Create and Fuck your AI Slut -70% OFF
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4.70 star(s) 61 Votes
Mar 29, 2023
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Man, what a great fucking game in every regard, but jesus, that's a lot of frontloading information without any visuals to help remember all these names and families and what they do.

Also, you cannot just call someone "Leala" and tell me it's pronounced "Lay-all-uh" or "Cerys" and tell me it's "Kay-rizz" or something. "Seofunday" is "Say-fun-day". It just doesn't make sense.

Call them John and have me pronounce it as "Pickle", why don't you, lol.

Wild game though, super interesting.
Isn't Cerys pronounced as Seh-rus? Though I gotta say sometimes the c is an s and sometimes a k... pretty confusing. Like Cenryk (ken-rik), Ceryl (seh-rul) =P

The days of the week though, for me it was sort of straight forward since it almost sounds like numbers? For example; Seofunday (seven day)
 

MasterHowl5944

New Member
Jan 21, 2025
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Isn't Cerys pronounced as Seh-rus? Though I gotta say sometimes the c is an s and sometimes a k... pretty confusing. Like Cenryk (ken-rik), Ceryl (seh-rul) =P

The days of the week though, for me it was sort of straight forward since it almost sounds like numbers? For example; Seofunday (seven day)
The codex has the pronunciations if you mouse over the names (or long press on mobile). Cerys is pronounced kehr-iss.
 

ImariKurumi

Member
Nov 21, 2022
359
617
217
The codex has the pronunciations if you mouse over the names (or long press on mobile). Cerys is pronounced kehr-iss.
Oh wow, i've been butchering the pronunciations. But in my defense, the in game pronunciations are really weird, especially Aine. I'm guessing this is some european or scandinavian language.
 

Kurogane no Tsurugi

New Member
Jun 14, 2023
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146
The origin of the names are often Welsh or Irish (Gaeilge) Leala, Aerion, Luther and Cyril being the exceptions.
And some names also carry a meaning that relates to the character.
Take for example Cerys which means "lover" or "loved one".

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So far the hardest Irish name to pronounce that I've found is Saoirse (Shirshe), but that is unrelated to the game.
 
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hitman2511

Active Member
Jul 30, 2023
713
2,084
376
Release Plan Update

Just a quick update on the plans for the next release: I'll be splitting the ball off into its own update, so there will be two releases to cover the remaining content in Chapter Two. The first one with everything left before the ball will be wrapped up in October and will be out to at least Master (and Weaver) tier supporters that month. The public release will almost certainly be in November. I'll still be tackling the extra tasking from the public poll, and will probably do the three highest choices as part of the first release and maybe two others as part of the ball update.

I've talked about getting the releases down to 4-5 months on average, and this is part of that. I'm also considering naming the releases something simpler than 'Chapter X, Part Y' as I move forward, since I expect each chapter will require splits into multiple parts if they cover the periods of time I envisioned. So don't be surprised if the next release isn't called 'Chapter Two, Part Two'.
 

ciberma7865

Member
Jan 13, 2020
477
608
258
September Progress Update

Quick and dirty: wrapped up the first pass through all the content for the next release, so it's "playable". Might be about 80% of the way through the work for the release, so still a bit left to do.

Mentioned it in the previous post, but this release will stop just before the ball. It'll be a bit of a respite between the "event" at the end of the previous update and the inevitable intrigue of the ball. More lessons and dates with the wards and more time with the ginger Trinity. It'll probably be a little longer line-wise in the Ren'Py script than the first release of Chapter Two, but have fewer renders. Mostly since there's no giant friggin' Encounter and only two full QT scenes instead of three. There'll be three of the new 'mini scenes', though. The ball will probably only have the one full QT scene that's currently written in, but I'd like to add a couple fun minis there, too. There are a couple other scenes I'll be adding to the ball to flesh it out and bring it up size/length-wise to the other two Chapter Two releases.

So what's left to do?

First thing is tweaking the animations I'm working on myself. There's three this time, and while I'm happy with the progress, they're not quite as 'natural' as I'd like them to be. I don't expect I'll get them to quite the same quality as the three I had commissioned, but I'm learning a lot by studying the scenes worked by the animator I commissioned them from. It's less arduous than I expected, thankfully. Might turn out that I do most of the animations myself in the near future, which is probably for the best. Still won't be doing quite as many as other AVNs do, but I'm happy with that. I'd rather have a few (good) animations and faster releases than a lot of (also good) animations and slower releases. So I'll be tweaking what I have and then rendering all of them over the rest of the week.

There's a number of various TODOs left: some tweaks to the UI for android, text box and outline sliders, dialogue tweaks, a couple render fixes, etc. Shouldn't take more than a few days to finish those.

I'll be tackling the top 2-3 choices from the extra tasking poll, which looks like it'll be the character detail screen outfit bit, adding a toggle to always display the pronunciation text, and improving the animations in Cer's first QT scene. Might not get to all of the animations in that scene this release, but I'm definitely going to take a stab at the two for the real 'meat' (heh). For the others I might just revert them to static renders for the time being rather than that pseudo-animated ATL transform bit I'm currently using for them (which is really just a series of renders shown on a loop).

Along with the above, I'll be tweaking the early-game exposition a bit. Namely, making a couple parts more 'show' rather than 'tell' and adding another choice or two to get the slimmed-down explanation. I know some folks are really enjoying the lore and world-building, so I won't be taking anything out, just hopefully presenting it in a more entertaining (or brief) way for those who are more interested in the characters and/or plot.

I'll probably be sending a release out for testing/proofreading to Weavers (well, the one Weaver plus Howl the Proofreader) while I tackle updating the animations for the "Hey" scene. I'll make a post with the release schedule once I have a clear idea on when the Master release will be ready.

As always, thanks for the support and stay safe!
 

SpasmJack

Newbie
Dec 29, 2024
59
77
67
September Progress Update

Quick and dirty: wrapped up the first pass through all the content for the next release, so it's "playable". Might be about 80% of the way through the work for the release, so still a bit left to do.

Mentioned it in the previous post, but this release will stop just before the ball. It'll be a bit of a respite between the "event" at the end of the previous update and the inevitable intrigue of the ball. More lessons and dates with the wards and more time with the ginger Trinity. It'll probably be a little longer line-wise in the Ren'Py script than the first release of Chapter Two, but have fewer renders. Mostly since there's no giant friggin' Encounter and only two full QT scenes instead of three. There'll be three of the new 'mini scenes', though. The ball will probably only have the one full QT scene that's currently written in, but I'd like to add a couple fun minis there, too. There are a couple other scenes I'll be adding to the ball to flesh it out and bring it up size/length-wise to the other two Chapter Two releases.

So what's left to do?

First thing is tweaking the animations I'm working on myself. There's three this time, and while I'm happy with the progress, they're not quite as 'natural' as I'd like them to be. I don't expect I'll get them to quite the same quality as the three I had commissioned, but I'm learning a lot by studying the scenes worked by the animator I commissioned them from. It's less arduous than I expected, thankfully. Might turn out that I do most of the animations myself in the near future, which is probably for the best. Still won't be doing quite as many as other AVNs do, but I'm happy with that. I'd rather have a few (good) animations and faster releases than a lot of (also good) animations and slower releases. So I'll be tweaking what I have and then rendering all of them over the rest of the week.

There's a number of various TODOs left: some tweaks to the UI for android, text box and outline sliders, dialogue tweaks, a couple render fixes, etc. Shouldn't take more than a few days to finish those.

I'll be tackling the top 2-3 choices from the extra tasking poll, which looks like it'll be the character detail screen outfit bit, adding a toggle to always display the pronunciation text, and improving the animations in Cer's first QT scene. Might not get to all of the animations in that scene this release, but I'm definitely going to take a stab at the two for the real 'meat' (heh). For the others I might just revert them to static renders for the time being rather than that pseudo-animated ATL transform bit I'm currently using for them (which is really just a series of renders shown on a loop).

Along with the above, I'll be tweaking the early-game exposition a bit. Namely, making a couple parts more 'show' rather than 'tell' and adding another choice or two to get the slimmed-down explanation. I know some folks are really enjoying the lore and world-building, so I won't be taking anything out, just hopefully presenting it in a more entertaining (or brief) way for those who are more interested in the characters and/or plot.

I'll probably be sending a release out for testing/proofreading to Weavers (well, the one Weaver plus Howl the Proofreader) while I tackle updating the animations for the "Hey" scene. I'll make a post with the release schedule once I have a clear idea on when the Master release will be ready.

As always, thanks for the support and stay safe!
Yoooo brahs, I'm so not gripping dat crisp Ve-eN dev lingo our primo Slate is dropping! Halp ya broski to QT please!²

I'm probably stupid but seemingly can't figure out what QT means. I know what it means, but I also don't know what it means. And the best my epic brain came up with is Quantum Titties. Simply because the WMDs in this VN are for real, but also are not real.

Help a brother out of his while true paradox loop by explaining what QT stands for.
 
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HiHaHo

Engaged Member
Jan 2, 2023
2,585
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Yoooo brahs, I'm so not gripping dat crisp Ve-eN dev lingo our primo Slate is dropping! Halp ya broski to QT please!²

I'm probably stupid but seemingly can't figure out what QT means. I know what it means, but I also don't know what it means. And the best my epic brain came up with is Quantum Titties. Simply because the WMDs in this VN are for real, but also are not real.

Help a brother out of his while true paradox loop by explaining what QT stands for.
in terms off VN development probably Quick Time,possibly Quality Time(lewd)
 

Elduriel

Resist the Kaiju!
Donor
Mar 28, 2021
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in terms off VN development probably Quick Time,possibly Quality Time(lewd)
I'm assuming it's a technical thing in development just by reading the context above. He talks about details of animations and rendering
 

HiHaHo

Engaged Member
Jan 2, 2023
2,585
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I'm assuming it's a technical thing in development just by reading the context above. He talks about details of animations and rendering
you can consider those clicking mini-games during training etc a Quick Time event(scene) so im like 90% sure its the right guess
 
4.70 star(s) 61 Votes