hecom

Well-Known Member
Jan 26, 2019
1,361
3,119
I feel like people overestimate the influence this thread has on the game. It helped a lot earlier on, but even if the mods for some reason decided to remove the game from this forum I don't think it would affect him that much. But yea by deciding to release an update now, he is definitely not beating the milking allegations :KEK:
lets think for a moment, DCs business model is patreon. Would people start canceling their patreons for Summertime Saga at masses just because F95 put abandoned tag? When they can see he works on the game every day on his streams, and put news on his discord etc. I really dont think so.
either you lads are huffing some very high grade copium, are shilling for DC or y'all severely underestimate f95zone,

this website is no longer a simple gooner forum, hasn't been for years now, it's consolidating its place as the main western hub for porn games.

there are wayyy better websites out there but f95zone is on the podium, like it or not it won't change. if you can't understand what it implies well do a 360 and walk away.

Also watching the damage control in this thread is hilarious, the script has now changed to just dogpile everything on the coder, poor darkcuckie dindu nuffin
 

GopnikDude

Newbie
Apr 22, 2018
74
358
To be clear, Dogeek was the former coder, he was fired years ago for this behavior.
To me, it sounds like the project was entirely fucked code-wise and would have necessitated a literal remaster of every single scene, asset and art in order to bring it up to date. This is not a few months worth of rewriting and recoding. That's literally years of remaking absolutely everything except some arts and backgrounds. Quests lines, trackers, UI's, interaction points, etc... You basically need to remake a game that got 4-5 years of contents updates in one go.

I don't believe DC actually knew what the hell he went into, considering all the drama with the ex coder. Something tells me it's one of those "Aight, we just need to clean-up a messy house, repaint it and we should be good to go!" except the house in question is a massive manor and was made by a bunch of monkeys and lived in by a horde of hoarders, with a few feets of garbage and detritus EVERYWHERE.

Which, to be fair, basically leads up to a very difficult decision;

1. Either backtrack the promises made for the Patreons and basically go "Yeah, that won't work" or "Guys, we need to basically remake the entire game from the ground up."

2. Keep the promise and try to fix the backend code and bring it up to date despite the hellstate of the programming and knowing it will take a MASSIVE amount of time.

They went with number 2. Which is okay on it's own. The problem was that they never addressed the state of the issues they had, never explained the scale of it and just went along the ride. Which is why after almost 3 years, we never got a meaningful update.

I fear that what i've been suspecting for a while is true sadly... They got too comfortable with the massive passive income they got by sitting around and doing the bare minimum. What's the point of actually working when you can't be held accountable for it anyway?
 

knyght

Member
Apr 21, 2017
110
156
To me, it sounds like the project was entirely fucked code-wise and would have necessitated a literal remaster of every single scene, asset and art in order to bring it up to date. This is not a few months worth of rewriting and recoding. That's literally years of remaking absolutely everything except some arts and backgrounds. Quests lines, trackers, UI's, interaction points, etc... You basically need to remake a game that got 4-5 years of contents updates in one go.
Wasn't this made in renpy? Renpy is literally a VN engine focused on branching text and loading assets like images. Unless the original dev went truly crazy, didn't use anything stock and heavy modded the engine I don't see how they could have fucked up so deeply.
 

GopnikDude

Newbie
Apr 22, 2018
74
358
Wasn't this made in renpy? Renpy is literally a VN engine focused on branching text and loading assets like images. Unless the original dev went truly crazy, didn't use anything stock and heavy modded the engine, I don't see how they could have fucked up so deeply.
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
 

HELIO CESAR

Member
May 30, 2018
377
764
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
Bro i don't know what is happening with the game, only got here because the no-trap mod made me curious, last time a saw anything about the game was like, 3-4 years ago?By what i can see the game didn't release the promised tech update even still, do you know if they released new things since the mafia plot?
At this point isn't it better to re-make the code from the ground at the side? Don't even know if this was cogited or not, really in the dark about this game for a good time now.
 

Glaoui

Member
Donor
Apr 8, 2017
138
194
Wasn't this made in renpy? Renpy is literally a VN engine focused on branching text and loading assets like images. Unless the original dev went truly crazy, didn't use anything stock and heavy modded the engine I don't see how they could have fucked up so deeply.
You can do that if you want to be really naughty and no one is actually looking or working on the project beside few 'drawing' sessions to show you are still interested.
There is nothing in this project to justify years of waiting.
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
Please. It's not Baldur's gate III.

Anyway, that Dev is gone since years now. The fact he could do that without control or supervision or the fact than they are still talking about this as an excuse, years after. Just shows no one was really working on this beside the well timed 'Drawing' sessions and Discord chats.
 
4.00 star(s) 365 Votes