- Jan 6, 2019
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IIRC they mentioned an update was arriving in 'the coming weeks', but that was about a month ago now, so maybe it'll be soon, but I wouldn't count on it.Is there an update coming soon ?
IIRC they mentioned an update was arriving in 'the coming weeks', but that was about a month ago now, so maybe it'll be soon, but I wouldn't count on it.Is there an update coming soon ?
I don't think we disagree just yet, rather i probably didn't express myself well enough.I'm going to have to disagree, one look at the CGs makes it clear that most were drawn for Subia route and then Dom Sabia merely got a text makeover to make the scenes into dom ones. From my playthrough of a solo dom and a shaman sub, I felt like I had more variety and scenes in general on the sub route, and it was overall a better experience due to the CGs matching a submissive role over a dominant one. And just like I said before, 90% of the dom scenes were actually pretty submissive in nature, so I kind of don't see them as good scenes since they are quite misplaced.
Just for the record, the Art pack is three-quarters of a gigabyte of possible content that's not in the game.Enjoy! Everything is up to date. As soon on OP gets update I am removing the links. rf96 Please update OP?
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It's highly unlikely that it's the art that's delaying the updates. The artpacks themselves are quite massive, meaning that Nomo has enough time and then some to draw additional scenes and shit of that sort. The writing is too mediocre to take more than a couple of hours per update, so I doubt it's that.so why does it take so much time ?
It's more like, the artist finishes his work early enough that he can dedicate work to things like optional scenes that may or not make it into the game, like he has the luxury of time on his side.Why don't they stop the art pack thing and put its time in the main game...I mean it's minor thing after all
So it's a bad choice for engine? Hreinn make a decent chunk off of patreon bux, wouldn't they be able to hire an additional, part-time coder or someone who works in the background converting the game into a different engine so that future development isn't as slow? Feels like digging one's own grave for no reason.Renpy is a piece of shit to code, especially with early branching choices. More choices, more bugs, more time spent wondering what the hell is wrong. There's a reason why vns built in that engine tend to lock their routes fairly early on, I always knew trying to build a rpg in that engine would be a nightmare.
I would not say that they are good with money, the number of their cartridges is 738, this is not so much before there were 900 of them at the same Claire quest, the number of cartridges is 3000, although the art of the scenes, as for me, is not much different from each other in advance, I'm talking about the old art and not about the new shit with tents Hreinn could earn the same amount if the game had a good potential, Sabia could gather allies for the sake of her revenge, the village of minotaurs, the sparkling forest of elves, various alliances with dark personalities, evil wizards, various powerful monsters like lamia basilisk manticore, which kia is except for wings, but no, why do we need an interesting diverse dangerous world with beautiful characters, we will stay in a fucking tent to being with green men has nothing against orcs, but they are boring, there is no variety of teasing at all, it's just a pity that they waste their talents on triflesIt's more like, the artist finishes his work early enough that he can dedicate work to things like optional scenes that may or not make it into the game, like he has the luxury of time on his side.
Again, this is all my personal observation, I could be wrong, but it seems fairly obvious to me that Nomo isn't the one causing the delays or really has any issues meeting deadlines. My post was trying to say that coding is the likely culprit behind the delays, which produce so much downtime that the artist ends up making more and more CGs for the artpack that can't make it into the game due to the restrictions of coding
So it's a bad choice for engine? Hreinn make a decent chunk off of patreon bux, wouldn't they be able to hire an additional, part-time coder or someone who works in the background converting the game into a different engine so that future development isn't as slow? Feels like digging one's own grave for no reason.
I wouldn't say they are wasting their talent on 'trifles'...because they are wasting their talent on nothing, the game is progressing at an abysmal pace, months and months with no progress only for an update with some repeated CGs and sub-par text. The loss of 'cartridges' (Which I assume means patrons) is something they brought onto themselves by pissing away all the goodwill they earned via Noxian Nights, you can only stall for so long before the sane people stop giving you their money...Unless you're making Cloud Meadow.I would not say that they are good with money, the number of their cartridges is 738, this is not so much before there were 900 of them at the same Claire quest, the number of cartridges is 3000, although the art of the scenes, as for me, is not much different from each other in advance, I'm talking about the old art and not about the new shit with tents Hreinn could earn the same amount if the game had a good potential, Sabia could gather allies for the sake of her revenge, the village of minotaurs, the sparkling forest of elves, various alliances with dark personalities, evil wizards, various powerful monsters like lamia basilisk manticore, which kia is except for wings, but no, why do we need an interesting diverse dangerous world with beautiful characters, we will stay in a fucking tent to being with green men has nothing against orcs, but they are boring, there is no variety of teasing at all, it's just a pity that they waste their talents on trifles
And how to get bonus scenesEnjoy! Everything is up to date. As soon on OP gets update I am removing the links. rf96 Please update OP?
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I heard that Ren'Py is pretty difficult to tame the more the game becomes non-linear VN, while on the other end of the spectrum, RPGM, has little-to-no coding basis and you can make your own story with its abundance of pre-made assets and it'll be ready for marketing half-way down the developmentSo it's a bad choice for engine? Hreinn make a decent chunk off of patreon bux, wouldn't they be able to hire an additional, part-time coder or someone who works in the background converting the game into a different engine so that future development isn't as slow? Feels like digging one's own grave for no reason.
You'd think Hreinn would know that before diving in. Or did they know but chose to go for it anyway? Who knows.I heard that Ren'Py is pretty difficult to tame the more the game becomes non-linear VN, while on the other end of the spectrum, RPGM, has little-to-no coding basis and you can make your own story with its abundance of pre-made assets and it'll be ready for marketing half-way down the development
For example: S.H.E.L.T.E.R. is made in Ren'Py and the developers already locked out the route right off the bat, the romance or the dom route depending on how you behave on other ladies.
Fallen: Makina and the City of Ruins is made with RPGM. The gameplay is very simple but it made branching choice a little easier to tame because the artist can utilize repeatables with one or two variants of a scene and just rewrite it for the "ending" phase of the game and you could use the pre-made assets to create NPCs, maybe lighten the load on artist's back and also the developers can think about other gameplay aspects while waiting for the artist to finish their work(s)
Correct me if I'm wrong
Nomo initially claimed it would be easier to make the game in Ren'Py.You'd think Hreinn would know that before diving in. Or did they know but choose to go for it anyway? Who knows.
I heard that Ren'Py is pretty difficult to tame the more the game becomes non-linear VN, while on the other end of the spectrum, RPGM, has little-to-no coding basis and you can make your own story with its abundance of pre-made assets and it'll be ready for marketing half-way down the development
For example: S.H.E.L.T.E.R. is made in Ren'Py and the developers already locked out the route right off the bat, the romance or the dom route depending on how you behave on other ladies.
Fallen: Makina and the City of Ruins is made with RPGM. The gameplay is very simple but it made branching choice a little easier to tame because the artist can utilize repeatables with one or two variants of a scene and just rewrite it for the "ending" phase of the game and you could use the pre-made assets to create NPCs, maybe lighten the load on artist's back and also the developers can think about other gameplay aspects while waiting for the artist to finish their work(s)
Correct me if I'm wrong
Yep this is true. Ever VN I have played/ come across that is made in Renpy has it's routes locked because if the routes are not locked it causes errors as mentioned by Trip Friend.Renpy is a piece of shit to code, especially with early branching choices. More choices, more bugs, more time spent wondering what the hell is wrong. There's a reason why vns built in that engine tend to lock their routes fairly early on, I always knew trying to build a rpg in that engine would be a nightmare.
Nice to get multiple inputs from people who seem to know what they're talking about. To me, it just seems like more incompetence regarding the choice of engine, but perhaps they saw flaws in the other engines that hindered their 'vision' for the game. But I don't think there's much vision when it took over five years to get to V0.13.The best engine as far as I know that even I have used somewhat for a game that has multiple choices is RPGVM/ACE etc.
It makes it super easy to branch route but it also has it's downfalls.
I mean, when your artist says that Ren'Py is the easier engine to make a game with branching routes right away without researching more on the engine itself, you know you fucked up big time.To me, it just seems like more incompetence regarding the choice of engine, but perhaps they saw flaws in the other engines that hindered their 'vision' for the game
As if the game in its current state has complex gameplay mechanics? The raiding system got dumped, combat is easily handled by spamming attack or silver slash, and then you have the dialogue choices, there really isn't all that to it in terms of complexity.I mean, when your artist says that Ren'Py is the easier engine to make a game with branching routes right away without researching more on the engine itself, you know you fucked up big time.
But if I were Ndsferarri, I'd demand RPGM any day of the week 'cause it has a lot of assets to use (and even to expand upon), and little-to-no coding is required at the cost of very simplistic gameplay mechanics.
Tell me who these developers are, all of whom I follow are updating minumum for 4 or more months, such asI don't think Ren'Py is the issue here. Wouldn't explain why there's devs that make games on it with 10 times more choices than this game but release an update once a month or two.