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The EA release of 0.35 is done and currently uploading to the file server, I'll put the links up later today for tier3 members.
The stats for the update are as follows:
Alice's Event
Approximately 8000 words and a 1000 lines of renpy script.
46 sprites or static images of Alice.
18 animations of Alice.
6 sprites of the MC (he also features in a few of the animations and static images included in Alice's stats).
15 backgrounds.
Emelia's event
Approximately 7500 words and 1000 lines of renpy script.
37 sprites or static images of Emelia.
27 animations of Emelia.
5 sprites or static images of the MC (he is in some of those included in Emelia's stats).
7 sprites of Vivian
1 animation of Vivian.
7 backgrounds and 3 animated backgrounds.
Chapter 1 Material
Reworked Vivian's scene in chapter one to reflect her new look.
6 sprites of Vivian.
2 animations of Vivian.
3 new backgrounds.
Changelog:
* Added Alice's first event.
* Added Emelia's second event.
* Overhauled Vivian's scene in Chapter 1.
* Added a metaphysics codex entry.
* Updated the codex screen - clicking one option will now close any other open option and added a darkened background to the text box to make it easier to read.
* Rebuilt the end of content process so that it will open up the hub screen automatically.
* Hub screen has been changed so that if there are any character or mission events available, the icons will be slowly pulsing. If there aren't, the icons won't be there at all.
* Updated the stat change notifications to include a total score as well - this is still a little buggy because it now matters what order I scripted the update to the maxscore and actual score in at each choice. If I wrote for the game to update the maxscore after the actual score was updated, it won't reflect that in this notification. I will be going through all the choices and making sure they are in the right order over the next week. The stats are correct in the background.
* Migrated the MC's character profile screen to the new format. It will now show (your player name) Sinclair, rather than just "You".
* Added stat tracking to the player character screen.
* Fixed some bugs related to maxscore stat tracking - unfortunately now that the game has moved out of it's linear progression portion, I can't fix the incorrect max score stats on existing saves - sorry. I thought this would be a nice little feature that was easy to implement, but I have totally ballsed it up. It
should™ now all be correct on a new save.
* Fixed a bug in the prologue causing a soft crash.
* Fixed a few errant spelling and grammar mistakes.
* Fixed a bug with Saga's character and gallery screens not working as intended.
* Removed about 15-20 extra backgrounds that were never used to reduce file size.
* Added more animations that are used in the game to the menu screen background player.
Normally I would go straight in to building the content for the next major update, but the game is in need of some maintenance before I do that. I've already been generating assets for Lyra and Alice and I'll keep working on the basics of those, but there are some things I need to get done.
The game is now 4.5gb, which is too big. When I first started out I was using png files for most things, thinking it would take ages to get to 4gb+. As I realised the size implications I switched to make all static images/backgrounds in .jpg format, but a lot of those original backgrounds are still pngs. I thought I had to use .png files for the sprites, because they need transparency. Having looked into it a little, I can instead use .webp and that will reduce the file size significantly without harming the image quality. So I will be going through everything and converting it to webp format. Having done a quick check there are over 1600 assets in the images folder now, which was a surprise... Ill also be reviewing the menu screen animations and removing some. Concept images for characters that don't really look like their implementation in game anymore, some that aren't really relevant and a few for characters who are over-represented in the rotation.
Until I do this I can't release a new version on Android. Just found out whilst tyring to package it up for Android that .apk files have a hard limit of 4gb and the only way to go above that is to release on google play. I'm fairly sure that they won't be overly supportive of this type of game.
I need to get all the character sheets migrated to the new format. This will also allow me delete a number of .png files as I will standardise the background and remove all the static images that hold the text currently.
I need to add a character sheet and gallery for Vivian.
I also want to start replacing the shitty sprites that I never got around to replacing from the prologue section. At some point I also need to have a go at Chapter 1 & 2's sprites, as there are a few dodgy ones in there as well. Not going to do all this now, it will be a rolling project to go back and redo a bit each month. Replacing some of the older style backgrounds is also needed.
In the attached screenshots there is an example where the Vivian sprite has been replaced only, and then the Vivian sprite and background replaced, but the old player sprite still remains. The difference is in quality is quite stark to me.
As part of the halloween bonus stuff I also went searching for ways to improve framepack output. I came across a custom version of Framepack called Framepack Studio. This has a whole raft of new features to it, most of which I haven't really tried yet, including looping animations. I'm thinking of trying to do some scenes as a constant seamless looping animation, rather than static background + sprites. There are two main things I wanted it for though. The first is that it has slightly better tech that improves generation speed and quality (only a little though) but also increases the variety of animations it tends to create and allows better prompt control. The second is it allows me to do batch runs. Previously I could leave one run going overnight and that was it. I might end up with 1 2 minute animation and picking that apart for usable bits the next day. I might also end up with a load of unusable garbage. It was quite a bottleneck. But now I can leave it running to create multiple separate animations, which greatly reduces the framepack rendering bottleneck I've experienced trying to get Emelia's scene animated this month. In less than a week I was able to put together a 17.5 minute long showreel animation of the NSFW Sarah and Caitlin halloween images for tier 3. Being able to run it when my pc is idle and have several 15 second long animations to choose from at the end of it, rather than 1 2 minute long one is a huge bonus.