These development builds are like a way to prove that I'm really working on this project, so the patrons don't give up on me LOL, and to show the progress made in a more direct way.Hello, I would like to know if you will release a free version like the teaser, or if you will just release developments builds for patreons.
I agree 100% with you on this. The thing is that the builds launched until now are in a prototype state, with ugly graphics and very clunky gameplay. I may be wrong, but I'm afraid that playing it in this state would make people run away from this project instead of supporting it.I think it would bring a lot of people to release another version for free again and more people to subscribe your patreon.
I get closer to releasing a public test version every time I find a way to overcome a setback. These findings are happening almost daily, and I'm becoming more productive and efficient with time. Reading things like this makes me feel more compelled to hurry up and deliver this episode as soon as possible. So thanks for the words and for the patience!Btw, great game! I just played the teaser but I've been following the progress for 3 months
I think 1 and 2 are our stronger points right now.1 - Good Art
2 - Good story
3 - Minigames and exploration
4 - Sexual content (of course xD)
5 - Gameplay that´s not linear (like can´t choose nothing, just click)
6 - Feeling of progress
This past week I was suddenly drafted to work in a very high-profile hospital as a licensed practical nurse. At first, I got mad at this hospital for only calling me five years after I applied for the job (I had even forgotten of them after all this time), but then I called them the next day, and my jaw dropped when they mentioned the intended wage for my position. It's huge. They are paying almost five times more than my previous hospital.
And what is better: the contract only lasts four months! This short period would be a bad thing if I intended to make a career in this area, but what I want is to develop games. So I accepted this job to save every penny I will earn during this contract and use it to push further the development of this project. Today I officially started my first shift there, and after it, I walked around the buildings to figure out where I could bring my stuff to keep drawing after work to make my time there more efficient. I spotted a gym, a pool, and a resting area in these buildings.
It must have a place where I can plug my tablet and keep drawing.
I've had only hellish-tier days since I got hired at the hospital. I discovered they hired me that quickly because they are VERY short on staff. Like, dangerously short. I started working on Friday, and three days later (Monday), they were already assigning me 17 psychiatric patients to take care of on my own, and the next day they marked me as able to take 12-hour shifts like the veterans. Usually, you would only trust this much responsibility to someone after a week or two of training, but they don't have the time for that. I asked some coworkers how they got to this point, and they say many colleagues are getting long-term sick leave at the same time to treat various kinds of health problems, and there is no one left to cover for them. Sick leaves became common during Covid-19 outbreaks, but they don't know how to explain this many people taking emergency surgeries and needing to treat non-covid-related problems at the same time now that the virus is under control in our city.
Today I got my first "fully" day off, and after 12 hours of sleep and treating my headaches, I started to work on a mini-action cutscene for an investigative portion of the game. I'm still getting used to my new routine of waking up at 4 a.m. and coming back home at 3 p.m. (when I'm not taking that dreadful 12-hour shift), and I expect to recover my productivity for the project in the next few days, as I feel less and less drained when getting home.
I used this day to finish this cutscene, and now I'm preparing the next ones. This hospital is draining all my free time! I couldn't get to my computer for five consecutive days. The only thing holding me there is that generous paycheck. I can't wait to get to the end of this contract and get my free time back.
Today I managed to finish the lineart of this short cutscene. He's grabbing the cellphone of that passed-out woman to see who is calling.
Now, some rantings about my short-term contract at the hospital.
I completed my first 30 days working there already. Last Friday (19), one of our coworkers from the first floor had a crying crisis because she couldn't keep up with the routine of the ambulatories, so they chose me to replace her there to prevent another sick leave. Yes, of course. Let's toss the rookie into the volcano without any heads up and hope for the best.
I started there on Monday, and in less than 40 minutes, I understood why she was crying. Instead of 17 psychiatric patients to take care of, it's 63 drug addiction patients. They are all scattered through four different zones on the first floor, and none of them have any form of identification, so you can't tell these patients from visitors just by looking. They don't use wristbands or hospital clothing because they all go home at the end of the day. Now, my job is to find these 63 patients in the crowd and discretely take them to a "hidden" place to drug test them. The therapists need these patients tested before their assessments, but at the same time, they don't care to give any help to identify them, so it's all up to me.
The next day, I spent almost five hours extracting one month of the ambulatory raw data of these four zones (day by day, on the slowest PC of all) and tossed everything into a giant spreadsheet. On Wednesday, I spent every free minute available on the job building an Excel tool to crunch some data and track these patients based on their routines from the last 30 days. It still needs some adjustments and to cover some corner cases, but it's working very well. It reduced my workload drastically because now I know with some precision WHEN and WHERE they are roaming in these zones, so I can grab many of them at one go and conduct the drug testings efficiently. I kept using this tool on Thursday, and it worked wonderfully well. I was even pinpointing the patients that ran away from testing on purpose and informed their therapists!
On Friday, I showed these achievements to my boss, and instead of praising me, she voiced some concerns about using 'sensible data' from the database to build such a 'non-standard' tool on Excel. It felt like throwing cold water on my efforts to survive the ambulatory while being efficient and working smart. Now I understand a bit of why people are losing their minds and getting sick leave while working there. The only thing that kept me calm and rational during that conversation was the thought of the four generous paychecks I have yet to receive from all this stress.
Well, she can go to hell. I will make my life easier there the way I can and keep using my spreadsheet, whether they like it or not. Three more months, and I'm out of there.
It feels so good to sit on my PC with enough energy to pull one more cutscene! Here, Martin is interacting with the back door key (keys not included in this demonstration). Now I have to draw him interacting with the entrance door.
You guys kept supporting me these last months, even though I couldn't keep up fulfilling the perks I promised for each tier, so thank you very much for not giving up on me! I will release this game no matter what!
Now, a bit more rantings about that hospital.
The supervisor casually found out the Excel file I was using to track down every patient and didn't like it. He also casually deleted the file, and casually asked the IT team to remove Microsoft Office from our computers because licensed practical nurses shouldn't be writing Office files or making tools like that.
Well, too bad for him that I remade the entire tracking tool on Google Sheets in just two days, and it's too far from his reach to delete it! I was not joking when I said I would make my life easier there the way I could.
This time I managed to use my compensatory time to take two days off in a row. I intended to use these days to draw two or three short cutscenes and speed things up, but Murphy's law had other plans for this weekend. We suffered a power surge that set off my power surge protector. The hardware shop nearby was closed, so I looked for replacement fuses online and found a shop that promised fast deliveries on the same day. I went for it, but since it was such a small package, they had put it at minimum priority and only delivered in the last hour possible! I lost an entire day just on this. Still, I had nothing on them because they delivered it on the same day, as promised.
As soon as it arrived, I replaced the fuse, happily plugged the power surge protector again, and turned on the switch. It instantly blew on my face. I can still smell that explosion. It was the power surge protector all this time. After taking a shower and changing clothes, I went to my cellphone and ordered another power surge protector that arrived today, and then I could finally draw another cutscene! It's Martin interacting with the front door lock. This time, with keys included in this demonstration.
Let's all thank Murphy's law for existing! My heart skipped a beat this weekend and will never be the same!
It took me almost the entire day to make this cutscene work right. This cutscene will be procedurally animated during gameplay and have more reactions based on what you make him write. I hope you like it!
I wish I could write more, but I have a 12-hour shift tomorrow starting at 6 a.m., so I got to sleep fast. My contract at the hospital ends on November 15. Just 34 more days, and I will be free again!
- Martin finds insecticide cans
- Martin finds a key in the wrong place
We are getting closer and closer
They've updated the last day of my contract at the hospital: it ends on November 17. Two more weeks and I'll be free again!
Four more days!
I can smell the freedom already!
The contract with that psychiatric hospital has officially ended. I walked out of there with all my pockets refilled. I'm sure this much will keep me afloat for enough time to release this game!
I just started to plan my schedule to work more efficiently and to keep up with all the Patreon perks, including the monthly builds. I can't wait for it!
I already have a date for the next monthly build: I will send it on November 28, Monday. I plan to include all the cutscenes I made during these last four hellish months.
I've found a new app to help me track all my tasks and started figuring out the best way to use it. I also found a way to visually map all the blank spots I have to cover with artwork inside the game, and I'll implement it right away, so we will have a clearer view of how much we are from completion.
See you guys soon!
- 53 images updated
- It could be WAY more images, but a weird bug in some .psd files made me rework an entire section and revert other stuff. I will fix that in the next update.
- Sent the download link via DM to all Level Three Contributors.
I've made good progress rescheduling my routine and putting everything in order! This is so satisfying!
My next step is to start small polls here on Patreon to help me decide how I will tackle my tasks from now on. The first one will come in the next few hours.
- I've found a way to wake up consistently every day at 05:50 AM without feeling sleepy, expanding my available time to work on this episode.
- I also found a checklist management app to keep track of everything I need to do daily.
- I emptied my entire brain on this checklist app, so I don't need to keep spending energy trying to remember things all the time anymore. The app flawlessly remembers all I need at the right time to keep being productive without distractions.
- Today I finished uploading all the current 374 images of the project to Trello to help me get things done and feed our Discord server with real-time updates simultaneously.
- Now, even my computer has a specific schedule for rendering backgrounds while I'm sleeping.
Cheers!
It shows where you can click to interact with the environment. I made it work in a kind of hacky way, so Ren'Py stutters a bit to show the visual effects. The next step is to refactor and optimize this code a bit, so I can make it more versatile and responsive for future updates.
I need a proper name for this feature. I'm calling it an "exclamation mark" in code, but it won't hold much longer, as I could make it show other symbols for different interactions.
I started to call it "notification_icon" while refactoring it, but I'm unsure if the name will stick. Its purpose is to show where are the interactable regions of the house to make it easier for the player to figure out what Martin can and can't do.
The player clicks on the "test" button to activate it, and after displaying it for enough time, it quickly vanishes to keep the game visually clean. This activation button is temporary, and I will replace it when I figure out the design of the heads-up display for this project.
Some properties:
- Its animation and visual effects are made to make it visually appealing even if you use it many times. It has some subtle details that you only notice if you really pay attention to it, like the trembling after some time floating on the screen, and the random blinking when it's time to glitch away.
- The notification is shown from closest to farthest based on Martin's current location. Here's a comparison of the same icons, but with martin in different positions:
- Its size hints about the importance of each place, so you can tell which interactions potentially advance the plot from the ones intended to add more flavor or expand the lore of the game.
(Though showing these icons bigger for things closer to the camera in contrast with smaller icons for inspections farther away is SO visually appealing! I'm a bit divided about which direction to take. You can comment to help me figure this out.)
This notification system and more new backgrounds will be on the next Development Build, scheduled for December 27 to all Level Three Contributors! I hope you like it.
Now, I'll be back to work!
I've converted almost all my Photoshop pipeline to DaVinci Fusion nodes, as you can see above. I had to learn a lot of things about color spaces and some DaVinci-specific things to achieve similar results to what I had with Photoshop.
But why did I pass all this trouble if I already had Photoshop doing alright? Because I need to make this project as easy as possible to maintain from the ground up, and this node system provided on DaVinci resolve is the best answer I've found to mass-produce backgrounds with the least effort possible. When I was using photoshop, I needed to manually open a chain of 12 different photoshop files - each one with its own tweaks and mask effects - and update them one by one to apply a change or correction I made in a simple blender pass. I had no trouble doing this when I had one or two backgrounds to tweak, but things became overwhelming too fast when the project took only one more baby step in complexity as I had more backgrounds on queue to handle, so I had to make a jump to this new tool to have a better grip on things.
And boy, oh boy. Not only I managed to achieve the same look I had on photoshop but also gained WAY more control over how the colors and line art behave on screen, and the result is just beautiful.
I've chosen only two backgrounds to make this before and after comparisons, but now that the setup is done, these changes were applied to ALL backgrounds ever made automatically with just a click. While photoshop takes only one rendered frame at a time, these compositor nodes take an entire folder to handle at once! This system will save me multiple weeks of photoshop editing and even open up room for more creativity and cool background variations.
I also learned how to build my own tools inside DaVinci Resolve to take the most out of every rendered scene, and now I can totally change the look and mood of any background by using some simple sliders.
I can now change the intensity of the sun's direct light. Notice how it glows if it burns too hot on the floor
I can also change the temperature of the environment while keeping the colors looking good.
And I can also make these beautiful lighting effects that were a real pain in photoshop with absolutely no effort on DaVinci Resolve.
That's all I have to report until now. Thank you so much for reading!
I'll make another post showing more when I figure out how to compose mirror reflections and glass objects in these scenes. I'm almost nailing it.
All these changes will be present on the next development build on January 30, along with more interface-related features.
Sending to Level 3 supporters immediately!
This month I overhauled the code to support exciting special effects for the interface. The backgrounds were updated to the rendering style and I reorganized the folder structure to make better use of some Ren'py helper functions. The game is rapidly coming together and we're getting closer to the juiciest parts ( ͡° ͜ʖ ͡°) of the project.
I'll make a detailed post next week describing all the news. Stay tuned!
I made one more layer of visual clues to make the game feel more responsive when the player interacts with the environment. I can't hold my excitement. This addition completes what is needed to handle interactions with that woman on the floor.
- You can click on a specific button, and these stencils show up in the environment to make it clear where you can interact with the environment. While it's showing, we have this neat glitchy effect to make it more visually appealing, and it fades away with time to keep the interface clean (but you can click anytime to activate it again ).
- When you click on something, it shows a specific animation to confirm where you clicked and neatly glitches everything else away to keep the screen clean.
- When you get an item during a cutscene, it automatically disappears from the environment without any extra code.
- Notice how the character sprite lets all the visual elements do their own thing before moving to where you clicked and approaches just in time to touch the stencil while it's still disappearing. It took me a day or two to figure out how to make Ren'py behave the way I wanted. Worth it every second.
- Don't want to activate the glitchy stencils all the time? No worries. All visual clues work independently from each other. Click anywhere in the environment, and the game will tell you if you interacted correctly at any time.
- This last feature is a big one. If I save the images with an appropriate file name pattern, I can make them interact with the character sprite without any extra effort. It will be WAY faster to set up the lewd interactions and other complex multi-layer setups.
Overall, these latest additions to the interface paved the way to make this game more engaging and visually pleasing. I can't wait for players to experience this feeling.
Attention all Patreon supporters! It's time for an exciting update on our project progress!
Do you remember her? It's the mysterious woman that comes to see Martin and passes out.
After countless hours of hard work, I've finally completed the necessary code to handle the mysterious woman's interactions with Martin, and I'm now ready to draw her stunning cutscenes! But that's not all - I'm going above and beyond to bring this character to life in the most satisfying way possible.
I started by creating a 3D representation of her clothes using the body mesh we'd been working with since the beginning of the project. I've meticulously improved the rigging and sculpted her body to interact seamlessly with her clothes, pressing her curves against the fabric to make it feel more squishy and lifelike!
But I didn't stop there - I recreated all her accessories, including her necklace and flip-flops.
And let's not forget about her hair! I was lucky enough to find a beautiful downloadable mesh with the same hairstyle as hers, which saved us several days of work and allowed me to focus on perfecting other aspects of the project.
But the work isn't ending there. My most recent challenge has involved modeling and rigging Melissa's cell phone purse. Working on it has been a painstaking process, as I've had to ensure that the organic leather parts interact seamlessly with metallic elements like the buckle, lock, and lobster clasps. However, the effort will be worth it, as it will be easier to make cutscenes interacting with it.
Overall, I'm incredibly excited about the progress made on this project with your help, and I can't wait to share the final result with all of you. Your support on this Patreon page has been invaluable, and I'm grateful for each and every one of you. Stay tuned for more updates - there's so much more to come!
Dear Patrons,
I am excited to announce a new feature on my Discord server that will allow you to track my work in real-time like never before. Starting Sunday, I have added a new bot to the discord server that will report every file change I make on the project as soon as it happens.
This is a great new feature because it will allow you to stay up-to-date with every change I make to the project. You'll be able to see exactly what I'm working on, and you can even ask me on specific changes as they happen.
Not only will this new feature help you stay in the loop, but it will also give you a better idea of how hard I'm working to make this project a success. You'll be able to see just how much time and effort I'm putting into the project, and you'll know that your support is making a real difference.
As always, I appreciate all of your support, and I hope that this new feature will help you feel more connected to my work. If you have any questions or comments about the new bot, feel free to reach out to me on Discord.
Thank you again for your support, and I look forward to sharing even more updates with you in the future.
What is this curious sequence of emojis? Is this person referring to that kind of activity? Because we will have some of that kind of action in this episode. You can count on it. ( ͡° ͜ʖ ͡°)
This kind of praise makes me do my best and run the extra mile every day to release this game! I'm glad to hear that, and thank you very much for your continuous support!"It was the humor, story, characters and artwork that made me subscribe on the Patreon."
- Compared to other titles, our teaser version looks like a mini sneak peek, so I agree. It's small, but it's honest work."too short to make a work out of it."
- I'm always up to a good chat, and I appreciate it very much when you guys reach up to me to see how things are going! It always makes my day!"I usually just message n500 on Discord for an update and how he is "