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YaBoy

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Jan 2, 2017
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View attachment 2480297

Dev Talk - H@kk3RMAN strikes again!

Some bad news turned good.

With just two animations and a handful of renders left to complete, Blender became extremely unstable and crashing nonstop for the final scene. Looks like the main culprit was the .

It's been throwing up errors here and there, but was still serviceable. I've been keeping notes on improvements and desired features over the year, but never got around to it. Since it takes a few hours just to re-familiarize myself with what I did last spring, I decided to spend an extra day adding the list of features after fixing the initial issues. I'm happy to announce that it's working great without error messages (fingers crossed). My workflow has also changed since last spring and now this addon accounts for this and greatly reduces the annoying busy work between cloth sims in MD and Blender. What would normally take a minute of busy work after each cloth simulation is now reduced to 3 clicks.

Some more good news, my shipping container is scheduled to arrive this Friday, the 24th. I feel comfortable to say that Episode 3 will be released by the end of this month.

Cheers,
Dom
While every other dev seems to report ambigious issues in development and then delay proposed release dates by a month or more, the absolute chad Domiek is out here sharing specific details about the issue and then giving a release date that seems even sooner. Love it, will have to donate a bit to his Patreon now.
 

rudy007

Engaged Member
Mar 17, 2021
2,406
5,910
While every other dev seems to report ambigious issues in development and then delay proposed release dates by a month or more, the absolute chad Domiek is out here sharing specific details about the issue and then giving a release date that seems even sooner. Love it, will have to donate a bit to his Patreon now.
That's very nice from him. Yes, there are only few devs that share reasons why is there a delay. There are many devs out there and they deal different on this matter.
There are constantly delays for various reason. Some devs can say a month before release about difficulties, some say the day that it should be released, some make monthly releases in meantime with one or two updates about development speed. Some vanish when the game should be out. Some make updates every few days, pictures and are active on patreon page. Dev earn money with this, why would you not use patreon/or any other method for this. Some are not active at all. But deliver the game on time anyway. In few years I see only that devs slow down with their development speed for at least 25-50%. Some fall in hole with way too many branches and routes (AWAM). I chuckle always when a new dev come with monthly updates, manage to release two in time and then - nothing. Development speed drops to turtle speed.
But we should speak about this specific game. Interesting characters, top story, good execution. Little bit on slow side, but not very different to other devs. (I know about his move to another country) I cant wait for a new release. Favorite character:Selena
And I'm glad Domiek moved from sandbox to a real VN. Really glad.
 
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Domiek

In a Scent
Donor
Game Developer
Jun 19, 2018
1,996
10,156
While every other dev seems to report ambigious issues in development and then delay proposed release dates by a month or more, the absolute chad Domiek is out here sharing specific details about the issue and then giving a release date that seems even sooner. Love it, will have to donate a bit to his Patreon now.
The mad man actually did it! :PogChamp:

Thank you!

That's very nice from him. Yes, there are only few devs that share reasons why is there a delay. There are many devs out there and they deal different on this matter.
There are constantly delays for various reason. Some devs can say a month before release about difficulties, some say the day that it should be released, some make monthly releases in meantime with one or two updates about development speed. Some vanish when the game should be out. Some make updates every few days, pictures and are active on patreon page. Dev earn money with this, why would you not use patreon/or any other method for this. Some are not active at all. But deliver the game on time anyway. In few years I see only that devs slow down with their development speed for at least 25-50%. Some fall in hole with way too many branches and routes (AWAM). I chuckle always when a new dev come with monthly updates, manage to release two in time and then - nothing. Development speed drops to turtle speed.
But we should speak about this specific game. Interesting characters, top story, good execution. Little bit on slow side, but not very different to other devs. (I know about his move to another country) I cant wait for a new release. Favorite character:Selena
And I'm glad Domiek moved from sandbox to a real VN. Really glad.

Thanks for the kind words! We've got some steamy Selene content this episode.

I try to be transparent about technical issues/delays and not really get too far into the personal stuff, which 2022 had more personal bullshit occur than the last 5 years of my life combined. Sometimes the personal stuff becomes a black hole time sink, but everyone's heard enough of devs and their nonstop excuses. It's also another reason why I don't announce release dates until I'm almost done with a release. I guess it's better to undersell than to disappoint fans.

After chapter 3, I'll gather my thoughts and announce my plans on how I want to tackle the long development cycle.
 

rudy007

Engaged Member
Mar 17, 2021
2,406
5,910
The mad man actually did it! :PogChamp:

Thank you!



I still enjoy it)
Thanks for the kind words! We've got some steamy Selene content this episode.

I try to be transparent about technical issues/delays and not really get too far into the personal stuff, which 2022 had more personal bullshit occur than the last 5 years of my life combined. Sometimes the personal stuff becomes a black hole time sink, but everyone's heard enough of devs and their nonstop excuses. It's also another reason why I don't announce release dates until I'm almost done with a release. I guess it's better to undersell than to disappoint fans.

After chapter 3, I'll gather my thoughts and announce my plans on how I want to tackle the long development cycle.
I respect your work, I played you previous game too (game was good, end not the best, rushed) even if it was sandbox. My last sandbox is now underway, "Sweet Affection", when it will be finished (cca 2-3 years from now, I play it because it was one of the first games I played. Pretty text heavy, but I still enjoy it.) Now I play only VN. I don't like freeroam too, its bit better then pure sandbox, but not much.
I didn't ask why "PT" was rushed at the end. If it's not secret. I remember up to version 0.55 (I think, or version before) it was smooth sailing, on time, but last 2-3 updates take about half a time then all previous together. But, yeah, it's still a good game. Little bit too grindy. But story was solid, characters likeable.
But this is just another level, your writing, renders are top notch, funny. Just soo good. As you made 3-4 games between. And your creativity comes better in a VN, I's like much more "open" environment. Sandbox is like quick updates between grinding scenes. VN is much more free.
 
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Domiek

In a Scent
Donor
Game Developer
Jun 19, 2018
1,996
10,156
I didn't ask why "PT" was rushed at the end. If it's not secret. I remember up to version 0.55 (I think, or version before) it was smooth sailing, on time, but last 2-3 updates take about half a time then all previous together. But, yeah, it's still a good game. Little bit too grindy. But story was solid, characters likeable.
PT was my first game and I was focused on learning the technical side of making the game and didn't put much thought into the story outside of a very rough outline. I made the newbie mistake of being too ambitious with the scope without understanding the work involved. Even the initial first few releases reflected more of the types of games which were popular at the time aka repetitive scenes to progress, etc. I Learned Daz, then switched to Octane render engine then eventually spent 9 months learning the basics of Blender which is reflected in the last two lengthy updates you mention. I went from pumping out tons of fast renders using random daz premade poses and expressions to learning how to manually do everything myself. Manually doing everything takes significantly longer to set up a render, but the result feels more organic/context specific rather than trying to force some random premade pose/expression to fit.

Although everyone's story was completed other than Maya's twisted dark troll ending, I may eventually revisit PT in the distant future to actually give it a polished ending rather than just the "No more events left" abrupt thing I did.


But this is just another level, your writing, renders are top notch, funny. Just soo good. As you made 3-4 games between. And your creativity comes better in a VN, I's like much more "open" environment. Sandbox is like quick updates between grinding scenes. VN is much more free.
Thanks for the kind words. The writing in PT was more of a silly afterthought since I was focused on the technical side. For In a Scent, I spent a couple of months writing the story outline and major plots while reading books on story structure. The writing is still not great but at least the story should be coherent. My goal was to convey each scene without bogging down the player in walls of texts.

By limiting the scope to a smaller cast and a VN format, I'm able to focus more on learning how to develop characters as well as improve the character technical side. Each episode I'm focusing on implementing a couple of things and continue to build on that. For example, the last scene this update has soft body physics which turned out pretty awesome. Next episode I will implement actual hair curves for eyelashes/eyebrows rather than using the performance heavy dense geometry meshes from Daz.

My ideal game would be a VN story structure with some elements of free-roam. Especially for a corruption game, seeing the characters become more obscene in daily non-story related scenes is something I personally enjoy.
 

rudy007

Engaged Member
Mar 17, 2021
2,406
5,910
PT was my first game and I was focused on learning the technical side of making the game and didn't put much thought into the story outside of a very rough outline. I made the newbie mistake of being too ambitious with the scope without understanding the work involved. Even the initial first few releases reflected more of the types of games which were popular at the time aka repetitive scenes to progress, etc. I Learned Daz, then switched to Octane render engine then eventually spent 9 months learning the basics of Blender which is reflected in the last two lengthy updates you mention. I went from pumping out tons of fast renders using random daz premade poses and expressions to learning how to manually do everything myself. Manually doing everything takes significantly longer to set up a render, but the result feels more organic/context specific rather than trying to force some random premade pose/expression to fit.

Although everyone's story was completed other than Maya's twisted dark troll ending, I may eventually revisit PT in the distant future to actually give it a polished ending rather than just the "No more events left" abrupt thing I did.




Thanks for the kind words. The writing in PT was more of a silly afterthought since I was focused on the technical side. For In a Scent, I spent a couple of months writing the story outline and major plots while reading books on story structure. The writing is still not great but at least the story should be coherent. My goal was to convey each scene without bogging down the player in walls of texts.

By limiting the scope to a smaller cast and a VN format, I'm able to focus more on learning how to develop characters as well as improve the character technical side. Each episode I'm focusing on implementing a couple of things and continue to build on that. For example, the last scene this update has soft body physics which turned out pretty awesome. Next episode I will implement actual hair curves for eyelashes/eyebrows rather than using the performance heavy dense geometry meshes from Daz.

My ideal game would be a VN story structure with some elements of free-roam. Especially for a corruption game, seeing the characters become more obscene in daily non-story related scenes is something I personally enjoy.
Thank you for your time. Things are much clearer now. I knew that "PT" was your first game (let's be realistic, some devs can't reach your first game wit their second or third attempt.) Don't be to critic on yourself. Ok, not too much, some self-critic must be, otherwise there is no progress in your ability. You managed to jump two or three steps in your skill between your games. Remarkable.
For the freeroam, agree, but not too much of it. Not too eager to perv MC to search rooms around for a good peep somewhere. It's a too abrupt in many scenes. The flow of the game is distracted. Sometimes even destroyed. I like it how its in "Ethernum" or "Deadmoon Survival", but it's a little to much how is presented in "Being a DIK", game is good, but once or more then that freeroom events per update is way, way to much. +some managment. It's too much. It totally destroys few of the first releases. It's borderline VN. Every freeroam which needs walkthrough is too much. But some people love it, for me it's torment. But it's not a dealbreaker.
 

YaBoy

Member
Jan 2, 2017
268
421
The mad man actually did it! :PogChamp:
You know I had to it ;). Glad to see you keep up the good work man, this is the first game in quite a while I've enjoyed to this level. It's made me laugh and horny at the same time.
 

johnelros

Well-Known Member
Apr 10, 2018
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1679858482109.png

Dev Talk - Shit's Done Yo

The episode's done and coded. Had time to also refresh the UI as it was a real turd. Tried doing some Netflix parallax style thing and it turned out okay, but I'll need to improve it in the future. I'm going to try to implement a replay system by the end of Monday. If I can't get anything useable by then I'll skip it for this release and send the alpha out for closed testing.

I'm also going to finally update my Patreon tiers. It's been more or less an afterthought since the early Personal Trainer days.

Barring something catastrophic, I'm happy to announce that Episode 3 will be released this Friday. I do realize that this puts the update on the day before the start of the next month. Just a reminder, I've made the change to have the Patreon billing cycle start on the day you pledge, rather than at the beginning of every month. as you'll need to unpledge/repledge to activate it.

Cheers,

Dom
 

YaBoy

Member
Jan 2, 2017
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421
any sharing/swing content ? also how much content is there ingame ?
No sharing/swinging. For just two releases thus far, there's a relatively high amount of content in-game. Multiple well-animated scenes (handjobs/titfucks/blowjobs) with main characters, the last update ended on a cliffhanger ahead of vaginal sex.
 
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