Cartageno

Devoted Member
Dec 1, 2019
8,791
14,930
My money is on "bedding her will not be in the next update" though.

With the new characters I am not quite certain what place they will take storywise, so I am hopeful but a bit hesitant to cheer just yet.
 

RC-1138 Boss

Message Maven
Apr 26, 2017
13,584
20,590
Think she one of the new characters.

Out of curiosity how was to voting? just to wonder who is the next route likely to be in development. :unsure:
 
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Ilhares

Engaged Member
Aug 19, 2019
3,009
11,807
Well, I certainly fell behind here. A few new names in the list from when I last checked. Looking forward to seeing them in action. I could see Jane absolutely being up for a threeway with one or two of the new faces on the list while she's misbehaving.

But how old will we be when our beloved dev has time to get around to that? :)
 

RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,361
Well, I certainly fell behind here. A few new names in the list from when I last checked. Looking forward to seeing them in action. I could see Jane absolutely being up for a threeway with one or two of the new faces on the list while she's misbehaving.

But how old will we be when our beloved dev has time to get around to that? :)
Now that I've nearly cracked a 2-week production cycle...probably in about ten years. :D
 

RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,361
development_news.png
Time to do this again, so let’s get to it.

Progress

Production is going good and things are still moving forward. The new production cycle is working very well but has been stalled by code refactoring.On the downside, the new code caused a number of problems that seemed like they were going to require some ugly work arounds. But in the eleventh hour a single discovery was made that seemed to solve multiple issues at once!

You can read my rantings at the time of discovery on the discord where I was bitching and having a eureka moment simultaneously.

Now that the string interpolation issue with my nested objects is solved I can now give players access to an unprecedented number of variables in the game. Names, nicknames, relationships, etc. And not just with the MC between non-MC characters as well.

This of course meant I needed to do a quick two day redesign of the planner feature so that players can easily access all of these variables, but all the hard stuff is now done.I have a little clean up to do on the back end and the new code and script converter are up to date and ready to work.

Improvements

Some invisible improvements were also made on the back end to simplify things. The number of custom classes used to manage the different aspects of the game were cut from 14 down to 4.

I consolidated a lot of functions and the new data structure used to manage all these player changeable variables is actually much simpler than what I built before and doesn’t require as much overhead to maintain.

We can now add characters and variables on the fly with out any need to recode or rebase. It’s honestly as simply as me opening a text file, adding a line with the variable name and the value and saving. When renpy starts it does the rest.

And if I need to change something about a character, I can just modify the file without having to push out any kind of corrective code. There is also a layer of protection built in where if I change a variable in the game, but a player has already modified the variable themselves, then my change will be ignored and player customization is prioritized. This way no matter what changes I make to the game, your personal changes will always be kept.

To Do

So to give you greater visibility into the production process I’m including a link to the Trello board I recently started using to track the production tasks.

This will open up the production process and allow you to see what is on the slate, what is done, what needs to be done. Etc. Feel free to check it out here:

Once the tasks on the ‘Current Update’ list is complete, I can push out the first update and immediately start on the ‘Next Update’. Once the current list is done, the next update list should hopefully take less than 2 weeks to compete! So let’s make November awesome!

That’s it for now.

We’ll talk soon and as always, thanks for hanging in there!

Salute,

Roman
 

Kionashi

Active Member
Jul 11, 2021
548
1,153
Version: 1.1.5, Begining of game asked for Infidelity content, what/who is it about and the therapist is she love interest?
I believe the therapist is a love interest...and if you are a decent human being you should be able to play trough the game without being cheated on even if you have that feature on....just don't worry too much about it and be nice? ;)
 

quorkboy

Active Member
Sep 26, 2020
812
1,660
Wife cheating on the MC? Don't care. I have no interest in her. She can do whatever she wants with whomever she wants (other than me.) I don't remember why I wasn't interested in her. She didn't seem like a bad person. It's more neutral than dislike.

I'm all about Cassie (the not-daughter) and Amanda. I may have some fun with others on the way, but they're my main focus.
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,534
34,090
Version: 1.1.5, Begining of game asked for Infidelity content, what/who is it about and the therapist is she love interest?
No, as far as I know, the doctor is not going to be a LI in this game. Last I heard, he was saving her for a sequel ...or something like that.
 

GetOutOfMyLab

Conversation Conqueror
Modder
Aug 13, 2021
7,605
21,211
Version: 1.1.5, Begining of game asked for Infidelity content, what/who is it about and the therapist is she love interest?
As of now, unless I missed something, it's the wife if you choose too many of the bad choices. You'll see a little lead up to the actual act (her naked with man and IIRC, nipple sucking), and then nothing else.
 
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Cartageno

Devoted Member
Dec 1, 2019
8,791
14,930
I'm also all about Cassie...

the yes-daughter :D
You mean "yes-neighborhood-kid", don't you?

With right choices MC get some content with her?
There's not really "good" or "bad" choices in a gameplay sense (morally you might beg to differ), that's also why there is no walkthrough. The content will be different but whatever your choices you will see "as much as you can".

If you want to see everything you need two playthroughs where the second one mirrors the choices of the first (not each and every one, only the color at end of scenes matters). Easiest to go one all red and the other all blue, but you might want to try one "what I would do" and the other "what I wouldn't do" instead, then the first run gives you the best experience.
 

Throwawayxyz

Member
May 10, 2020
122
305
S
View attachment 1475627
Time to do this again, so let’s get to it.

Progress

Production is going good and things are still moving forward. The new production cycle is working very well but has been stalled by code refactoring.On the downside, the new code caused a number of problems that seemed like they were going to require some ugly work arounds. But in the eleventh hour a single discovery was made that seemed to solve multiple issues at once!

You can read my rantings at the time of discovery on the discord where I was bitching and having a eureka moment simultaneously.

Now that the string interpolation issue with my nested objects is solved I can now give players access to an unprecedented number of variables in the game. Names, nicknames, relationships, etc. And not just with the MC between non-MC characters as well.

This of course meant I needed to do a quick two day redesign of the planner feature so that players can easily access all of these variables, but all the hard stuff is now done.I have a little clean up to do on the back end and the new code and script converter are up to date and ready to work.

Improvements

Some invisible improvements were also made on the back end to simplify things. The number of custom classes used to manage the different aspects of the game were cut from 14 down to 4.

I consolidated a lot of functions and the new data structure used to manage all these player changeable variables is actually much simpler than what I built before and doesn’t require as much overhead to maintain.

We can now add characters and variables on the fly with out any need to recode or rebase. It’s honestly as simply as me opening a text file, adding a line with the variable name and the value and saving. When renpy starts it does the rest.

And if I need to change something about a character, I can just modify the file without having to push out any kind of corrective code. There is also a layer of protection built in where if I change a variable in the game, but a player has already modified the variable themselves, then my change will be ignored and player customization is prioritized. This way no matter what changes I make to the game, your personal changes will always be kept.

To Do

So to give you greater visibility into the production process I’m including a link to the Trello board I recently started using to track the production tasks.

This will open up the production process and allow you to see what is on the slate, what is done, what needs to be done. Etc. Feel free to check it out here:

Once the tasks on the ‘Current Update’ list is complete, I can push out the first update and immediately start on the ‘Next Update’. Once the current list is done, the next update list should hopefully take less than 2 weeks to compete! So let’s make November awesome!

That’s it for now.

We’ll talk soon and as always, thanks for hanging in there!

Salute,

Roman
So we're looking at an update in November then?
 

RomanHume

Purveyor of Porn
Game Developer
Jan 5, 2018
2,390
13,361
S

So we're looking at an update in November then?
From Discord* today:

And just like that all the refactoring is done for this update and I'm down to putting on the finishing touches for the chapter I'm working on.

Also, tracking this thing on a Trello board is helping me focus on what must be done now and what can be done later. I think going forward this will be a useful tool for me to organize the game assembly and give you direct access to what is currently being worked on.


Problem is once I get this done and start in on wrapping up Amanda, I know this play test is going to get leaked and I'll have a three dozen jabronis pissing in my ear that it's missing content.

But I'm thinking I should have this playtest ready in the next day or so if nothing blind sides me.

Don't get too excited. It's just a rework of Nanami's first chapter and doesn't have any sex. But once it's out I should be on the 1.5 to 3 week turn around and we should have Amanda coming out mid to late November.

So ideally if the playtest fires without any major bugs, then we're green lit to speed everything up.

I've pretty much had the content for this update done for the last couple of weeks, I've just been stuck in refactor hell making the gui work with the new classes. But as of ten minutes ago I think that's done.

It's simpler and easier to navigate, and I can just add variables for years and it will scale the lists to accommodate the new entries.

So no more hard coding anything and no more refactoring because even if I decide to pivot the entire story or structure, the existing classes can now flex around the changes without a hitch.

I've got a lull right now so I'm hoping I can use today to get this thing 99% of the way done.




*sorry for the repost, I'm just lazy with responses today and didn't want to retype all that.
 
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