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barneyy

New Member
Aug 10, 2020
3
11
ah yes, i remember last year september when i discovered this game and liked it
and then after waiting in december someone said itsprobably finished end of January or start feburary, and one guy replied and told them no, if you are lucky its done end of may and every laughed
good times
 

Jacobsm

Newbie
Jun 23, 2019
24
50
I am here for my weekly dose of bears, trebuchets, and people trying to understand non-standardized update chart. Alls well with the world now.
The graphic progress update chart remains now as they did in the past. It is, to a large extent, a representation of how many scenes there are, how complex a scene is for the author (more heads), but maybe not how long it will be for the player to experience, how many renders it has (sometimes), or which character is in the scene. Likewise, once all the scene bars are filled, there is a whole separate graph series on the bottom that will have to be filled out before release date. Although in the past, once that starts to happen we can usually expect the release within a month, but not exclusively. This second progress bar covers the Q&A process before release. To sum it up with a tortured analogy, it remains, in many ways, like points in the "game show" Who's Line is it Anyway? It is nice to have, but she's a coming when she's a coming and the progress chart does not get it here a day sooner.

Can someone explain to me what all those graphic icons, arrows, boxes, banners mean on that supposed Progress bar?

what the hell is all this?????
 

Hyperserver

often the biggest step forward is to "step back"
Donor
Game Developer
Jun 30, 2018
3,092
8,334
I am here for my weekly dose of bears, trebuchets, and people trying to understand non-standardized update chart. Alls well with the world now.
The graphic progress update chart remains now as they did in the past. It is, to a large extent, a representation of how many scenes there are, how complex a scene is for the author (more heads), but maybe not how long it will be for the player to experience, how many renders it has (sometimes), or which character is in the scene. Likewise, once all the scene bars are filled, there is a whole separate graph series on the bottom that will have to be filled out before release date. Although in the past, once that starts to happen we can usually expect the release within a month, but not exclusively. This second progress bar covers the Q&A process before release. To sum it up with a tortured analogy, it remains, in many ways, like points in the "game show" Who's Line is it Anyway? It is nice to have, but she's a coming when she's a coming and the progress chart does not get it here a day sooner.
nearly correct:
Except the fact that the portraits DON'T show what characters are featured in that scene - the portraits are random.
(see description on the chart on top left corner.)

Basically the chart is made to be self-explaining - if only people would start to read XD)
 
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fried

Almost
Moderator
Donor
Nov 11, 2017
2,313
6,101
oh a small change at 59
How much time is spent on any given "head" is variable, we don't know which take longer than others. The Dev noted their progress over the past week in descriptive form:

This week in one sentence: with most of the writing and visual design for this next scene done, it's now time to produce the images for it.
 

naughtyroad

Well-Known Member
Donor
Game Developer
Jan 8, 2019
1,008
13,477
I may be rehashing some of the things others already commented on so if so, please forgive.

*disclaimer* I know almost nothing about how renpy works.
Since you can't make a separate gallery mode, would it be possible to make some sort of in-game label jumps, in such a way that you can relive a past scene while staying inside your current game state, and once the scene reaches its ending it would automatically resume to where it jumped from? If this is feasible, it would make it possible to have a 100% functional and fully customized replay system.
Hmm, not entirely. First of all, it'd require you to start up a game to have a gamestate, secondly, jumping to a label would replay the scene with a gamestate that for your current game, not for when that scene was played, or will be played even. Probably wonkyness will ensue.

Uninitialized variables are hardly a problem btw for ren'py, since the good design pattern is to declare all ingame variables with a default statement. The trick is, getting an expected value.

I'm not really sure what that means, but it sounds big :O Like, as you play the game, it will save at certain predefined points which will be utilized by replay gallery or something? I will admit that I wanted to replay that glorious Denise booty scene with dialogue ofc (because it's written so well and it really makes every scene for me, just not the same without it), but unfortunately discovered that I hadn't made a permanent save before that scene. Given the depth and complexity of your game, as much as I love it, kinda killed the mood knowing I had to start a new game again to get to it :( So if your savegame implementation would hypothetically fix that unfortunate situation, that's very good to hear :D
Cheers, that's exactly it. You will need to replay the scene though to get it to create the save in the first place. In case anyone wonders: I'm also planning to leave the old method (setting flags in the persistent store and having the scripted out non-dialog scene) as a fallback for if you don't want to go back and replay but still want access to what's unlocked, so it should be a seamless transition without loss of functionality for veteran players.

(...)
If I was developing a renpy game I'd just say "haha lol, no, suck it" to any kind of save->gallery permanence. I'd wager less than 10% of people even use the gallery and even then only a fraction use the feature more than 5 times. It would be a massive waste of time unless it would be for the fun of making it and then abandoning the feature in the next release.
My original thinking was mostly about of finding a way to get a least effort implementation in, because I do consider it a non-essential feature too. But after a bunch of chapters and more and more entries, even this low effort implementation is getting to be a drag; stripping a 5k+ lines scene scripts of their dialog, and then stripping it to get to a point where it shows enough variation but not have the player click through a hundred emote changes as the girls mime out the entirety of their lines, then getting the zoom and pan and music and other effects tweaked to get something of a nice flow to it, that is a tedious and much too time consuming job (about 8-12 hours each recent release). So I really have my hopes pinned on the save game thing. :D

Edit: After thinking a bit more, a good and easy to implement solution would be to just create a separate save game at certain checkpoints when the gallery event occurs. When loading a gallery scene (save), you'd also set a "gallery = true" variable which would tell the game to exit once reaching another checkpoint.
Then whenever you hit the checkpoint again in a different playthrough, it'll overwrite the gallery scene (save).
(...)
Exactly my thinking, except I won't even bother to create an exit flag either. I figure players can just continue on if the mood strikes them. :D
 

whooop

Newbie
Mar 7, 2018
30
31
Exactly my thinking, except I won't even bother to create an exit flag either. I figure players can just continue on if the mood strikes them. :D
Could even rebrand the new gallery as "Flashback" and play a stock time travel clip every time you load up one of them... and then as it would be time travel themed then there definitely should be, slightly goofy, alternative ways some of the scenes play out due to time space distortions that keep stacking due to creating new flashback saves by playing onwards from a flashback to the next one. I already hate it so much.
 
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Heml0ck

Member
Mar 7, 2018
302
773
My original thinking was mostly about of finding a way to get a least effort implementation in, because I do consider it a non-essential feature too.
[...]
So I really have my hopes pinned on the save game thing. :D
I would think most people would create a save just before a certain scene is about to take place, rendering any kind of gallery redundant. Some games even have a prompt for "save now" but I don't think it's even necessary to do that much.
 

redcap85

Member
Jul 15, 2018
187
505
I would think most people would create a save just before a certain scene is about to take place, rendering any kind of gallery redundant. Some games even have a prompt for "save now" but I don't think it's even necessary to do that much.
This game has a lot of scenes. Did a replay about a month ago and did just that. By the end of the current release I was almost out of saves.
 

Heml0ck

Member
Mar 7, 2018
302
773
This game has a lot of scenes. Did a replay about a month ago and did just that. By the end of the current release I was almost out of saves.
If that's true, I wonder if he can just increase the save limit
 
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Southrim

Newbie
Jun 6, 2017
83
269
This game has a lot of scenes. Did a replay about a month ago and did just that. By the end of the current release I was almost out of saves.
I don't understand. As far as I know saves are reasonably unlimited like with most Ren'py games. It's just iterating numbers of separate save files in the folder. How did you perceive that you were running out of saves?
 
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