CaptainBipto

Active Member
Sep 20, 2018
954
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if i recall correctly, the romance side-quest for Helena - the Swan Harpy lady part of Scarlett's quest - requires you to hand over Scarlett after you've enslaved her and, to do that, you need her in your party. unless there's some convolutedly simple way i just ignored or something, i'm pretty sure that the companion system is required for that. i'm unsure about other quests though - mostly because i dont remember most of the early quests all that well.
It used to be that you had to add Scarlet into your party and walk over to Helena's store, but that part of the romance quest with Helena was changed. I can't remember when it changed, but now when you interact with Scarlet there is just a button that magically teleports you and Scarlet to her store in the slave alley.
 

Sarkath

Active Member
Sep 8, 2019
535
912
if i recall correctly, the romance side-quest for Helena - the Swan Harpy lady part of Scarlett's quest - requires you to hand over Scarlett after you've enslaved her and, to do that, you need her in your party. unless there's some convolutedly simple way i just ignored or something, i'm pretty sure that the companion system is required for that.
That's correct. Elementals use the same basic system.

I think IvoryOwl is referring to the option in the menu that allows you to bring arbitrary companions with you, as well as the companion-specific dialogue littered in the game (such as bringing slave Brax with you when you talk to Sean in Slaver's Alley). That sort of thing tends to give people false hope.

This is the thing that really irks me about Inno, I'm far from a programmer I did a course or two in College years ago and pretty much only know very basic stuff as a hobby. But fuck for this much time and money I feel like if you're still this bad at coding you either have zero talent or just aren't trying to improve, might be a bit of both in this case seeing how much spaghetti code is here.
Inno has actually improved pretty drastically since the project started. The problem is that 1) many of those old systems haven't received the touchups that they need and 2) knowing how to program doesn't mean that you have the ability to properly organize and plan ahead (that's what separates a junior programmer from a senior programmer or software engineer). Inno is a better world builder than a software engineer and there's strong hints of that all throughout the code.

The former is something that can be improved with drastic refactors, but the latter is something that needs to be built up through collaboration and failure. If LT is Inno's first project—and I suspect it is—she's skipping a lot of steps that programmers generally take. I was a decent enough programmer in my teens, but I had to code myself into a corner many times before I learned how to actually design software.

In fairness, she's far from alone in this. It's much easier to get into programming and game development these days, and the multitude of fly-by-night Patreon projects are a side-effect of this very issue. It's easy to plot pixels to a screen, but it's hard to make a well-structured, maintainable program. A lot of people seem to like to shit on engines like Ren'Py and Twine, but despite their shortcomings they largely allow artists to just be artists. Without tools like those you'd have more cases like this, where artists have to figure out how to make a game engine before they can create their art.

I really don't think Inno is lying when she says she's experiencing burnout. The problem I have is that she's producing very little and earning an increasing amount of money. I would be shitcanned in a second if my productivity at work were anything like this, but as we see time and time again fanboyism and the sunk cost fallacy love to rear their ugly heads when scheduled donations are involved.
 

themaxdiecool

New Member
May 13, 2021
3
1
I was able to replicate this on my Mac. Turns out the Oracle JRE 8 installer only installs the browser plugin, so it will never be used when you try to launch it via Finder (or even through the command line without some finagling). Instead, it would try to use the OpenJDK 14 install that comes with macOS, which doesn't have JavaFX support built in (neither does your installed copy of JDK 12—Oracle removed JavaFX from JDK 11 in favor of OpenJFX, which is a separate SDK).

One approach I was able to use to get working was to use the Terminal to force it to launch using the JRE embedded in the browser plugin:

Code:
/Library/Internet\ Plug-Ins/JavaAppletPlugin.plugin/Contents/Home/bin/java -jar LilithsThrone_0_4.jar
It's definitely a bit unwieldy. :/ If you aren't comfortable with using a shell, I attached a script that will do this for you. Just unzip it and move it into the same directory as the JAR file. Running the script (you should be able to just run it from Finder) will launch the game using Oracle JRE 8.
Thank u very much, for Mac problem, this is the solution.
 
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Tattletale21

Member
Jan 26, 2020
374
519
so i just gave a look through the linked wiki this game has - that it has a wiki at all is something i've actively ignored up to now - and i understand it's a wiki updated as the game is developed, therefore it takes time to actually be updated...but the lack of content on the wiki genuinely astounds me. the wiki looks like it hasn't been updated since the 'Submission' area was added. and that was fucking ages ago. i'd do it myself but i have neither the inclination to do it nor the, to be frank, impartiality required for accurate additions to the wiki to be added.

something that isn't talked about, i imagine, and something i doubt will receive any updates even after bringing it up, but i just felt the need to talk about it.
 

Sarkath

Active Member
Sep 8, 2019
535
912
so i just gave a look through the linked wiki this game has - that it has a wiki at all is something i've actively ignored up to now - and i understand it's a wiki updated as the game is developed, therefore it takes time to actually be updated...but the lack of content on the wiki genuinely astounds me.
Yeah, the same thing happened with the Flexible Survival wiki. I think in both cases the wikis are largely community-operated, and I imagine people generally just lose interest after a while. "Smutty game wiki editor" is like a niche within a niche, lol.
 
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tehlemon

Well-Known Member
Jan 26, 2021
1,224
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Yeah, the same thing happened with the Flexible Survival wiki. I think in both cases the wikis are largely community-operated, and I imagine people generally just lose interest after a while. "Smutty game wiki editor" is like a niche within a niche, lol.
Yeah, pretty much.

Funny story, I hate the flexible survival wiki so much I started working on a program that would read their source code and build one automatically. Like, you'd just download the a copy of the git, it'd read the text files and build you a list of locations, events, characters, and some general info for each. All I really wanted for their wiki was a list of NPCs, and which events/locations they're tied to. Really basic, but the wiki is so out of date it doesn't exists.

Woulda worked, but eventually I gave up because of how insanely inconsistent their code's structure is. Plus it would have essentially been me rebuilding their game engine lol

A large portion of that project is what I'm using as part of my own game's file inturpreter lol

Probably good I gave that up now that they're moving to a new engine.
 

Sarkath

Active Member
Sep 8, 2019
535
912
Funny story, I hate the flexible survival wiki so much I started working on a program that would read their source code and build one automatically. Like, you'd just download the a copy of the git, it'd read the text files and build you a list of locations, events, characters, and some general info for each. All I really wanted for their wiki was a list of NPCs, and which events/locations they're tied to. Really basic, but the wiki is so out of date it doesn't exists.

Woulda worked, but eventually I gave up because of how insanely inconsistent their code's structure is. Plus it would have essentially been me rebuilding their game engine lol
Sounds like a cool project! But yeah, considering how long it's been going on and how many contributors there are, I imagine that would prove to be kinda difficult. You'd pretty much have to write an Inform 7 parser for it to be completely effective.

Probably good I gave that up now that they're moving to a new engine.
I'm really glad they're switching to Godot, and I hope they stick with the shared source model that they currently use (I imagine they will, given how open they are to contributions).

I don't care which Godot-supported language they stick with, I can guarantee that it's going to break my brain—and computer—less than Inform does. At one point I tried to get a build environment set up for it and it was pure, unadulterated pain. Between requiring a bunch of very specific setup, it took over 10 minutes to compile on an overclocked i7-8700K (and that's not including the sheer number of issues I had getting the compiler to work in the first place). >:|
 
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tehlemon

Well-Known Member
Jan 26, 2021
1,224
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New update. Nothing interesting. Another promised deadline that there's no way gets kept since it involves writing story content.

Inno said:
Hello again,


I wanted to make this post to let you all know what I've been working on since the release of v0.4.2, and what my plan is for the next update. So, since Sunday, I've been working on fixing bugs and getting some other small things addressed, and I've just now finished adding support for 'one-shot' weapons (i.e. throwables). I've pushed my current progress to github if you wanted to check it out ( ), although I'll hold off on packaging it for a release until I've got the Evelyx's Dairy content written.


Speaking of the next release, I'm planning on getting more bugs fixed tomorrow, and then over the weekend I'm going to be focusing on writing. As soon as I've got all of the placeholders for Evelyx's Dairy written, I'll release what I've got as another small public update. After that, I'll move on to adding new content for the preview update of v0.4.2.5, which will likely be focused on main story content and Elis's Shopping precinct.


I'm hoping to have this next small public update ready by the start of next week, but as with all of my release date expectations, there might be some delay. Thank you for playing LT, and I'll see you again in the next post (hopefully soon)!
 

HerrLeutnant

Member
Sep 17, 2020
240
213
New update. Nothing interesting. Another promised deadline that there's no way gets kept since it involves writing story content.
I believe I've mentioned this before... But YanDev and Innoxia should totally date! xD If anyone is bored enough to do a drawing of that horrid vision - please do!
 

aspar4gus

Active Member
Mar 27, 2019
963
2,406
Speaking of yandev as parallels, i also found it weird that no one has at least took the breeding season route and try to make similar games/genre, even if the intention is just to scam/milk patrons.

I mean, the demand is clearly visibly there... but this game really has no competitor
 

HerrLeutnant

Member
Sep 17, 2020
240
213
We lack photo of innoxia
Considering how Yandev sees himself as an anime girl or a typical anime boy, I don't think it matters too much how Innoxia would look like! xD

Or just make Innoxia look like a girl cosplaying as Samus Aran, given Yandev's obsession!

Speaking of yandev as parallels, i also found it weird that no one has at least took the breeding season route and try to make similar games/genre, even if the intention is just to scam/milk patrons.

I mean, the demand is clearly visibly there... but this game really has no competitor
But there do exist games that have a breeding mechanic. Or did I misread something?
 

aspar4gus

Active Member
Mar 27, 2019
963
2,406
But there do exist games that have a breeding mechanic. Or did I misread something?
Ahahah oh no no sorry for being unclear, i mean lilith throne, as far as i know there's no other dev trying to make this kind of game, which is partly why inno can get away with... all of these... it's because she had monopolies over this genre, ppl who got a taste of this kind of game and liked it are now stuck with no other choice
 
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HerrLeutnant

Member
Sep 17, 2020
240
213
Ahahah oh no no sorry for being unclear, i mean lilith throne, as far as i know there's no other dev trying to make this kind of game, which is partly why inno can get away with... all of these... it's because she had monopolies over this genre, ppl who got a taste of this kind of game and liked it are now stuck with no other choice
Ah! Well, there IS Corruption of Champions! There however, you are limited as to what you can do during the fuckage when it ensues!
 
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SheepPun

Newbie
Mar 30, 2021
39
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as far as i know there's no other dev trying to make this kind of game, which is partly why inno can get away with...
This is mostly because the level of freedom LT offers is an utter nightmare to plan, design, code and write for. It's the reason there's such a limited pool of... well, actual text.
Not a lot of devs want to make this type of game because of how massive it is, because even a relatively small project can be stressful as fuck.
 

tehlemon

Well-Known Member
Jan 26, 2021
1,224
1,563
This is mostly because the level of freedom LT offers is an utter nightmare to plan, design, code and write for. It's the reason there's such a limited pool of... well, actual text.
Not a lot of devs want to make this type of game because of how massive it is, because even a relatively small project can be stressful as fuck.
You're not wrong about the writing being the challenge. But I don't think the game itself is the problem. Designing and creating a text game was challenging 30 years ago, but its a pretty easy thing to start building these days. You just need to do some really basic planning ahead. The problem is you better be prepared to write multiple novels worth of content if you want to really flesh it out.

Like, something like flexible survival is a good example. Look at the amount of content they have, and then realize that's because like 5+ dedicated people have been writing for it every month for like 10 years.

One of the big problems with LT is that it honestly seems like Inno doesn't really have any passion for that part of the project. Every now and then an idea will click and she'll waste a ton of time developing something no one wants, but anytime she's forced to write for the actual game, everything gets dragged out forever and no progress is made for months. Or you get shit like Nyan's quest, which I'm still convinced she had someone on the discord server write for her.
 

Carl0sDanger

Active Member
May 22, 2020
546
818
I really don't think Inno is lying when she says she's experiencing burnout.
Well no, but Inno's situation seems to be that she's caught in a vicious cycle of lack of progress leading to depression and guilt, leading to avoidance of work on the project, leading to lack of progress. It's a fucking recipe for burnout.

The only ways to resolve this situation are to either abandon the project entirely or to resume work on it. Taking a week off to see if that helps is clearly not helping. And really, why would it? If you're stressed out due to lack of progress on a project, taking a week off is just going to increase your stress levels: you're now another week behind.

Inno needs - if she wants to keep making this game - to go from a vicious cycle to a virtuous cycle. Steady releases of new content that represent actual progress, player testing of that content, bugfixes, then new content again. At which point, she's going to find that her issues fade into the background as her brain starts producing happy chemicals rather than sad ones.

She needs to get some kind of momentum going.

Which of course gets us back to the question of whether the game's code can actually support any kind of momentum.
 

Dr.Feelgood

Member
Sep 21, 2018
182
227
Well no, but Inno's situation seems to be that she's caught in a vicious cycle of lack of progress leading to depression and guilt, leading to avoidance of work on the project, leading to lack of progress. It's a fucking recipe for burnout.

The only ways to resolve this situation are to either abandon the project entirely or to resume work on it. Taking a week off to see if that helps is clearly not helping. And really, why would it? If you're stressed out due to lack of progress on a project, taking a week off is just going to increase your stress levels: you're now another week behind.

Inno needs - if she wants to keep making this game - to go from a vicious cycle to a virtuous cycle. Steady releases of new content that represent actual progress, player testing of that content, bugfixes, then new content again. At which point, she's going to find that her issues fade into the background as her brain starts producing happy chemicals rather than sad ones.

She needs to get some kind of momentum going.

Which of course gets us back to the question of whether the game's code can actually support any kind of momentum.
Considering this cycle has been going on for a few years, I doubt we will be seeing any changes for the better. Maybe Inno will buckle down and start trying to improve the project for the better, taking away a lot of the stress coming from the project being in such a disastrous state if we take her excuses at face value. Given how content releases have become much more vapid and infrequent over such a large amount of time... if Inno truly wants to improve her mental health or work on this project, she will need to take a month or two on break before treating this like a regular 9-5 job.

I strongly doubt this is the case though. Whether it is from Inno refusing to put in the painstaking hard work to get her shit together for nebulous reasons or from flat out lying her ass off, I don't know. Either way, there is a long established precedent that does not inspire much hope here. There is still some hope, but damn is it nothing like it was.
 
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