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April 13th 2020: Progress Report
Hey everyone, Rem here with a headache and this week's Progress Report!
So last week I focused completely on Karryn's Prison and I got a ton of stuff done.
I implemented the receptionist related edicts, and added a few more passives. I added new NPCs to the Visitor Center. I finished more battle dialogue but there is still a lot to go, mainly because I've been getting sidetracked doing coding, and because I've been directly Sachinama to keep writing more dialogue because I keep getting new ideas on where to insert more dialogue. The receptionist side job playtesting is still yet to begin, and won't until I finish writing all the dialogue.
So what have I been sidetracking myself with last week? Lots and lots of things. I polished and optimized code here and there, and added quite a lot of new code. The main 3 things that took up most of my week were:
1. I redesigned and rebalanced the pleasure damage formula quite heavily. I mentioned quite a many months back that I've always wanted to rebalance the pleasure damage formula but I never really found the chance to because I've always been in a rush to push v.4 and v.5 out as soon as possible, but now that it's seeming like I can get v.5 out before the end of this month, I took it upon myself to do some stuff that I've always wanted to do. One of them being that I was never happy with the pleasure damage formula. With the new formula, DEX, END, and Passives matters a lot more in how much pleasure Karryn and her enemies get. A Karryn with an END build is going to take very little pleasure damage in v.5 compared to v.4. As for Karryn dealing pleasure damage, she's going to do a lot more across the board now, and there is going to be a huge noticeable difference for Karryn with high DEX. That said, Karryn still would not really deal
that much pleasure damage currently because of limit on the passives she can learn.
2. With all the new battle dialogue, the current battle dialogue system was unsustainable because of how fast the text would just disappear off the screen. So I redid the code of how battle dialogue would show up, and added a pause the dialogue whenever Karryn says something. You can end the pause by either hitting the confirm key, or having the confirm key held down in the first place, or by disabling the pause feature through the Settings menu. And by the way, I'm going to mention this too (hopefully if I don't forget) when v.5 is released: there are a few new settings! Including one setting that I implemented a month or two back that I never got around to mentioning, which is a setting for people with confidence in their PC's specs to enable faster cut-in loading to reduce the choppiness when the animated cut-ins first get loaded in a battle. Also Sachinama changed the way map transitions worked that hopefully helps cut down the load time for people with lower end PCs!
3. More, more, MORE facial expressions!!!! Sachinama is continuing to draw more facial expressions for the CGs that didn't have any, before beginning work on v.6 art. And I've been coding them into the game as he finishes a set. Along with the new battle dialogue system mentioned above, I further improved on the facial expression system to change when a facial expression change is called in the code to make go smoother. I also mentioned to pin down and fixed a bug with Karryn's expression on the map screen where she would keep changing after every few steps. Yes that was actually a bug, but I didn't prioritize fixing it at the time because Karryn had limited amount of facial expressions on the map so it wasn't a super big deal. And well... let's say it would now be a big deal if Karryn kept changing facial expressions after a few steps.
So that's it for this week's Progress Report. As mentioned before, all the battle dialogue must be written, and I gotta playtest the receptionist side job quite a bit before I will release v.5. But we're on schedule to release it by the end of this month, so everyone, please stay safe in the meantime!