VN Ren'Py Sort of Justice [Ch.2 v0.2.2] [Creator Tom]

4.40 star(s) 19 Votes

kazeiheikaya

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It feels pointless to set up the revenge/dark turn only for all the other characters to still be more badass than us. Why do Sam and Adam get to deal with the annoying guy targeting us? Way to take a cathartic kill away from us!

All we get is extended hand to hand combat sequences that don't settle anything.
I mean to be fair MC really doesnt seem like the type to want to "kill" people. He was pretty adamant at the start of the arrangement that he didn't want to be involved in too shady of stuff, even though he already basically tossed it away. But he's had his chances to kill (ie: the warehouse) and he froze up hard. Then, again, in Chinatown where he breaks the dudes hand, instead of just ending him right there. I think MC's the type that will only pull the trigger in an actual life-death situation, rather than for pleasure. MC would probably beat the hell outta Carlos, but not actually end him, probably wouldn't touch him while hes paralyzed either, get that vibe from em. Granted I think MC's plenty badass, He's just robbed of his innocent life by a single individual and he just wants her. Sam on the otherhand pretty sure she's like the orphan type that was turned into a weapon through nonstop training, probably military, etc. MC's holding his own really well though, could definitely be a LOT worse.
 

Acsuka

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I mean to be fair MC really doesnt seem like the type to want to "kill" people. He was pretty adamant at the start of the arrangement that he didn't want to be involved in too shady of stuff, even though he already basically tossed it away. But he's had his chances to kill (ie: the warehouse) and he froze up hard. Then, again, in Chinatown where he breaks the dudes hand, instead of just ending him right there. I think MC's the type that will only pull the trigger in an actual life-death situation, rather than for pleasure. MC would probably beat the hell outta Carlos, but not actually end him, probably wouldn't touch him while hes paralyzed either, get that vibe from em. Granted I think MC's plenty badass, He's just robbed of his innocent life by a single individual and he just wants her. Sam on the otherhand pretty sure she's like the orphan type that was turned into a weapon through nonstop training, probably military, etc. MC's holding his own really well though, could definitely be a LOT worse.
I agree with this. MC really only fights in self-defense, and is not an aggressive type. Although we don't know what Adam's exact plan is, it is already certain that he will protect MC at all costs. I'm not sure that MC would have killed Carlos in the fight if the police hadn't come. He would have rather beaten him up and let him run, hoping he would stop harassing her. But psychopaths like this (he even killed his own mother) never learn from their mistakes, and that's why Adam's decision to finish Carlos off was right. Although we're only at the beginning of the game, there are already two LIs who really show that MC has an exciting future ahead of him. Malena and Samantha will be absolute favorites in this game. Two characters with opposite personalities, although both are in the world of crime. Malena gives the impression of a tough and strong woman, but she also has a softer side, and is a cheerful character who, fortunately, also loves sex. Samantha is a killing machine and hardly speaks. She's exactly the type who hits first and only asks questions afterwards. She's a real pro, and that's why her cold and stern exterior is perfect. I'm looking forward to seeing when this cold-hearted killer girl warms up. I honestly don't care about the other female characters, because I haven't gotten anything from them that would have piqued my interest. Maybe they'll be more interesting in the future. I'm looking forward to the continuation of the elevator scene, it was a really good ending to the episode...
 
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Maccabbee

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I agree with this. MC really only fights in self-defense, and is not an aggressive type. Although we don't know what Adam's exact plan is, it is already certain that he will protect MC at all costs. I'm not sure that MC would have killed Carlos in the fight if the police hadn't come. He would have rather beaten him up and let him run, hoping he would stop harassing her. But psychopaths like this (he even killed his own mother) never learn from their mistakes, and that's why Adam's decision to finish Carlos off was right. Although we're only at the beginning of the game, there are already two LIs who really show that MC has an exciting future ahead of him. Malena and Samantha will be absolute favorites in this game. Two characters with opposite personalities, although both are in the world of crime. Malena gives the impression of a tough and strong woman, but she also has a softer side, and is a cheerful character who, fortunately, also loves sex. Samantha is a killing machine and hardly speaks. She's exactly the type who hits first and only asks questions afterwards. She's a real pro, and that's why her cold and stern exterior is perfect. I'm looking forward to seeing when this cold-hearted killer girl warms up. I honestly don't care about the other female characters, because I haven't gotten anything from them that would have piqued my interest. Maybe they'll be more interesting in the future. I'm looking forward to the continuation of the elevator scene, it was a really good ending to the episode...
I'm not sure about that. There are aggression points you earn through choices, and you can play him as a low-key angry bastard. Also, this game is still so early it's basically a demo. Who knows where it's going to go?
 

QuangLakos

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Mar 14, 2024
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I think that Sydney girl can be someone significant in the future, the way that she shrugged Carlos off MC's table was surprising.
 
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SR388

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Aug 25, 2016
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Just finish playing and nothing but praise for this game, characters are well introduced and interesting enough even if they are kinda cliche it's still works. Story and writing is good enough to not notice it.
Graphically great, music would add a lot for some scene like fighting scene, character theme or motif will be a plus but i guess it's too much work for what it's worth.
Still a lot of mysteries to discover i'm looking forward to it.
Just hope this game will be finish one day if it's one update a year eventually.
 

HanBoston

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Oct 11, 2021
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another avn that I wish wont be abandoned :KEK:
Pack with action and I love it. kinda hope it had shorter update cycle tho
 

operamini

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Sep 2, 2019
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good overall, but really during the start, all we see is a first interview, no laywers, no trial, nothing, next we see he is in jail for 7 years, meanwhile he never ratted her out?, she wasn't investigated, doesn't need much to fix it, a few scenes could do wonders there
 

MiltonPowers

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Took me a week to get to the latest update, but wow. Brilliant and extremely enjoyable update. Loved every bit of it. :love:

Really glad I finally got a name for my extremely cute neighbor. :)

Malena has her own shooting range. :oops: How badass is that. I like her even more now. :ROFLMAO:


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MiltonPowers

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Hey everyone, this will be a post of me talking about the stuff I've been through during the development of chapter 2 and what I plan to do in the future. The post will last for a bit, kind of like my uni essays. But this one I enjoy writing, because I LOVE yapping.

Development Time
Currently, I believe the concern about Sort of Justice is the development time. It took around 1 year for Chapter 2 to release and that had definitely left a bad impression. I've explained why it took this much time so let's not bring it up again. Anyway, let's take a look at the work that goes into developing a chapter.

- Writing
I write the dialogues of each chapter after the previous chapter is released. A whole chapter of dialogue usually spans around 8k-10k words. Even if I already have the chapter plotted out in a scene board, it's still going to take me a while. Let's say... three weeks. And that's optimistic. I plan to keep the same amount of content in a chapter going forward, similar to chapter 2, so let's try to keep the writing time to the minimal. Even so, it doesn't account for the time required to fix writing inconsistency, which happens very often even when the chapter is plotted out. In chapter 2, I needed to completely removed 2 full scenes to maintain the flow and continuity (and to reduce development time). I guarantee that this will happen in almost every chapter from now on; not exactly on the level of needing to delete 2 whole scenes but enough script editing to occupy a small portion of the development time. Though, I have to say, if there's a need for optimisation or correction to the script, I'm willing to trade my time for it. Nothing implodes faster than an inconsistent sloppy piece of mess.

- Visuals
Rendering and editing images takes up a larger portion of the development time. Previously, during the development of chapter 1, I employed an extremely inefficient workflow that pretty much tripled the development time. During chapter 1, I would put the assets together in a scene, pose the characters and set the lights in one frame, render it, then move on to the next frame. The main reason why I would do this is to avoid unforeseen human error such as mesh-clipping, lighting mistakes, incorrect poses, and many more. This concern originated from my inexperience to optimise renders in a way so that each render doesn't take 15 minutes to finish. You tend to be very careful when it takes such a long time for just one render. But guess what? I can mess it up somehow.

Therefore, I decided in chapter 2, I'm giving it a bit of a change. Before rendering a scene, I would first pose the characters on all frames, then set the lights, then check for errors, then render all frames. I have also limited the render time to 5 minutes max, so regardless of the converged ratio, I can finish one render in less than 10 minutes. However, the 5 minute limit only applies to render with optimised scenes.

I should actually explain what is converged ratio first. Basically, converged ratio is a metric used to present how many pixels are rendered; in other words, it tells us how complete a render is. The converged ratio is directly affected by how surfaces reflect or absorb light in a scene. Depending on the environment, surfaces are either easier or harder to be hit by light sources, and hence, easier or harder to be rendered. Some indoor scenes take a long time to complete because of how many surfaces there are for the light to reflect on, and the converged ratio would still be around 30% after 5 minutes. Let me put this into a perspective. With my hardware, an outdoor scene with a large amount of props/characters will reach 92% converged ratio in 5 minutes. An indoor scene with sufficient lighting and a minimum amount of props/characters will reach 76~% in 5 minutes. An indoor scene with sufficient lighting but a large amount of prop/characters will reach 42% converged ratio in 5 minutes.

So, how does each respective converged ratio look like? At 85-99%, the image finished rendering with the most amount of detail and the least amount of noise. At 70-80%, the image finished rendering with an average amount of detail and noise. At 40-50%, the image finished rendering with little amount of detail and large amount of noise. Noisy images can be fixed by using a denoiser, but the outcome will be determined by the quality of the raw image. The action of denoising is basically removing the noise/unwanted grains in an image by filling them with coloured pixels through filtering and machine-learning. When used on a high converged ratio image, such as 80-99%, the details are mostly preserved. However, when denoising low converged ratio image, details are very poorly presented, because the details were never there to begin with. Low converged ratio/noisy images can hardly present an adequate level of detail; which is why if I want to preserve image quality, I need to render the image with a converged ratio of at least 55-70%. This often take 10-15 minutes in a heavy scene. Now, you know part of the reasons of my struggle.

- Audio
Sound effects and music are both major contributing factors in Sort of Justice. However, as I've expressed in one of the previous dev logs, it takes a huge chunk of development time to go over all the audio works. For me, I have to wait until both the writing and visuals to be done before working on the audio. I would go through the dialogues one by one and insert sound effects and music accordingly. Gathering the music and sound effect is also a hassle because you'll need to find these assets with license that can be used commercially (I assume). Simply said, I don't want to get in trouble. There's literally not much I can do about this, because it's an essential process to go through each dialogue and add sounds to it one by one... Unless! Unless I add the sound effects and music as I write the dialogues. I thought about it before, and never once act on it. Maybe I assume that doing so will disrupt my workflow, and very likely might. I'll try it out in the chapter 3 and see how it goes.

- Coding
Coding usually isn't a big concern. A quick google can show me pretty much how to do anything. I really only have to dig deep if I want to do something like a phone system or mini games... I'm still a big newbie for all this coding stuff but I'm willing to learn if it means I can make a gambling mini-game. Anyway, still have to do the gallery and phone system. Otherwise, not much to talk about coding. I'm not planning to do any crazy shit with this game. Just want to keep everything simple, and cinema.

Development sneak peak
One member of us suggested that I should share my insight on how action scenes are crafted for Sort of Justice. I believe it's an excellent idea and a great opportunity to further connect with my members. I'll release another post about this process later in the future when I'm creating one of the action scene in chapter 3, which I can use as an example to demonstrate the techniques and methods I used. I'll also incorporate images to visualise various points to make it easier to understand. Hurray, another yap session!

Steam release
I should clarify for any steam players, that, Sort of Justice will not release update on every chapter to Steam. In the future, steam version will be released as "seasons", comprised of multiple chapters, likely 4-5. This will be sold as DLC for the existing steam page.

Acknowledgement
Thank you for all of my supporters and fellow developers for the continual support. Whether you are members who had been here since day one or the newly members who have joined only recently, I hold dear to all of you. Special shout-out to my patrons who decided to donate their hard-earned money just to see this game thrive. I'll try my best to make sure that this game's ending sees the light of day. That's it for this yap session, I'll see you in the next one!
 

Enola Gay

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Jun 9, 2017
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Overwhelmed by the quality of the game. It's just like a good revenge movie, with great characters, not so obvious
(Pedro & Ana fate) plot, great visuals.

This game does not sacrifice story to cheap porn and fast fap, sex is just another aspect and buildup to the story and characters.

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The worst part of this game is waiting for another chapter.
 

Mr.d00M

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May 26, 2024
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Had too many errors while phone msg starts. If anyone has same bug/issue, links for V0.2.2 is below, same content, fixed issues.

Sort of Justice v0.2.2 - Chapter 2

PC - /

Mac - /

Android - /
 

V2begone

Newbie
Oct 5, 2023
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Really promising start! The story keeps you hooked at every turn and the characters seem very unique, to the point I worry how long will it take to get to truly know them all. The music is incredible, the visuals are amazing and I can't wait to see how Jake will evolve as he sees more of the abyss
My only complaints (more preferences than actually problems with the game) are Sam being basically John Wick and the fear she'll be some overpowered plot armor, where she comes up anytime something ridiculously unbelievable needs to happen; and the fate of Ana/Carlos, even though her dying by his hand was hinted, I really was hoping Ana would become a LI, and Carlos would be used as a path to the MC gaining more knowledge of the underworld - though this one could still happen

Overall an amazing story and I hope dev will be able to tell us until the end.
 

1egn

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Sep 23, 2019
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great game, really interesting plot and characters fighting scenes feel fluid I feel like it's the best it can be archived with still images, it doesn't feel like characters arms are flailing around and the grappling movements are nice and smooth
RIP Pedro you were a good character, hoped he had a longer role in story but still it was good till it lasted also he had the best fight scene at the moment, he will be missed
 
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Bob69

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Sort of Justice [Ch.2 v0.2.2] [Creator Tom] - Compressed

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MiltonPowers

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madi8_WM.png

Welcome to my fortnightly yap session! I got some development update and and some discussions about the future of the game. Sit tight, for the yap session is about to begin.

Development status:
Currently, the development is still at a writing stage. I've laid down everything on the scene board which provides clear directions for the dialogues. So far, I've written about 3,000 words of dialogues, which you could say is about 30% of the writing done. I plan to have the writing completed by the end of the month just so I could get it out of the way. Theoretically, it shouldn't be too difficult to achieve if I put my mind to it. Other than that, not much to talk about in terms of progress. I'll start producing renders as soon as possible. Let the yap session begins.

Animations... worth it?
There is an ongoing discourse about the use of animation within the AVN community. Often, it is about whether the implementation of animations carries any beneficial outcome for a game. Let's get this out of the way first – I love sex animations. I believe when an animation is done right, it brings a certain level of enhancement to an already well-established intimate scene. But that's the catch – "done right". No animation is better than bad animation; I believe that's the general consensus of the community, which I agree with. You can make the most immersive, intimate, legendary sex scene but all can be ruined in an instant by an awkward animation. So, here's the big question – is it worth it to make any more animations for Sort of Justice?

To answer this question, let's take a shallow dive into the different processes of creating animations. First and foremost, we must understand what is animation. Animation is a method of photography whereby a series of still images are manipulated in a way to create a moving picture. In order to create an animation, you will also have to capture/create images that will illustrate the movement. In my case, to create a 3D animation, I will have to render individual images, enough to illustrate whatever movement I want to present. But, how do you determine how many images to render? In animation, the measurement of the frequency at which images are being displayed is called "frames per second (FPS)". Simply put, the FPS of an animation dictates how many images are consecutively displayed during a second. Movies are typically shot at 24 FPS, while TV shows are usually shot at 30. Meanwhile, video games may often run at 60 FPS or above. There are reasons why certain media should use a certain frame rate, but I'm not going to dive into that this time. Now, why am I talking about FPS? Simple – more FPS equals more work. Higher FPS can mean a more fluid animation, but that's also more images required to be displayed. The usual FPS of a 3D animation is 30, which is also what I was working with. Rendering for an image takes up to minutes with my hardware, and with 1 second being 30 images, I'll have to render 150 images just for a 5 second animation. Sure, I can leave the computer on for the entire night and have all the images rendered by morning, but that doesn't take in the account of human errors or technical errors that may result in a catastrophically stupid waste of time. It happened to me way more than I could count for the animations in chapter 1. With that being said, production time is a huge factor in developing adequate animation and should be considered for the implementation of animation in my game.

Onto the next concern – technical abilities. For the animations shown in chapter 1, I have spent a tremendous amount of time just to figure out a viable workflow. I would first pose the characters in Blender, then export them to DAZ and render the images (so much troubleshooting went into this). Now, this workflow was actually my second option. My first option was to just export the scene to Blender and do everything there. Posing, lighting, rendering... everything. But there's just been so much trouble with morphs, textures, lighting, key frames, yada yada... Blender is a rabbit hole. And I don't have much time to dive into this rabbit hole just yet, but that's the plan. If I'm going to make any more animations, it's got to be in blender. Animating in Daz is impossible, and optimising DAZ assets in Blender is a pain in the ass. Do I really want to invest that much time in it? I mean... yeah... just not while I'm busy pushing out these early chapters.

Next topic, and it's a quite important one – what if I don't use animation? Having animations in my game is good and all but... do I really need it? There are cases of a successful game without much or entirely without animations. As mentioned before, animations act as an enhancement to the experience, instead of acting as a whole of the experience. But I figured, unless the animation is a god-tier heavenly production, at some point, this enhancement may result in diminishing returns; as in, it doesn't add much value. Not to mention that, my current skills as an animator is embarrassingly lacking. I don't plan to publish a animation that couldn't achieve a level of standard which adds noticeable values to a scene. Let's pretend that the animation in chapter 1 is a practice run (I'm not happy with them). Coming back to the topic: what if I don't use animation? Well, I'll just have to create scenes that can immerse the players into the experience as much as an animation could. I believe it's actually easier to do so than making awkward animations which pull players out of the immersion.

Here comes the conclusion. I believe I should hold off on creating animations for Sort of Justice, at least until I am sufficient in producing such animations. This could be late in the game, or you may never see another animation in Sort of Justice. Who knows? I believe this would be the best practice for the game for now. Let me know what you think.

Acknowledgement
Thank you everyone who supported the game and the usual 5 people who talks in the Discord chat. By the way, if you haven't joined the Discord yet, do it now. We do occasional polls for character renders, there's a channel for development status, as well as a channel for looking at my dumb rants. Also, thanks to my old and new patrons for giving me money to continue this project. Please accept my humble appreciation. Anyway, stay tuned for the next yap session. Catch you later!
 
4.40 star(s) 19 Votes