3.80 star(s) 9 Votes

Bartlett

Newbie
Jan 21, 2018
62
129
236
How much copium have you been huffing? The dude went radio silent I highly doubt he's releasing anything.
I think for like a week or so it would've still been reasonable to assume something came up and he's waiting until he can actually release the update rather than giving yet another explanation for the delay, but yeah at this point I'm not entirely convinced he even had anything done and wasn't just stringing people along. Either that or he died.
 
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OvaLoaf

Active Member
Nov 7, 2020
630
991
194
I think for like a week or so it would've still been reasonable to assume something came up and he's waiting until he can actually release the update rather than giving yet another explanation for the delay, but yeah at this point I'm not entirely convinced he even had anything done and wasn't just stringing people along. Either that or he died.
A bit of an extreme assumption but we know nothing so who knows what happened. I'm just hoping something came up and they decided to delay the update and go straight to 0.2 instead.
 

Rugerrell6

Well-Known Member
Jun 26, 2020
1,074
1,793
308
I think for like a week or so it would've still been reasonable to assume something came up and he's waiting until he can actually release the update rather than giving yet another explanation for the delay, but yeah at this point I'm not entirely convinced he even had anything done and wasn't just stringing people along. Either that or he died.
Well he doesnt even have to give an explanation all he has to say is im still working on it and im alive lol and I think that would be enough to stop some people from moving on and forgetting about it. But since he hasnt even done that Im going with the assumption that he just got frustrated and gave up on it. Clearly things werent going the way he wanted them to from all the delays and he probably just got fed up and said fuck it.
 
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BraveOrakio

Member
May 31, 2020
494
321
211
Does the developer have a patreon or something? But in any case though, game development is hard even with engines and tools to make it easier. Wouldn't be surprised if he did just give up.
 

Trash Master Thoth

Newbie
Game Developer
May 18, 2018
57
265
238
Gabe's Ghost Hunt Version 0.15 Download
(Up on Patreon right now, will be up here as soon as I figure out how to update the download section properly)

Sorry for the delay.

Play-testing the update revealed downstream bugs caused by my generalizations to the game’s code for locations beyond the initial investigation, plus many smaller things (image generations, etc.) whose quality I was dissatisfied with. I believed these changes would only take about 2-3 days, and that it would be better to just grind through and release the update instead of throwing out more bad release dates. And, ugh, I've pretty much been in a cycle of believing v0.15 was days 1-2 days away from release for about the past month now. Sorry about the radio silence.

In the future, given that I'm actually really bad at estimating how much work / time an update will take, I'll be much more conservative about providing release dates and instead provide progress updates.

Changelog:

  • A completely remade tutorial, featuring a three room location and an on-rails investigation. On-screen text hints plus flashing UI elements have been added to provide additional explanation / help guide new players.
  • A second house to investigate. This will be a two story home with 15 rooms, so quite a bit more complex than v0.1's first location. Noncorporeal and phasmal condensate ghosts can ascend / descend between floors, further differentiating them from physical ghosts.
  • Chapter two of the story
  • Separate endings to the second chapter for Noms and Queeny, if you've chosen the correct ghost and progressed their relationship routes
  • Another separate ending if you chose the incorrect ghost
  • Three additional scenes with Noms while investigating, if you've seen her scene in Sev's room
  • Three additional scenes with Queeny while investigating, if you've seen her scene in Sev's room
  • Two additional scenes with both Noms and Queeny. The second addition will result in one of two photo's being added to Hanz' social, depending on if the correct ghost had been selected during the first hunt. (More thoughts on this below)
  • Tweaks to older scenes to add a bit more showmanship to them (ex. adding static to Queeny's first scene to go alongside it stating static was coming from the recording device).
  • Redone UI buttons. Many of the UI buttons in v0.1 had been created in the early months of my gamedev journey, and it showed. I gave them another try. These probably won't be final, but I'm not distracted by how bad they look now, so
  • Redone equipment board. Like the UI buttons, having the circular buttons in a work-in-progress space wasn't great. I landed on trying skeuomorphism screen with the different selectable equipment on the board. Probably not final, but a step in the right direction.
  • Redone camera feed selection. Same explanation as above.
  • Implemented quality of life improvements suggested by players - the map, evidence, and event log can now be accessed via buttons outside the phone.
  • The map can now be used to jump to a selected room, as well as change character equipment by clicking on their portrait at the bottom of the map.
  • Tweaked the function of dowsing rods. The second chapter's house is a bit more complicated than the environment I had balanced the game around, resulting in frustration while searching for the ghost during my playtesting. Therefore, I buffed the dowsing rod to point towards an adjacent room if the ghost is present in it. This smooths out the early game in a way I liked, plus made the dowsing rod an actually helpful piece of equipment beyond finding the fetter.
  • A lot of changes under the game's hood to generalize all of the code to be compatible with additions beyond the first investigation's house. Y'all won't be able to see them, but future additional locations should be much easier to implement after this update.
  • Bugfixes
Not in Changelog:

  • I had been planning on having an intermission mission board / area for better transitions between missions and scenes with the girls that gave the player more agency in choosing / overtly explained criteria of what they should be planning to do going into a mission. I didn't get around to it this update, expect it in the next one.
Thoughts:

Up to this point, I've been focused on building up the 'game' side of Gabe's Ghost Hunt, and throwing together haphazard ideas for pornographic content to keep that other side of the project interesting enough for anyone who wanted to playtest. My thought process being that this adult game's focus is on building an interesting context for these scenes to occur within, which requires me to build that gameplay context up first.

Going forward, I'm going to begin focusing on expanding that pornographic content as well as shifting around scenes for better 'corruption' progression. An example - I liked the idea of having a truth or dare scene in the game, but due to current constraints on content I could only really place it at the 4th Noms + Queeny scene. However, I don't personally like how it feels like Noms is making a few leaps in corruption just because. Therefore, in the future, it will be somewhere else that makes more sense, behind mechanics other than room sharing. So, shifting scenes around like that.

Sorry again for the delay. More to come later.
 

Indexless

Member
Aug 25, 2017
138
273
251
Gabe's Ghost Hunt Version 0.15 Download
(Up on Patreon right now, will be up here as soon as I figure out how to update the download section properly)

Sorry for the delay.

Play-testing the update revealed downstream bugs caused by my generalizations to the game’s code for locations beyond the initial investigation, plus many smaller things (image generations, etc.) whose quality I was dissatisfied with. I believed these changes would only take about 2-3 days, and that it would be better to just grind through and release the update instead of throwing out more bad release dates. And, ugh, I've pretty much been in a cycle of believing v0.15 was days 1-2 days away from release for about the past month now. Sorry about the radio silence.

In the future, given that I'm actually really bad at estimating how much work / time an update will take, I'll be much more conservative about providing release dates and instead provide progress updates.

Changelog:

  • A completely remade tutorial, featuring a three room location and an on-rails investigation. On-screen text hints plus flashing UI elements have been added to provide additional explanation / help guide new players.
  • A second house to investigate. This will be a two story home with 15 rooms, so quite a bit more complex than v0.1's first location. Noncorporeal and phasmal condensate ghosts can ascend / descend between floors, further differentiating them from physical ghosts.
  • Chapter two of the story
  • Separate endings to the second chapter for Noms and Queeny, if you've chosen the correct ghost and progressed their relationship routes
  • Another separate ending if you chose the incorrect ghost
  • Three additional scenes with Noms while investigating, if you've seen her scene in Sev's room
  • Three additional scenes with Queeny while investigating, if you've seen her scene in Sev's room
  • Two additional scenes with both Noms and Queeny. The second addition will result in one of two photo's being added to Hanz' social, depending on if the correct ghost had been selected during the first hunt. (More thoughts on this below)
  • Tweaks to older scenes to add a bit more showmanship to them (ex. adding static to Queeny's first scene to go alongside it stating static was coming from the recording device).
  • Redone UI buttons. Many of the UI buttons in v0.1 had been created in the early months of my gamedev journey, and it showed. I gave them another try. These probably won't be final, but I'm not distracted by how bad they look now, so
  • Redone equipment board. Like the UI buttons, having the circular buttons in a work-in-progress space wasn't great. I landed on trying skeuomorphism screen with the different selectable equipment on the board. Probably not final, but a step in the right direction.
  • Redone camera feed selection. Same explanation as above.
  • Implemented quality of life improvements suggested by players - the map, evidence, and event log can now be accessed via buttons outside the phone.
  • The map can now be used to jump to a selected room, as well as change character equipment by clicking on their portrait at the bottom of the map.
  • Tweaked the function of dowsing rods. The second chapter's house is a bit more complicated than the environment I had balanced the game around, resulting in frustration while searching for the ghost during my playtesting. Therefore, I buffed the dowsing rod to point towards an adjacent room if the ghost is present in it. This smooths out the early game in a way I liked, plus made the dowsing rod an actually helpful piece of equipment beyond finding the fetter.
  • A lot of changes under the game's hood to generalize all of the code to be compatible with additions beyond the first investigation's house. Y'all won't be able to see them, but future additional locations should be much easier to implement after this update.
  • Bugfixes
Not in Changelog:

  • I had been planning on having an intermission mission board / area for better transitions between missions and scenes with the girls that gave the player more agency in choosing / overtly explained criteria of what they should be planning to do going into a mission. I didn't get around to it this update, expect it in the next one.
Thoughts:

Up to this point, I've been focused on building up the 'game' side of Gabe's Ghost Hunt, and throwing together haphazard ideas for pornographic content to keep that other side of the project interesting enough for anyone who wanted to playtest. My thought process being that this adult game's focus is on building an interesting context for these scenes to occur within, which requires me to build that gameplay context up first.

Going forward, I'm going to begin focusing on expanding that pornographic content as well as shifting around scenes for better 'corruption' progression. An example - I liked the idea of having a truth or dare scene in the game, but due to current constraints on content I could only really place it at the 4th Noms + Queeny scene. However, I don't personally like how it feels like Noms is making a few leaps in corruption just because. Therefore, in the future, it will be somewhere else that makes more sense, behind mechanics other than room sharing. So, shifting scenes around like that.

Sorry again for the delay. More to come later.
Honestly at this point I'm just glad you're doing ok
 

Trash Master Thoth

Newbie
Game Developer
May 18, 2018
57
265
238
Honestly at this point I'm just glad you're doing ok
I'm all good lol. Just recovering from the embarrassment of how poorly I handled the communication of my game's first update. I really was sure that the update was only 1-2 days away and that it would be better to just slam down a finished update, but then 1-2 days later, then 1-2 days later, then . . .
Yeah, I'm going to be much more mindful in the future about how I approach update expectations lol.
 

callriv

Newbie
Mar 15, 2019
31
112
218
Gabe's Ghost Hunt Version 0.15 Download
(Up on Patreon right now, will be up here as soon as I figure out how to update the download section properly)

Sorry for the delay.

Play-testing the update revealed downstream bugs caused by my generalizations to the game’s code for locations beyond the initial investigation, plus many smaller things (image generations, etc.) whose quality I was dissatisfied with. I believed these changes would only take about 2-3 days, and that it would be better to just grind through and release the update instead of throwing out more bad release dates. And, ugh, I've pretty much been in a cycle of believing v0.15 was days 1-2 days away from release for about the past month now. Sorry about the radio silence.

In the future, given that I'm actually really bad at estimating how much work / time an update will take, I'll be much more conservative about providing release dates and instead provide progress updates.

Changelog:

  • A completely remade tutorial, featuring a three room location and an on-rails investigation. On-screen text hints plus flashing UI elements have been added to provide additional explanation / help guide new players.
  • A second house to investigate. This will be a two story home with 15 rooms, so quite a bit more complex than v0.1's first location. Noncorporeal and phasmal condensate ghosts can ascend / descend between floors, further differentiating them from physical ghosts.
  • Chapter two of the story
  • Separate endings to the second chapter for Noms and Queeny, if you've chosen the correct ghost and progressed their relationship routes
  • Another separate ending if you chose the incorrect ghost
  • Three additional scenes with Noms while investigating, if you've seen her scene in Sev's room
  • Three additional scenes with Queeny while investigating, if you've seen her scene in Sev's room
  • Two additional scenes with both Noms and Queeny. The second addition will result in one of two photo's being added to Hanz' social, depending on if the correct ghost had been selected during the first hunt. (More thoughts on this below)
  • Tweaks to older scenes to add a bit more showmanship to them (ex. adding static to Queeny's first scene to go alongside it stating static was coming from the recording device).
  • Redone UI buttons. Many of the UI buttons in v0.1 had been created in the early months of my gamedev journey, and it showed. I gave them another try. These probably won't be final, but I'm not distracted by how bad they look now, so
  • Redone equipment board. Like the UI buttons, having the circular buttons in a work-in-progress space wasn't great. I landed on trying skeuomorphism screen with the different selectable equipment on the board. Probably not final, but a step in the right direction.
  • Redone camera feed selection. Same explanation as above.
  • Implemented quality of life improvements suggested by players - the map, evidence, and event log can now be accessed via buttons outside the phone.
  • The map can now be used to jump to a selected room, as well as change character equipment by clicking on their portrait at the bottom of the map.
  • Tweaked the function of dowsing rods. The second chapter's house is a bit more complicated than the environment I had balanced the game around, resulting in frustration while searching for the ghost during my playtesting. Therefore, I buffed the dowsing rod to point towards an adjacent room if the ghost is present in it. This smooths out the early game in a way I liked, plus made the dowsing rod an actually helpful piece of equipment beyond finding the fetter.
  • A lot of changes under the game's hood to generalize all of the code to be compatible with additions beyond the first investigation's house. Y'all won't be able to see them, but future additional locations should be much easier to implement after this update.
  • Bugfixes
Not in Changelog:

  • I had been planning on having an intermission mission board / area for better transitions between missions and scenes with the girls that gave the player more agency in choosing / overtly explained criteria of what they should be planning to do going into a mission. I didn't get around to it this update, expect it in the next one.
Thoughts:

Up to this point, I've been focused on building up the 'game' side of Gabe's Ghost Hunt, and throwing together haphazard ideas for pornographic content to keep that other side of the project interesting enough for anyone who wanted to playtest. My thought process being that this adult game's focus is on building an interesting context for these scenes to occur within, which requires me to build that gameplay context up first.

Going forward, I'm going to begin focusing on expanding that pornographic content as well as shifting around scenes for better 'corruption' progression. An example - I liked the idea of having a truth or dare scene in the game, but due to current constraints on content I could only really place it at the 4th Noms + Queeny scene. However, I don't personally like how it feels like Noms is making a few leaps in corruption just because. Therefore, in the future, it will be somewhere else that makes more sense, behind mechanics other than room sharing. So, shifting scenes around like that.

Sorry again for the delay. More to come later.
I am glad you did not quit. I was worried you got caught into a classic new "dev trap" when you finally create the demo, and then lose all motivation soon after, just like the creator of "Navigating the Rift". Furthermore, I think your game has a solid chance to be one of the best utilization of AI art in games so far. Keep us updated.
 
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Indexless

Member
Aug 25, 2017
138
273
251
I'm all good lol. Just recovering from the embarrassment of how poorly I handled the communication of my game's first update. I really was sure that the update was only 1-2 days away and that it would be better to just slam down a finished update, but then 1-2 days later, then 1-2 days later, then . . .
Yeah, I'm going to be much more mindful in the future about how I approach update expectations lol.
Well it's still a new game that hasn't really been done before so there's bound to be a lot of kinks to iron out. Hopefully the further along you get the easier it'll be to predict how long things will take and there will be less road bumps. Really glad to see you back cause this game was one I was really exited about.
 
3.80 star(s) 9 Votes