Gunsmoke Games

Something Unlimited
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it’s not just Unity, it’s Fungus, the tool that is used to generate the Unity code. The version they use is 10+ years old, isn’t supported, isn’t upgradable without starting from scratch to a newer version that is supported, and this is by far the largest anything built with it, the developers of fungus are shocked this works at all.

Nobody writes or knows how to write Unity code on the team. It’s not an excuse, it’s just reality. Building in the GUI seems like it would be easy, but because the framework itself is old and full of bugs, it’s anyone’s guess why random shit breaks when they add to it and why they like to focus on things like events which can be mostly unconnected and won’t break the other areas that are currently functional.
To build on this, Fungus is a flow chart visual programming plug in. We hired a programmer a few years ago (2018-2019) to attempt to work the fungus code, and develop something more proprietary. It became evident early on that we would need to develop something totally new, rather than fix the parts we disliked. So we let that programmer go and kept going. This happened after 3-4 years of full time development and many of those years were monthly updates.


i'm all confused about the last infos : not sure to understand , this lack of releases is due to technical issues or structure and scenario issues ?? this is very confusing
We have been extremely regular with our updates even with Unity. If you only go by this thread and when the op is updated you might feel the project has not been updated regularly. We have updated SU content 2x in the last six months.

True, but we see another dev like Hardcorn use Ren'Py for their game 'Doomination' which its not a visual novel, its similar to Something Unlimited as its open world sandbox game with animated H scenes as well(which is amazing because animating takes alot of time) and it hasnt hamstrung their development, in fact they are more regular, monthly even. So I disagree completely that Ren'py is just focused on visual novels.
We were on monthly updates for almost 5+ years. But to add about Ren'py, MITY has show you can do more, and so has Akabur. But really Ren'py excels at making VNs. If Unity wasn't such a dogshit company we probably would stick with it as there is so much more we could do outside the plug in. Before we decided to move to Ren'py we explored a few other choices, Ren'py won out for ease.
 
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To build on this, Fungus is a flow chart visual programming plug in. We hired a programmer a few years ago (2018-2019) to attempt to work the fungus code, and develop something more proprietary. It became evident early on that we would need to develop something totally new, rather than fix the parts we disliked. So we let that programmer go and kept going. This happened after 3-4 years of full time development and many of those years were monthly updates.




We have been extremely regular with our updates even with Unity. If you only go by this thread and when the op is updated you might feel the project has not been updated regularly. We have updated SU content 2x in the last six months.



We were on monthly updates for almost 5+ years. But to add about Ren'py, MITY has show you can do more, and so has Akabur. But really Ren'py excels at making VNs. If Unity wasn't such a dogshit company we probably would stick with it as there is so much more we could do outside the plug in. Before we decided to move to Ren'py we explored a few other choices, Ren'py won out for ease.
Exactly, Ren'Py right now is a great engine. That and RPGMaker of course.

I do hope one day, I would want to see an adult game made with Unreal Engine 5 as I havent seen that done before.
 

Erebus69

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That's SU
It is now that they have moved to a more linear story telling and not trying to have an artist or social media person trying to manage the code base and assets for 30+ characters

It was never an "RPG" and the openworld is the same as every other renpy sandbox on the site, of which there are probably near to the three digits at this point
If your going to quote use the whole quote "pseudo openworld rpg "
Sandbox != Openworld. Openworld, as in not linear and the player can make some choice in progression. Instead of being a linear roller coaster.
The early part of game meets the classic definition RPG, as the pc has stats, and can aquire items that help (supposedly) change the outcome of his actions. Player choices and Dialogue trees also have more favorable outcomes.
How many of those games started in 2016? Renpy and python have both evolved in the the last 10 years. I dont think SU has kept up with it's peers.

A thing implemented in most 2d renpy games.
What I have seen is layered sprites with some xy movement. I don't think I've seen any IK animation in renpy which we know Unity can handle. Which I _think_ they originally had some intent on attempting based on the some of the sprites

Also, it's hilarious to imply that moving to renpy would make updates faster/better/longer considering the latest trash heap took almost 4 months and was purely renpy.
for their workflow Renpy seems to be the simpler way to prototype and iterate. I'm just surprised they are unable divorce themselves from fungus to continue using Unity. But I also suspect neither of them have really worked in a software or project management based work environment as such they are out of their environment.
 

Perniciousducks

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It is now that they have moved to a more linear story telling and not trying to have an artist or social media person trying to manage the code base and assets for 30+ characters


If your going to quote use the whole quote "pseudo openworld rpg "
Sandbox != Openworld. Openworld, as in not linear and the player can make some choice in progression. Instead of being a linear roller coaster.
The early part of game meets the classic definition RPG, as the pc has stats, and can aquire items that help (supposedly) change the outcome of his actions. Player choices and Dialogue trees also have more favorable outcomes.
How many of those games started in 2016? Renpy and python have both evolved in the the last 10 years. I dont think SU has kept up with it's peers.


What I have seen is layered sprites with some xy movement. I don't think I've seen any IK animation in renpy which we know Unity can handle. Which I _think_ they originally had some intent on attempting based on the some of the sprites


for their workflow Renpy seems to be the simpler way to prototype and iterate. I'm just surprised they are unable divorce themselves from fungus to continue using Unity. But I also suspect neither of them have really worked in a software or project management based work environment as such they are out of their environment.
They work with a ren’py dev that’s doing the implementation of the Android version and these stand alone’s. So no, trying to switch entirely to Unity development via code outside of that framework isn’t an option.
 
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Erebus69

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They work with a ren’py dev that’s doing the implementation of the Android version and these stand alone’s. So no, trying to switch entirely to Unity development via code outside of that framework isn’t an option.
Game was Unity before they switched to renpy. get with the program ;)
 

Artix0

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Perniciousducks

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Game was Unity before they switched to renpy. get with the program ;)
Uh… no shit? Having trouble reading a conversation?

The Unity version of the game is built in a framework called fungus. That compiles a Unity based executable. That framework is old, buggy, un-upgradable, etc etc. I’ve already said all of this… if only people had attention spans measured in units larger than pico-seconds.

I’m explaining they can’t just ditch the framework and start writing the code by hand for the base game because the comparatively simple ren’py version is also outsourced. They aren’t programmers.

So, as you put it, get with the program.
 

Erebus69

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Uh… no shit? Having trouble reading a conversation?

The Unity version of the game is built in a framework called fungus. That compiles a Unity based executable. That framework is old, buggy, un-upgradable, etc etc. I’ve already said all of this… if only people had attention spans measured in units larger than pico-seconds.

I’m explaining they can’t just ditch the framework and start writing the code by hand for the base game because the comparatively simple ren’py version is also outsourced. They aren’t programmers.

So, as you put it, get with the program.
You get with program I know all that shit and have commented on all of that shit. Were just trying to be more right about the same thing

If they hired a renpy dev they can hire a unity dev. Never said the OGs have to code or can code. Renpy is the path of least resistance to get the android paypigs to start subscribing. So back to original musing you seem offended by if they had divorced themselves from fungus earlier they could just use Unity to create android and PC builds without having to manage multiple code bases*.

*=yea yea I know they have some different libraries, memory management, UIs, etc
 
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niknio93

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Does anyone have like a full 100% save? I'm tired of not knowing how to unlock the outfits, scenes, places or the girls after all the kidnaps and metropolis things bruh
 
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Perniciousducks

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You get with program I know all that shit and have commented on all of that shit. Were just trying to be more right about the same thing

If they hired a renpy dev they can hire a unity dev. Never said the OGs have to code or can code. Renpy is the path of least resistance to get the android paypigs to start subscribing. So back to original musing you seem offended by if they had divorced themselves from fungus earlier they could just use Unity to create android and PC builds without having to manage multiple code bases*.

*=yea yea I know they have some different libraries, memory management, UIs, etc
I wasn't trying to be more right about fucking anything. All I had done in the past is try to add a bit of context to the "lots of games work in unity" which is as connected to the issues with SU as saying, it's a windows game, lots of games run in windows just fine! It is seeing two words and going "SAME!" That didn't stop you from "well akshuwally-ing" me and making me wonder if you can read at all. But now you got called on it and are getting all defensive, so that fits with that type of personality.

I'm just stating that the people that actually work on this game don't know how to code, so expecting them to suddenly rebuild all of this in unity outside of the tools they're using is not going to work and they have tried in the past.

The past is the past, there is no point doing what if's. They are at this point, thank god they're focusing on ren'py, hopefully they waste less and less time fucking with fungus and updates are more filled out.
 
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Gunsmoke Games

Something Unlimited
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Sep 5, 2018
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You get with program I know all that shit and have commented on all of that shit. Were just trying to be more right about the same thing

If they hired a renpy dev they can hire a unity dev. Never said the OGs have to code or can code. Renpy is the path of least resistance to get the android paypigs to start subscribing. So back to original musing you seem offended by if they had divorced themselves from fungus earlier they could just use Unity to create android and PC builds without having to manage multiple code bases*.

*=yea yea I know they have some different libraries, memory management, UIs, etc
We hired a Unity dev long before Henshin was brought on (3 years prior). We brought the dev in to try and fix elements of Fungus and create it to be more of what we needed. We started on the save system and to bring it off the registry. That dev, tried but it kept bricking the whole project, he even took it to others to try and find a solution and we were left with nothing. We spent upwards of $20k trying to get that done.

I do agree with the statement regarding divorcing ourselves from Fungus earlier. But I want to build on your assumptions a little. We're in year 9, with June 15th being our 10 year anniversary. Fungus was operating just fine through both the cells and bordello fill outs (that is 5 yrs of updates). We talked about rebuilding SU from the ground up many times in Unity, and the problem is always this. If development is on-going (since we can't just pause) we're going to be behind the Fungus version for an exceedingly long time, because the fungus version keeps getting added to. There is a risks to that such as: what if the dev drops out, or we run into platform issues. We then would have wasted YEARS and a lot of funds on a project that doesn't get released.

For comparision Henshin rebuilt SU for Android (it's not even caught up) in 2 years behind the scenes (we never announced development). Our estimates for him to catch up to active SU would have been another 1.5 years or more. Almost 4 years of full time work. To us, it is a risk we will not take with our supporters money.

The solution is breaking apart SU to be more download, device, and operating system friendly. We can get these events rebuilt in Ren'py in a couple months, adding content is faster than Fungus (we're talking days), and bug fixes happen within 12 hours of testing. The last Gotham update was bug tested and fixed within 4 hours, whereas Fungus SR7 could spend a week tracing flowcharts.
 

stompintime

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Tried downloading from multiple options available but the executable is not extracting. If someone already mentioned this my bad :\
 

Wmac23

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I know everyone is annoyed how the game going and I'm one of them but it's they're project so everyone take a chill pill and let them get on with it.
 
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We hired a Unity dev long before Henshin was brought on (3 years prior). We brought the dev in to try and fix elements of Fungus and create it to be more of what we needed. We started on the save system and to bring it off the registry. That dev, tried but it kept bricking the whole project, he even took it to others to try and find a solution and we were left with nothing. We spent upwards of $20k trying to get that done.

I do agree with the statement regarding divorcing ourselves from Fungus earlier. But I want to build on your assumptions a little. We're in year 9, with June 15th being our 10 year anniversary. Fungus was operating just fine through both the cells and bordello fill outs (that is 5 yrs of updates). We talked about rebuilding SU from the ground up many times in Unity, and the problem is always this. If development is on-going (since we can't just pause) we're going to be behind the Fungus version for an exceedingly long time, because the fungus version keeps getting added to. There is a risks to that such as: what if the dev drops out, or we run into platform issues. We then would have wasted YEARS and a lot of funds on a project that doesn't get released.

For comparision Henshin rebuilt SU for Android (it's not even caught up) in 2 years behind the scenes (we never announced development). Our estimates for him to catch up to active SU would have been another 1.5 years or more. Almost 4 years of full time work. To us, it is a risk we will not take with our supporters money.

The solution is breaking apart SU to be more download, device, and operating system friendly. We can get these events rebuilt in Ren'py in a couple months, adding content is faster than Fungus (we're talking days), and bug fixes happen within 12 hours of testing. The last Gotham update was bug tested and fixed within 4 hours, whereas Fungus SR7 could spend a week tracing flowcharts.
I hope one day even if it means dropping Something Unlimited altogether to make SU 2 from the ren'py engine, that you will find a way to divorce yourself from the fungus engine.

Because if that means you get faster updates, then do it, rip that band aid off and finish SU with the events then make SU 2 with the lessons you learned from the first.(I would prefer you have an easier time making the game rather than trying to wrestle with it trying to make a dying old engine work.)
 
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Erebus69

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We hired a Unity dev ... to try and fix elements of Fungus
Found your problem :)

We spent upwards of $20k trying to get that done.
Found your problem, just fucking with you that sucks.

There is a risks to that such as: what if the dev drops out, or we run into platform issues. We then would have wasted YEARS and a lot of funds on a project that doesn't get released.
That's always a risk in small business. Documentation, processes, expectations, and ownership

Fungus SR7 could spend a week tracing flowcharts.
understandable that's a lot of decision logic to track. and where a good dev debug tool and logs come into play


I like yall being more honest and less confrontational then we saw a couple years go. Now about about your AI usage hahaha I kid I kid
 

theimpregnator

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Okay, guys, I've been working on the . I even added some Lore on some of the girls in case you're curious about stories or origin of the most obscure ones. The thing is... that I have not played the Themysquira or Gotham nights so all the info I have is for the main game(If any of you could help with that info it would be great) I still need to add the info on some girls but all of the ones that can be put on cells are done.
its gone
 

jojo13

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Okay, guys, I've been working on the . I even added some Lore on some of the girls in case you're curious about stories or origin of the most obscure ones. The thing is... that I have not played the Themysquira or Gotham nights so all the info I have is for the main game(If any of you could help with that info it would be great) I still need to add the info on some girls but all of the ones that can be put on cells are done.
it's got nuked. have to find somewhere where they allow pornographic content.
 
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