback! Cheers mate!Freaking excellent! So much work put in to this
Thank you for both of those praises! Going way back when I first started writing fiction, I always found I had an easier time writing when I knew who the characters were. If I start a story with well defined characters, and I know their history and personality, the rest just flows. Knowing them gives me some intuition in how they'll respond in conversations, how they'll react to situations, and how they'll feel about certain things. Many times it leads to the characters writing themselves.I just wanted to say how much I'm enjoying this game. The writing and characterization is definitely one of the better ones out of the many adult games out there. Two big highlights stand out to me:
First, I really like how Roger has a goal beyond going around and having sex with everything with breasts. Too often in adult games the protagonist has no motivation beyond getting laid, and would can act wildly inconsistent or immoral to achieve that goal. In contrast, Roger has a clear purpose, to get back at his boss. If the player decides to push Roger into having lots of sex inappropriately, then the story accounts for by illustrating it as Roger losing control and going on a downward spiral. The framing device of having him recount the story to a therapist is a good choice.
Secondly, I really can't heap enough praise for this latest update. Lola was very well written, and there are so few games out there that have such a believable transgendered character, not to mention the fact that her own encounter was written in a thoughtful way without falling into the whole chicks with dicks fetishism commonly seen in porn.
Yeah...she's a bitch.Lita is pretty cute (her face; her personality maybe not su much); a shame she is a prostitute. I mean, it's fine I guess, but I want her all for myself.
Male Protag. The goal is to make this game part of a series and the therapist will be the reoccurring character that links all of the stories together. But she's a plot device, not the protag.Wait, I'm confused, is this male protag or female? I see people talking about female protagonist but then the game has male protag tag!??!
We experimented with some animations in the beginning, but at the moment it's predominately pictures rendered in Daz.And does it have 3D animations or is it 2D/3D Pictures?
Putting together an android version is on the list of things to do, but every time I've attempted to compile one it's been buggy and had issues. In light of how far behind I've been lately I haven't had the time yet to sort out the android version. In another update or two once I've got all the code settled I'll work to sort out the android bugs for certain.Safe to assume that this won't be getting anymore android ports?
Since you're going with objects, I have a suggestion, from a python programming point of view. Give the objects print functions. I HATE having to go through code to see useful info from an object when there's no print function. It's so much easier to say "print foo" and see all the useful info in foo instead of having to remember "foo.lust_points" and "foo.love_points". Sure, you can print foo.__dict__, but that's a pain to parse in your head.At the moment I'm just advising people to turn off the pregnancy mechanic until the second half rolls out. There are some additional updates and changes happening to the code right now to make it compatible with some new features and I'm over-writing the existing pregnancy functions in favor of a simpler system embedded in the character object.
A lot of these features have been in development for awhile. Since we didn't want to force a restart we were holding off until everything was ready and then roll it all out at once. But since it's tragically apparent that I can't control the need to restart, I figure what the hell, lets get it out there and just see what happens.Wow man, that's quite a lot you're adding and pouring into the game there. It's very much appreciated when on behalf of all players when Devs share their progress and the inclusion of any new features to their games. Thanks alot!
Thank you!That all looks awesome! Keep up the good work.
Very true. But as a player of other games I always got annoyed when I'd have to restart, especially if the game was long. So it as a goal to not make players do that. But now I see that's not a decision I have full control of.Sounds great, don't worry too much about saves compatibility. Sure, it would be great if it worked, but as long as the game isn't finished, these things happen. That's why it's called a beta. At least, there isn't any grinding in your game
What's funny about it? Her parents are busy people and the poor girl needs a home. Not taking her in would have just been heartless.i crack everytime i see the "...neighbour's daughter" part
the planner looks really good btw
I am a huge advocate of print functions, but I am going to wait a couple of updates before I write one because the objects are still evolving. Once I'm a few updates further along and I'm satisfied the object contains everything I'll need going forward, I'll work out a print function. I'm also planning to include a character object modification menu where you can go in and set all the stats to whatever you want (a cheat menu type deal). But again, I'm kind of holding off until I'm sure I've added all the methods and such that I think I'll need.Since you're going with objects, I have a suggestion, from a python programming point of view. Give the objects print functions. I HATE having to go through code to see useful info from an object when there's no print function. It's so much easier to say "print foo" and see all the useful info in foo instead of having to remember "foo.lust_points" and "foo.love_points". Sure, you can print foo.__dict__, but that's a pain to parse in your head.
I'm actually very interested in your "planner" feature. I'm trying to add a "notebook" that should cover the basics of a branch heavy VN (story, characters, stats, etc.) and am curious to see how yours takes its place into the game.A lot of these features have been in development for awhile. Since we didn't want to force a restart we were holding off until everything was ready and then roll it all out at once. But since it's tragically apparent that I can't control the need to restart, I figure what the hell, lets get it out there and just see what happens.
Sounds good. How do you intend to integrate Roger's alignement into this menu?I forgot to mention it in the post, but I'm also working on a menu that lets you jump to any scene with some character defaults and at least let you play the latest content without a full restart. It's the best compromise I could come up with.
Honestly, that planner looks so good, it will almost be worth starting over.You must be registered to see the links
News 2019-07-22
Stats:
Word Count (Week): 3,550
Approx. Total: TBD
Renders(Week): 0
Approx. Total: TBD
Good morning everyone!
I've been meaning to get on here and post some news for the last few days, finally had a chance to sit down this morning over a continental breakfast and lay down some words.
I'm going to start posting some stats with these updates just to illustrate the size of the game and the amount of work that goes into it. It's really to satisfy my own curiosity than anything, but why not share that info with my wonderful players.
First, lets get the administrative stuff out of the way.
Walkthroughs
So going forward I'm going to have to side line the walk through. Maintaining it was already a bit of a task, going through and sorting through the code and tagging what this choice or that choice does. Now that I'm doing it all, I believe that time is better spent doing other work on the game. However, there is a silver lining below...
Since the Saves don't work...
As I stated in a previous post, I have to abandon my promise of always making saves work. The fact of the matter is that Renpy's internal workings remain beyond my absolute control. As a result, things like return labels missing from the stack are beyond my ability to fix. (Not entirely true, I can fix them, but in doing so cause a plethora of other bugs).
The original goal was to do everything possible to maintain save integrity and when v1.1.X was ready, release it and have you do a one time restart. Well, that plan is shot to shit. But on the upside, since I can't promise saves will fully function from one release to the next anyway (though I will continue my best to try), I'm going to proceed with integration of some of the 1.1.X mechanics into the current version of the game.
Hopefully, several of these integrations will relieve the need for a walk through altogether. These enhancements include (but are not limited to):
- A "planner" that lets you monitor character stats and tracks your decisions.
- The ability to turn off the color coding in the dialogue choices for a random experience.
- The ability to turn off the notifications entirely for a blind play through.
- A system for managing "Pet Names" so that you can freely change, at any time, what other characters call you and what you call them.
- Notifications of stat changes as you make your selections.
I'm hoping that the introduction of some of these interface elements will alleviate the need for a walk through altogether. And of course, if you are a hell bent on seeing everything, you can play through on the red, blue and black tracks and you'll miss nothing.
But wait, that's not all!
You will also finally be able to NAME YOUR CHARACTER!
All of the enhancements have been tested and will be ready with the release the second half of v1.0.7. All that remains to be finished for the second half of the release are the renders. I'll be returning home near the end of the week and will immediately resume work. So expect regular news updates as we push through this last little bit and move onward to other characters.
Now that I finally have a firm handle on the entire production process, I look forward to continuing our story.
We'll talk soon friends.
Cheers!