Here is the assest rip.
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Here is the work in progress ultra compressed version I am working it's unrelated but, as of now I am trying to be a bit more ambitous. In re-doing the game. So this is like a draft version of what's to come in, so I can fimilarize myself with all the routes and variables. I am thinking about continuing the game via DAZ3D and not hand drawn artwork because I can't really draw.
If anyone is intersted in continuing the story let me know so we can start strategizing. What I mean is I am not sure how write r-rated scenes or where to take the story let alone write a character like riley without it being weird. I don't mind writing for Victor, (MC), and basic NPC's, as well as the revised code because those freaking labels are infuriating and the unessary dissolves in the game take up so time trying to remove.
Regarding the guiding it won't be like a page layout but rather a graph and I'll post a screenshot of what it should like.
I already made a really dumb draft of a fan-made revision I was going to do. It should serve as a template of what the guide is going to look like. I am probably going to make a free patron because I understand posting here is sort of annoying for everyone else
I don't mind making a video series breaking down the game explaining where it gets confusing as well as regular updates.
Another thing that was kind of killed the game was believe it or not was the patrons and too much standards. There weren't that much feedback and plans put in motion by the writers or writer, but I also think the coder kind of did too much hard work.
They should've worked smarter not harder.
In the code above you'll notice a lot of [actorname] [rel.m] [rel.ysi] and much more
That is because of the relationships feature that almost no one used. It was probably used by the high paying patrons but that could've been done better with it being a single reference point instead of multiple. So like someone Karen in Day 20 will you refer to you as [something I kind of forgot what it was but it wasn't actorname] which was super unneassacry.
Also the if then statements I keep talking about is so annoying to shorten when doing the ultra compressed version.
That was the reason why it sort of hopeless to give the player too much choice. It was because subtle choices will have a pass line of code which means the choice is meaningless while other choices like homework stack on top of other so if you did one but not the other there will be like 6 different combinations of COMPLETELY meaningless dialogue in the long run. Then there is the Weng delievies job which is only effective to unlock a scene on day 5 BUT! that could be changed to almost to anything else like the MC deciding to stay home. You don't even meet Linda in any of those scenes. Also I am not sure but on Day 3???????
I think there was supposed a heated argument regarding Victor between the Main character and Victor but the labels were like non-existant, as in I couldn't find it in the trigger effect in the code or the game. So that could be me being stupid. Point is the developes at Days 1-10 were probably trying one way with the game but sort of screwed themselves and when Day 10-20 cam around they didn't re-work the game the first days.
What I mean is MC curroption points proved to be an unnessarcy variable, the coming to work variable (was supposed to trigger more dialogue in scene with linda). Then there is the dream/ wake up variables which make sense on paper but are totally unnessacry. They make sense for the first few scenes but become crowded and make things freaking massive everytime the next day starts. The animations are what they are and I guess they did good. There is more to go in depth about so tuned.
Not to mention the fact that in the code they pretty much confirmed that Karen was the wife Leon and Victor's mom. I am pretty sure (but I could be wrong) that sort of complicates their Steam Release plans.
In version 10 the game was way different and somewhat superior, in terms of visibilty and just simplicity.
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