- Dec 5, 2020
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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...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.
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?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).
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.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.
Please. It's not Baldur's gate III.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).
Now we play Winterspace Short-story
Completely forgot this had minigames. They were also pretty bad if i recall. Might not have been a huge loss if those got cut out to be honest. Looking back I remember skipping all of them.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).
Yeah, remaking the entire game is what should have been done. Although personally i would have just bitten the bullet, made a final update to it and move on to a new project entirely.Completely forgot this had minigames. They were also pretty bad if i recall. Might not have been a huge loss if those got cut out to be honest. Looking back I remember skipping all of them.
To be honest as you describe it it might have been better to just extract the dialogue, simplify the structure a bit and code the options while choosing the appropriate images from scratch instead of trying to recreate it as is.
You could go through the trouble of modding the game to avoid trap content or you could just select no when Eve asks if you like dudes.Yes, yes. Abandodned tag is finally here, well deserved. DC even got cold feet and is gonna release tech update now in parts (nothing motivates like idea of reduced income). But there is more news coming!
Summertime Saga receiving abandoned label is a great opportunity to share with you this little mod. Many asked for a long time and here it is: Trap-free version of the game. This mod basically removes all shemale content from Summertime Saga and restores it to its original state, so no more trap Eve!
https://f95zone.to/threads/summertime-saga-trap-free-mod-v0-1-flamboyantjoe.205981/
2 years since the last update, even longer for new content or main story progression.Somebody Can Tell Me that why this game is Abandoned?
Thanks for your kind words.