MiltonPowers

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Progress has been a little slower than I'd like, partly self inflicted from over-indulging for the UK bank holiday. The other part of it is because the Lilly and Sarah events contained quite a lot of sprites and now that I can animate NSFW images, quite a lot of animations too. I'll probably have to try and tone down the numbers for future updates, but so far the numbers look like this:

Emelia's event - 2 player sprites, 15 Emelia sprites, 3 Emelia animations, 6 Lilly sprites, 2 Lilly animations, 1 combined Lilly & Emelia image, 1 combined Emelia & player animation, 5 combined Emelia & Lilly animations, 2 new backgrounds one of which is animated.

Lilly's event - 2 player sprites, 38 Lilly sprites, 16 Lilly animations, 1 Lilly and player animation.

Sarah's event - 2 player sprites, 39 Sarah sprites, 13 Sarah animations, 2 Sarah and player animations, 4 backgrounds, 1 Sarah image, 1 Sarah & player image.

I'm still making some of the animations, so the numbers for Lilly & Sarah are likely to go up slightly. Also the number of sprites for Sarah is also likely to increase by 2 or 3.

All the animations for Emelia's event are in. Nearly all of them for Lilly are in (may still add one or two) and a few are still left for Sarah (3 or 4 more I think).

I should have all of that done tomorrow. Which just leaves the music and sound effects to do, which as these events don't involve action, combat or unusual environments, should hopefully not take too long to complete.

It's about 1800 lines of code. By the time I've finished with the animations and audio I expect that to be somewhere around 2000. So quite a bit less written content than 0.2 was, but there is more visual content.

After that I've got bug checking to do, a whole list of spelling and grammar errors to correct across the whole game and hopefully get started on a codex screen. I'm going away for a week on the 2nd September, so I'm aiming for the early access release to be a few days early on the 1st September.

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motseer

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View attachment 5192556

Progress has been a little slower than I'd like, partly self inflicted from over-indulging for the UK bank holiday. The other part of it is because the Lilly and Sarah events contained quite a lot of sprites and now that I can animate NSFW images, quite a lot of animations too. I'll probably have to try and tone down the numbers for future updates, but so far the numbers look like this:

Emelia's event - 2 player sprites, 15 Emelia sprites, 3 Emelia animations, 6 Lilly sprites, 2 Lilly animations, 1 combined Lilly & Emelia image, 1 combined Emelia & player animation, 5 combined Emelia & Lilly animations, 2 new backgrounds one of which is animated.

Lilly's event - 2 player sprites, 38 Lilly sprites, 16 Lilly animations, 1 Lilly and player animation.

Sarah's event - 2 player sprites, 39 Sarah sprites, 13 Sarah animations, 2 Sarah and player animations, 4 backgrounds, 1 Sarah image, 1 Sarah & player image.

I'm still making some of the animations, so the numbers for Lilly & Sarah are likely to go up slightly. Also the number of sprites for Sarah is also likely to increase by 2 or 3.

All the animations for Emelia's event are in. Nearly all of them for Lilly are in (may still add one or two) and a few are still left for Sarah (3 or 4 more I think).

I should have all of that done tomorrow. Which just leaves the music and sound effects to do, which as these events don't involve action, combat or unusual environments, should hopefully not take too long to complete.

It's about 1800 lines of code. By the time I've finished with the animations and audio I expect that to be somewhere around 2000. So quite a bit less written content than 0.2 was, but there is more visual content.

After that I've got bug checking to do, a whole list of spelling and grammar errors to correct across the whole game and hopefully get started on a codex screen. I'm going away for a week on the 2nd September, so I'm aiming for the early access release to be a few days early on the 1st September.

View attachment 5192555
View attachment 5192553
Just the descriptions have me salivating! I'm really looking forward to this update. I don't want to set the bar too high, but it sounds to me like another level up for Jubs animations and presentation. I can't wait to see more of Emelia and the teasers for Lilly are hot, hot hot!
 

MiltonPowers

Twins Basil! Twins!
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Just the descriptions have me salivating! I'm really looking forward to this update. I don't want to set the bar too high, but it sounds to me like another level up for Jubs animations and presentation. I can't wait to see more of Emelia and the teasers for Lilly are hot, hot hot!
excited-seinfeld.gif
 
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motseer

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Ok...why have none of you reprobates pinged me to try this one?

Pretty impressed overall, certainly one to follow.
Jeez, Mav, I waved a gigantic sig in your face for a week! Sorry, man, next time I'll point you in the right direction and kick you in the a**. :whistle: Hehe, I take it you are enjoying the scenery?
 

Jubs!

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Is there any walkthrough-mod? :love: (y) (y) :unsure: :unsure:
For this reason I always put the "stat" result of a choice immediately after you make the choice. This means that if you are wanting to build a stat you can just roll it back to the choice and choose differently, but if you are just wanting to roleplay the options you won't know exactly until after the option is chosen.
 

Jubs!

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How will the stats impact gameplay?
I don't want people to feel like they have to play through the game multiple times to see all the content they want to see. That's great for a big, complex game with tons of replayability like Mass Effect or The Witcher, but for a game like this I just don't think most players have the patience for it.

The only stat that locks any kind of significant content behind it is "Aberrant Gnosis". That indicates the character's style of thinking and how outside of the norm it is. So the more unusual fetish content will be unavailable if that stat isn't high enough. For example, in the next release one of the events is extended if that stat is high enough. If you aren't picking the options that indicate the MC is into or tempted by more... exotic... things, then you won't see those things. This doesn't relate to directly skippable content (futa/trans etc.). That kind of stuff is controlled directly by player choice (although may also be unavailable if AG isn't high enough if it's also something a bit controversial).

The character score stats will also lock content, but not in the same definitive way. It's more that some events won't unlock until the score is high enough. Which means if your score isn't high enough when that event first becomes available, it doesn't matter. You will have opportunities to score more points and when it is high enough it will then be available. There may be some flavour content that could be missed in larger missions or events, but that would be the limit of it. For example, in the next update one of the scenes is slightly extended if you got a cash bonus at the end of the cartography guild mission or if you sold the item you got during the mission. This extension is just to reflect that the player's money circumstances are different and that needs to be reflected in the the conversation.

The core/balance/order stats will determine the flavour of the outcome at key junctures in the game. When "book 1" is complete, how that ties up will be determined by your score here. Some character's scores will also be tied to these stats, because they like that you chose the Order option, for example. So for a heavily order aligned character like Zara, it will take longer to see all their content if you aren't also order aligned - but it won't be impossible to see it all.

For items and other choices like how to resolve a mission, those decisions affect flavour stuff. So what the outcome ends up looking like and who is happy, or not, with that. Whether you keep or do something else with an item, means that the item my be usable for something else later in the game - but not something that fundamentally changes the outcome of an event.

I've started to add stat tracking to all the character profile screens in the game to make this a bit easier to see and manage.
 

bapcules

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This game is absolutely amazing for a developer who only started at the beginning of the year!
The protagonists (even the male ones) look absolutely fantastic.
Although I've only been playing for an hour, I'm already fascinated by the story.

If jubs maintains his commitment, we'll see great things from him.
Thank you for this great game.:)
 
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catnapper

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I can't help but wonder if Emelia's "supercharged" spells have less to do with a "magical anomaly" and more to do with the MC's chaotic connection with magic.
 
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Idontplay

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Basically he seems to act like a magical overboost: an overboost doesn't produce power, but if you put it in a turbocharged engine, you will obtain a "turbocharged turbocharger"; for a brief period of time.
 
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MiltonPowers

Twins Basil! Twins!
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screenshot0281.png

I go away tomorrow so this update is a couple of days early. The early access release of 0.25 went out yesterday. Due to an efficient proof reader it's now up to the final 0.27 version. Patch notes are below. I expect it to be released to all next Wednesday.

Aside from getting that ready and then fixing some of the issues with it post release, I have started prep work on 0.3.

0.25 patch notes:

As a x.x5 update, it update includes 3 character events, totalling around 12,000 words and circa 1900 lines of scripting.

Event 1 is Emelia's event and includes Emelia and Lilly. The Emelia update includes 16 new renders of Emelia, 2 of the player and 8 of Lilly. There are 12 animations.

Event 2 is Lilly's event and includes the player and Lilly. There are 38 renders of Lilly and 2 of the player. There are 21 animations.

Event 3 is Sarah's event and includes the player and Sarah. There are 43 renders of Sarah and 2 of the player. There are 17 animations.

There are more renders of the player than the 6 indicated above. There are some animations and renders that involve the player + the other character, which are counted in the list of the other characters images and animations.

Aside from the content update, I've also updated the following:

Thanks to the help of 'MiltonPowers', who kindly proof read the content released so far and let me know how shocking my spelling and grammar are. I have now gone back over all content and corrected those errors. He hasn't proof read this EA release yet, so I'm sure there will be some in it, sorry.

I have replaced 3 dodgy Emelia sprites from the Cartographer's Guild Mission (there were some artefacts on her chest where I had removed a necklace from the original render and it looked bad).

I have been continuing to work on the mission and event management system.*

Replaced a dodgy animation from the prologue (Lilly demonstrating a spell).

Added in a route that avoids all sexual interaction with Isabella in Chapter 1. To avoid having to create a new save; I added a button in her character screen that can switch off or on the romance route for her. If you switch it off, you will still be friends and confidants, but there will be no sexy time. If it is off and you switch it on later, it may be too late at that stage to see some of the romance content that has already passed by, if it was not a specific event.

I've added a codex screen to the hub. It's bare bones for now, only includes an entry to explain aberrant gnosis, but I will add more to it as time progresses.

I've added in the current and total possible character scores to each of the character pages. Don't panic if you don't have the maximum possible score with a character. No important content is completely locked behind character scores and the maximum possible score is not required to access their specific romance content. If you don't have a high character score, there may be a delay in your accessing their specific romance content until you have a high enough score. Only Aberrant Gnosis can lock out scenes and content. That stat increases every time you indicate, through your clear choices, that the MC is open to considering exotic experiences. If he has never considered or been interested in a non-mainstream point of view on a possible experience, then he will never see a non-mainstream experience.

0.26 patch notes:

Spelling and grammar fixes thanks again to MiltonPowers for letting me know where they all were...

0.27 patch notes:

Corrected an issue with sprite and animation transitions. This related to the order in which sprites and animations were being added and removed from the screen. Up until now most transitions have been between similar sprites. I had ordered the transitions so the existing sprite dissolved after the new sprite was added. This gave the look that the sprite was morphing into the new image. This is best for transitioning between similar sprites, but looks very jarring when transitioning between sprites that are in different poses and when paused animations are involved it makes it even more noticeable. So changed order of all the transitions between significantly different sprites to fix this.

I have begun working on 0.3, but that is just planning at this stage. I've been debating what to do next. There are a lot of factions and I'm really keen to delve into the different characters available, but I'm conscious that if I do that I will end up with a lot of very shallow content. So my approach is going to be to do runs of narrow, deeper content. Therefore, the next mission, and probably the mission for 0.4 as well, will be the Cartographer's Guild again. I intend to advance the relationship with Emelia in 0.3, 0.35 and 0.4, so that there is a feeling of significant progress that will hopefully satisfy players, before I switch focus to another character (not that Emelia goes away, she may well feature on 0.x5 updates). The 0.x5 updates, like this one, will include events that move things along with other characters. I will be introducing two new characters in 0.3. The two elves from the menu concept videos will be arriving on the scene. A couple of concept images of them are in this post + some images from 0.27.

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