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ccxvidonaferens

Active Member
May 25, 2022
663
848
Can you please share the information about how to proceed with Rachel to level 9? I have no anal dildo option
There is a guide accessible through the 'do not press' button in the replay menu. This is also the walkthrough linked to in the OP and referred to by the person you quoted. This walkthrough will tell you everything you want/need to know about how to progress any quest. I think the write ups in the quest log are also quite helpful as a source of guidance in how to progress a storyline if I remember correctly.
 
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darkcore

Member
Apr 11, 2018
109
1,565
Development Update 47
Hey guys,
In my last development update I explained my plan to divide my time equally between rendering the unfinished content left over from the last few updates, and planning / writing ahead to the end of chapter 2 and the start of chapter 3. I am pleased to report that we are making steady progress on both fronts.
Progress on version 0.15:
After getting version 0.14 and the fundraiser storyline out of the way, I was finally able to get back to work on the staff training / class punishments storyline, plus the various other bits and pieces that were cut from recent updates. I usually have a pretty good sense about what content will go down best with my audience. Looking through everything in the works, I have a very good feeling about pretty much all of it. It's going to be a real crowd-pleaser. Not only is it great content but it's all in a fairly far advanced stage of development and I've already begun the process of capturing the final renders.
I've explained my creative process in detail before in a previous development update. Essentially, all content is created in three distinct phases; 1. Planning, 2. Writing/story-boarding, 3. Capturing the final renders and editing the draft script. I already did most of the planning, writing and story-boarding for the staff training storyline, plus I have a ton of other content at the story-boarding phase. Therefore, it's no exaggeration to say that I am months ahead of where I would normally be at this stage in the update cycle, and that v0.15 is over half finished already. It's a really great position to be in. Going into the update cycle with so much work done means that there are a lot less unknowns about my workload and it's taken away a lot of the stress I usually feel at this point.

Claire has a surprise waiting for the headmaster on his next visit
The update is going to start off with a bang (figuratively and literally) with a choice of two very different sex scenes with Miss Potts (both of which can be seen in a single play-through). I've already made most of the final animations for these scenes and they are looking amazing. The new soft body model (that I previewed in version 0.14 with Ada's spanking) is a real game changer; improving jiggling for the buttocks, and also adding a slight jiggle for the thighs, arms and belly. It is a finicky process, however, the end result is definitely worth the extra time and effort. Claire's punishment from the twins will also definitely be in version 15, the script is finished and some of the draft animations have already been made (with lots more beautiful jiggling). It's going to be a very visually pleasing and memorable scene, setting the tone for the twins' future punishment sessions (which are not far away now!)
Debbie will also get plenty of action, with a lesbian threesome in the dorms and also another threesome in the headmasters office with Rachel. The animations for both those scenes are made and just need to be recorded. There are obviously all the staff training scenes themselves with you teaching Debbie and Claire using Amy as a training dummy. Plus, there will also be a ton of little mini scenes around the school featuring lots of random girls getting punished.
Looking ahead to version 0.16 and the end of the chapter:
I want to dedicate a significant amount of time over the next few months to writing ahead to the end of chapter 2. Ideally, I would like to be in the same position going into version 0.16 as I'm in now, i.e. with the bulk of the content written and story-boarded. Obviously, this will slow down development on version 15, but this approach should speed things up in the long term. This will allow me to better balance my work loads, follow through on my story commitments, and generally drive the game forward at a faster pace. As a reminder this was my list of essentials to get done before we moved into chapter 3. I have a personal ambition to get everything on this list done by this time next year and I think that is achievable:
  • Completing the staff training storyline
  • Between one and three levels for the following girls:
    • Faye
    • The twins
    • Liz
    • Alice
  • Second date with Samantha
  • Advancement for the group medicals
  • Introduction of new student antagonist - Zoe
Most of the things in the list above are still only at the initial planning phase. I have several scenes written for Faye, Liz, and the twins but I haven't yet figured out the specifics of how their storylines fit together. So, I have been doing a lot of thinking and planning these last few weeks. I don't talk about the planning part of my development process all that much. Generally because spending an entire day fantasising about naughty schoolgirls doesn't sound much like work. However, it is a crucial part of my job and is the basis for everything else that comes afterwards. In the crazy world of porn game development; daydreaming is something that I need to specifically allocate time for. It's also much harder than it might sound, with life's many distractions constantly competing for all important head-space. Fortunately, we had some nice weather in the UK over June (not so much in July, sadly). So I had some time to sit in my garden and get some quality thinking done. Although I don't have a huge amount on paper to show for this time, I did manage to solve some really tricky problems that had been bugging me for a while. Faye's storyline is now clear in my head and I've started writing that out. Plus, I think I'm finally ready to introduce the new student antagonist Zoe. I have had about 10 thousand words written for Zoe's introduction for well over a year. However, I was never happy with any of it. I've finally come to the decision to scrap the lot and start again. At the time I didn't have Zoe's character motivations clear in my head. I do now though, and my second attempt is going much better.
I'm not going to lie and say I have everything figured out already. I've got a lot more thinking and a ton of writing to do for my list of essentials. Unfortunately, this part of the process can't be rushed and any attempt to do so would be counterproductive. I am feeling good about the progress I've been making recently though and everything is going well.
When can we expect the next update?
It is still too early to say, unfortunately. At my current rate, dividing my time between writing ahead and rendering, I hope to have version 0.15 ready to release around October/November. However, I am not going to set any kind of firm release schedule for at least another couple of months. I've got a lot of creative writing to do at the moment and nothing kills creativity faster than a looming deadline. Plus, I want to prioritise my medium term goal of getting to the end of the chapter ahead of my short term goal of completing the staff training storyline, so I could do with as much flexibility as possible about the release schedules.
What are our plans for the next poll?

My last couple of Patreon polls have been in the form of in-character messages from Mr Mykock. I’ve enjoyed doing these, however, there are limitations on how interactive I can make a Patreon post. Next time, I thought it might be fun to make a short special (either as a standalone or as a patch for the main game), featuring Paul Mykock and Riley Goodhead (plus some surprise characters). The poll itself will have to be in a Patreon post, but all the details can be given via a short interactive special. I've only just started work on this in the background to all my other work, so it will be a while before it's ready. However, I just wanted to let you all know that something fun is brewing.
Altos
 

ccxvidonaferens

Active Member
May 25, 2022
663
848
It's a really great position to be in. Going into the update cycle with so much work done means that there are a lot less unknowns about my workload and it's taken away a lot of the stress I usually feel at this point.
This really should say fewer, I believe. Tsk tsk, off to the Headmasters office with you Altos.
 
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Gato21

Active Member
Oct 16, 2021
954
2,836
As much as I hate to say it, I think Zoe should be introduced after the end of Chapter 2. You should be feeling at a high point with the girls' grades improving from finishing quests, meeting or close to meeting Ruth's demands, also the fundraiser is over, providing a nice demarcation story-wise, and bam! Zoe throws the proverbial wrench in the works, jeopardizing everything. Rather than being a nuisance, the threat should be existential. I suppose that could also work with her introduced early, but laying low until Chapter 3.
 

T_Abraxas

Member
Jun 26, 2020
101
147
As much as I hate to say it, I think Zoe should be introduced after the end of Chapter 2. You should be feeling at a high point with the girls' grades improving from finishing quests, meeting or close to meeting Ruth's demands, also the fundraiser is over, providing a nice demarcation story-wise, and bam! Zoe throws the proverbial wrench in the works, jeopardizing everything. Rather than being a nuisance, the threat should be existential. I suppose that could also work with her introduced early, but laying low until Chapter 3.
Fully agree. Feels like too much at once to bring her out now. I was hoping to feel like things were at a natural point of completion for the chapter first as well.
 
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Living In A Lewd World

Active Member
Jan 15, 2021
664
630
As much as I hate to say it, I think Zoe should be introduced after the end of Chapter 2. You should be feeling at a high point with the girls' grades improving from finishing quests, meeting or close to meeting Ruth's demands, also the fundraiser is over, providing a nice demarcation story-wise, and bam! Zoe throws the proverbial wrench in the works, jeopardizing everything. Rather than being a nuisance, the threat should be existential. I suppose that could also work with her introduced early, but laying low until Chapter 3.
I personally disagree here rather. If one thinks the game as a story in a 3-act-structure ( ), one could see the end of chapter 2 as mid point of the story. The introduction of Zoe and a possible cliff-hanger with an event, in which Zoe can show her impact to its fullest would make this in my eyes perfect.

But I must confess, that the impact and possibility of this outcome will depend on what Zoe will finally be. I hope that Zoe's rather a manipulative person who can also see the weaknesses of the students and use them to her own advantage than one that is acting herself. Thus the headmaster should not be able to punish her initially, because there is no evidence, that she is behind anything, basically a mirror of his own personality. Under this circumstances, this scenario would work very well. But I'm not sure, what she will actual plan is.

To make this nevertheless positive, one could let behind the headmaster initially thinking but gradually smiling, when he acknowledges a hypothesis about the key to Zoe's teaching but not show what it is to the player at the end of chapter 2. Zoe's weakness should be slowly revealed to the player in chapter 3, when the headmaster gets more and more evidence for his hypothesis about Zoe and starts to set traps.
 
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Pervertx

Newbie
Oct 17, 2017
66
44
I personally disagree here rather. If one thinks the game as a story in a 3-act-structure ( ), one could see the end of chapter 2 as mid point of the story. The introduction of Zoe and a possible cliff-hanger with an event, in which Zoe can show her impact to its fullest would make this in my eyes perfect.

But I must confess, that the impact and possibility of this outcome will depend on what Zoe will finally be. I hope that Zoe's rather a manipulative person who can also see the weaknesses of the students and use them to her own advantage than one that is acting herself. Thus the headmaster should not be able to punish her initially, because there is no evidence, that she is behind anything, basically a mirror of his own personality. Under this circumstances, this scenario would work very well. But I'm not sure, what she will actual plan is.

To make this nevertheless positive, one could let behind the headmaster initially thinking but gradually smiling, when he acknowledges a hypothesis about the key to Zoe's teaching but not show what it is to the player at the end of chapter 2. Zoe's weakness should be slowly revealed to the player in chapter 3, when the headmaster gets more and more evidence for his hypothesis about Zoe and starts to set traps.
Zoe will be the Thanos of HeadMaster! Being able to manipulate all the girls back into their old habits through deception and lies!
As I've said, the writing of this game is surprisingly good. The sex scenes almost ruin it.
(Girl has an epiphany through what's actually a very touching moment.)
HM: "Quick, Sally! We need to fuck her so the lesson will sink in!"
Sally: "Are...are you sure that's how these kinds of things work?"
HM: "Dammit Sally, I'm a professional! Do you think I WANT to have sex with these hot, young, troubled, and naive girls?"
Sally: "Of course, you're right, Headmaster."
 

ccxvidonaferens

Active Member
May 25, 2022
663
848
If one thinks the game as a story in a 3-act-structure
Has Altos confirmed that he his using a 3-act-structure? There is also such a thing as a five act structure which sort of breaks down as;

Act 1:- Introduction. Introduces the world and characters of the story including backstory and set up of the elements of the main plot. Usually approx 10% of the story.
Act 2:- Rising Movement. Continues movement of the story towards the climax, deepening the complications of the story and enlarging the plot. In addition all characters should be introduced before the end of act 2. Usually approx 35-45% of the story.
Act 3:- Climax. The climax of the story is often misperceived as dramatic, when really it is a point where the characters reflect on their choices or fate and then act, for either better or worse. Usually about 5-15% of the story.
Act 4:- Falling Action. Continues movement of the story towards the denouement and is often the turning point of fortunes of the protagonist. In the falling action, everything that was going well for the protagonist starts to go badly, in the case of a tragedy. Or in the case of a comedy, everything that was going badly starts to go well. Should also contain 'The Force of Final Suspense' which should occur just before the denouement and give some final doubt as to the final outcome. Usually approx 25-30% of the story.
Act 5:- Denouement. This is the final pay off of the plot where all the things that have been building up occur all at once and all the loose ends get tied up. Usually less than 10% of the story.

This sort of structure is used quite extensively within Shakespeare and also I recall an interview J M Straczynski gave regarding Babylon 5 following this sort of structure.
 

Gato21

Active Member
Oct 16, 2021
954
2,836
I personally disagree here rather. If one thinks the game as a story in a 3-act-structure ( ), one could see the end of chapter 2 as mid point of the story. The introduction of Zoe and a possible cliff-hanger with an event, in which Zoe can show her impact to its fullest would make this in my eyes perfect.

But I must confess, that the impact and possibility of this outcome will depend on what Zoe will finally be. I hope that Zoe's rather a manipulative person who can also see the weaknesses of the students and use them to her own advantage than one that is acting herself. Thus the headmaster should not be able to punish her initially, because there is no evidence, that she is behind anything, basically a mirror of his own personality. Under this circumstances, this scenario would work very well. But I'm not sure, what she will actual plan is.

To make this nevertheless positive, one could let behind the headmaster initially thinking but gradually smiling, when he acknowledges a hypothesis about the key to Zoe's teaching but not show what it is to the player at the end of chapter 2. Zoe's weakness should be slowly revealed to the player in chapter 3, when the headmaster gets more and more evidence for his hypothesis about Zoe and starts to set traps.
I somewhat disagree with you. Technically, it is the midpoint since there will be a total of four chapters, but the midpoint narratively will be in Chapter 3, whether that is with Zoe or with Mycock and the organization as a result of Zoe. Regardless, it will be the height of conflict and the nadir of the MC's control. Now if you want to use Zoe as a cliffhanger at the end of Chapter 2, fine. I just think we have enough exposition of her character and capabilities that we don't need her to act to build tension. Just the mere introduction is enough of a cliffhanger, but that's my take.

I do strongly agree with you that her attack should always be indirect, with the protag unable to pin anything on her until he has built a network of informants, spies, moles, and enforcers (prefects). Outwardly, she should be a model student, but in the dark, she's exploiting the students weaknesses for her own bidding as a kind of foil to the MC.
Has Altos confirmed that he his using a 3-act-structure? There is also such a thing as a five act structure which sort of breaks down as;

Act 1:- Introduction. Introduces the world and characters of the story including backstory and set up of the elements of the main plot. Usually approx 10% of the story.
Act 2:- Rising Movement. Continues movement of the story towards the climax, deepening the complications of the story and enlarging the plot. In addition all characters should be introduced before the end of act 2. Usually approx 35-45% of the story.
Act 3:- Climax. The climax of the story is often misperceived as dramatic, when really it is a point where the characters reflect on their choices or fate and then act, for either better or worse. Usually about 5-15% of the story.
Act 4:- Falling Action. Continues movement of the story towards the denouement and is often the turning point of fortunes of the protagonist. In the falling action, everything that was going well for the protagonist starts to go badly, in the case of a tragedy. Or in the case of a comedy, everything that was going badly starts to go well. Should also contain 'The Force of Final Suspense' which should occur just before the denouement and give some final doubt as to the final outcome. Usually approx 25-30% of the story.
Act 5:- Denouement. This is the final pay off of the plot where all the things that have been building up occur all at once and all the loose ends get tied up. Usually less than 10% of the story.

This sort of structure is used quite extensively within Shakespeare and also I recall an interview J M Straczynski gave regarding Babylon 5 following this sort of structure.
Edit: Was going to mention that the 3-act wasn't the only game in town, but looks like you beat me to it.
 
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ccxvidonaferens

Active Member
May 25, 2022
663
848
Was going to mention that the 3-act wasn't the only game in town, looks like you beat me to it.
I never studied English or Drama at University/College. My starting point was a vague memory of reading the Babylon 5 thing about the 5 act structuresparking a quick bit of research. Are there any other variants?
 

Gato21

Active Member
Oct 16, 2021
954
2,836
I never studied English or Drama at University/College. My starting point was a vague memory of reading the Babylon 5 thing about the 5 act structuresparking a quick bit of research. Are there any other variants?
Nether have I, but a cursory glance shows there are many. Freytag's Pyramid, The Hero's Journey, The three-act, Fichtean curve, and seven point story structure to name a few.
 
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Living In A Lewd World

Active Member
Jan 15, 2021
664
630
I somewhat disagree with you. Technically, it is the midpoint since there will be a total of four chapters, but the midpoint narratively will be in Chapter 3, whether that is with Zoe or with Mycock and the organization as a result of Zoe. Regardless, it will be the height of conflict and the nadir of the MC's control. Now if you want to use Zoe as a cliffhanger at the end of Chapter 2, fine. I just think we have enough exposition of her character and capabilities that we don't need her to act to build tension. Just the mere introduction is enough of a cliffhanger, but that's my take.

I do strongly agree with you that her attack should always be indirect, with the protag unable to pin anything on her until he has built a network of informants, spies, moles, and enforcers (prefects). Outwardly, she should be a model student, but in the dark, she's exploiting the students weaknesses for her own bidding as a kind of foil to the MC.

Edit: Was going to mention that the 3-act wasn't the only game in town, but looks like you beat me to it.
Has Altos confirmed that he his using a 3-act-structure? There is also such a thing as a five act structure which sort of breaks down as;

Act 1:- Introduction. Introduces the world and characters of the story including backstory and set up of the elements of the main plot. Usually approx 10% of the story.
Act 2:- Rising Movement. Continues movement of the story towards the climax, deepening the complications of the story and enlarging the plot. In addition all characters should be introduced before the end of act 2. Usually approx 35-45% of the story.
Act 3:- Climax. The climax of the story is often misperceived as dramatic, when really it is a point where the characters reflect on their choices or fate and then act, for either better or worse. Usually about 5-15% of the story.
Act 4:- Falling Action. Continues movement of the story towards the denouement and is often the turning point of fortunes of the protagonist. In the falling action, everything that was going well for the protagonist starts to go badly, in the case of a tragedy. Or in the case of a comedy, everything that was going badly starts to go well. Should also contain 'The Force of Final Suspense' which should occur just before the denouement and give some final doubt as to the final outcome. Usually approx 25-30% of the story.
Act 5:- Denouement. This is the final pay off of the plot where all the things that have been building up occur all at once and all the loose ends get tied up. Usually less than 10% of the story.

This sort of structure is used quite extensively within Shakespeare and also I recall an interview J M Straczynski gave regarding Babylon 5 following this sort of structure.
I just mentioned 3-act structure as it is the simple to describe, quite abstract, but still helpful to speak about storys.
As far, as I understand, the other concept do mostly explain story structures more in detail and focus partly on different aspects. (The 3-Act structure focuses actually much more on the plot points as story-driving-events than on the acts themself).
E.g.
with the 5-Act-Structure:
Plot Point 1 would come at the end of act 1 and be the event that starts the rising movement.
Mid-point would be climax.
Plot Point 2 maybe still in or at the end of act 4. It is the event, that starts the action, that finally leads to the endgame in act 5.

As far, as I remember, Syd Field, who developed the concept described it as kind of minimal requirements for entertaining storys (especially screenplays), what does not exclude using more detailed concepts that may also focus more on other aspects for writing a story.

I personally don't see a mid-point coming in chapter 3. The last thing, I remember Altos saying is, that the story is currently set for 4 chapters, and that chapter 4 should even be some kind of "freedom chapter", where the headmaster can agitate on the campus quite freely and have fun with the students, what is only end game.
When we have the mid-point still in chapter 3, the rest of the story may feel rushed (or we have a very long chapter 3, what would be also ok) (of course, this game would still be on a much higher story-telling-level than maybe 95% of the rest of the other games here. My benchmark for this game is rather a good movie or a good TV-Show than most of the lewd-game world, so I'm just naggling on high level).
 
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Boblet

Newbie
Apr 12, 2023
50
133
Maybe it's just me, but I thought the update and plan was disappointing. The naked mole rat thing was not great and ended up being a bloated distraction. (Yes, yes, just my opinion of course, as always). The whole using amy as a training dummy for an army of spankers doesn't grab me either. I do like Claire, and will be glad to wrap up her beef with the twins, but clearly pace is way off. What happened to Nina and Nina's story, for example? (Faye and Nina were acually scheduled for last Fall, now a partial Faye sounds like it might come by NEXT fall...maybe). What happened to Cassandra as the school hostess? The whole spy story thing? A few levels for just those few students does not sound ambitious. What about the new students and others like Nina? Just the "introduction" of Zoe? The mole rat and training dummy things have really taken the game of track. (My opinion only)

Don't get me wrong, the game has been clever and amazing. Kudos for the concept and what has been produced (except the mole rat thing-no kudos for that). But it seems to be dragging now.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
14,406
33,764
Maybe it's just me, but I thought the update and plan was disappointing. The naked mole rat thing was not great and ended up being a bloated distraction. (Yes, yes, just my opinion of course, as always). The whole using amy as a training dummy for an army of spankers doesn't grab me either. I do like Claire, and will be glad to wrap up her beef with the twins, but clearly pace is way off. What happened to Nina and Nina's story, for example? (Faye and Nina were acually scheduled for last Fall, now a partial Faye sounds like it might come by NEXT fall...maybe). What happened to Cassandra as the school hostess? The whole spy story thing? A few levels for just those few students does not sound ambitious. What about the new students and others like Nina? Just the "introduction" of Zoe? The mole rat and training dummy things have really taken the game of track. (My opinion only)

Don't get me wrong, the game has been clever and amazing. Kudos for the concept and what has been produced (except the mole rat thing-no kudos for that). But it seems to be dragging now.
Personally, I liked the molerat arc, and as for the rest, one thing at a time. You can only do so much at once.
 
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