A few bits of fun experimenting with fpov stuff before I get back to work on v4's content:
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It's unfortunate that PNGs can't save layers. I imagine I'll get a lot of use out of these overlays on the FeMC route. I also need to make one that allows me to do cutaways of the player character's reaction.
Trying to get multi-character shots to work is still quite difficult so I built this set of shots out of pieces and I'll add a background later:
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I'll probably zoom in on the second shot after that so I get some variety in the image composition.
I'll also definitely need to come back to these ones to change the skintone of the player character, it'll be a little more intensive than the usual disembodied hand/penis I normally do. I had planned for one update I'd just sit down and find every shot with the disembodied tags, make image masks for them, and img2img them in bulk, but if I added this one I'd need to be careful to manually alter the image.
Much appreciated feedback from the both of you. I read through all of it and I'll keep these bookmarked and come back to them regularly as I continue to write and explore the FeMC route!
Absolutely I'd love to add more jiggies now that I've got the new style down. Though with infinite possibilities it can be hard to actually think of what to make, haha.
I did try to make sure the jiggies were more detailed after the style swap, and I'd like to do more multi-image jiggies like I tested with the pocketmanz. Maybe some kind of theme across characters, like cats? Pregnant girls? Doms? And maybe a few that use some currently unused character designs?
No unfortunately I have no plans for alternate routes. Writing for Anomaly Vault taught me I am very bad at writing when I feel things are getting repetitive, so each character bringing something unique to the table is very important. I don't feel like bottom helena brings anything to the table that Riley already doesn't.
Besides that the structure of a character is you have several scenes serving as their introduction, before you become best friends and can visit their house, do repeatables, encounter at random, and spend holidays with. For example almost all future content for Riley will be non-linear, but I can write all of it knowing the player has experienced his intro, knowing that in any anal scene this is not Riley's first time having sex.
As such, there's no way to avoid Helena topping you if you want her to appear on holidays. Similarly, there won't be any way to avoid Mary-Lou becoming pregnant, or to get involved with Nutmeg without also getting involved with Cinnamon, sorry.
1. How much extra time does it add splitting development between a furry and non-furry version?
It takes quite a bit of time, but it's nearly all frontloaded. In order to do the non-furry version I need to:
* Code in the ability to select between the furry and non-furry modes
* Find a visual non-furry style I like.
* Generate the entire cast in that style. (for taller characters I'll need to generate their upper bodies and then add legs afterwards)
* Generate expression sets for all of the characters.
* Crop out all the backgrounds (correcting errors like missing eyes or where the hair prevented the background removal)
* Write a script to grab the prompts of all the game's images (I keep them in .txts in the game folder)
* Write another script that will hunt down all of each character's keywords and replace them with the non-furry keywords (IE remove "tan fur", replace with "brown skin"). This script also needs to account for what body parts are visible.
* Regenerate all of the CGs from scratch
Though unless I make a significant change like adding new expressions I'll only ever need to do that final step again.
2. Is there really that much demand for a non-furry version?
Even if there were absolutely none, I'd still do it because:
* It gives me a reason to generate non-furry shots, which I can use the knowledge of in the future for my other games. I'm not a furry myself, I just wanted a lewd animal crossing to exist, and I'll almost certainly want to branch out in the future.
* I can use the shots I make for the non-furry version to train my LoRa models, making them better at generating humans.
* My primary existing audience is coming from Hentai University and Anomaly Vault. Giving them something they might like helps me reduce my self-imposed stress about not wanting to work on those titles for a while.
* Working on my games requires exercising my mechanical and creative skills, and sometimes my creative brain is running totally dry. The non-furry mode updates give me something I can release without needing to write something.
It's a bug I'm aware of and actively try to plan around. Scenes are a collection of encounters, often leading into each other, so intro1 leads to intro2. To avoid instability when saving mid-scene I try to only put code and variable changes on the final scene of a sequence (IE I would only change the time or add flags in intro2, not intro1.)
However in situations like the museum tour and when you're chatting with Sharly about multiple subjects, I need to add flags to remove repeat questions mid-scene.
As long as I'm careful it shouldn't cause any serious problems, just weird quirks like the one you found. The alternative would be to block saving and autosaving during encounters, but I think that'd be frustrating and not worth it to avoid small bits of weirdness.
Yes this is an engine requirement. Essentially, at startup the game needs to load every character's .js file. It does these by adding that file to the header and executing the code, saving the variables and functions inside.
However I could not for the life of me figure out how to make it only start checking for encounters after everything's fully loaded. Plus when developing Hentai University there would be occasions where characters would just fail to load on initial startup. The time it takes to load is less than a second, most of the time, so my solution was the title screen. By the time the player has physically clicked the continue button, that should be more than enough time for everything to load properly.
There are a number of other improvements to the HU engine under the hood in regards to character loading, but the title screen is the main bulwark against encounter loading issues.
I plan on a full revamp of the cards in a future version, pretty much replacing everything. Exactly how I should go about that though is tough to figure out.
Some players may only want dicks, some want no dicks, some want only anthro, some are okay with feral but not really weird ones like Weedle, there's a lot to balance here.
I wish I could accomodate everyone but I am a solo dev, and every filter and exception I make needs to not just hide the cards in the collection, but also not count the cards when considering requirements/achievements, block the cards from appearing in the random jiggies, etc. And I also have to handle the cards players collected before they realized they wanted to filter some. Off the top of my head there are quite a few categories:
bara/muscular males
anthros with dicks
ferals with dicks
weird critters with dicks
bbw females
anthros with pussies
ferals with pussies
weird critters with pussies
And then tons of subcategories and questions within them (do magnemite and diglett go in the same category as weedle and metapod in the weird critters? Or should bugs have their own category? Should I make versions without a dick for every pocketman and have them be alternate art you can toggle between? Or should both versions be collectable? What about anthro/feral? Should charmander have tits? Should I do some human on anthro shots? What about pokephilia with a female human focus?)
Maaaan I don't have enough brainpower to think about this rn, I'll leave it to future noodle, he always knows what to do.
Caught and will be fixed in v4. Thanks for letting me know though.
I had a hard time replicating these, here's how the game looks on my end:
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I tried it on chrome too but it looked fine to me except the side menu wouldn't scroll all the way off the screen:
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I'm not sure what is going on but for reference I made the desktop ver for a 1080p display and the mobile version using my android phone. I only have those machines to test on and just adjusted things until they looked right to me, are you playing on another kind of device? Messing with my window dimensions I was able to get something that looks kind of like what you described by resizing to an almost square-ish aspect ratio:
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If we are just on different machines unfortunately there's little I can do. The only thing harder than trying to get CSS working right is trying to make it work right on a display I don't have T.T
Good to know, I'll check it out. While it's not a big issue in the current version in the future when I have more complex collectables and requirements something like this could break things.
Something's up with neocities and caching data, it's outside of my field of knowledge but I reuploaded the files again, it should fix itself eventually.
It looks like the image is looping, strange. Maybe it's to do with the image size I chose and how many pieces it's getting cut into.
Maybe, though trying to replicate this one and test fixes will be a nightmare lmao. I'll put it off for future noodle to deal with UwU
I'd say make one post at a time with a list and update the list through edits, making a new post after whenever I've responded. I check every new post on here since my last one. Then I'd also be able to make a list of responses instead of cutting your posts apart like this.