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mbRjpZLD

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Apr 28, 2017
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The codework needed to be done, it was actively preventing coom from being added to the game, so they bit the bullet and fixed it. Writing now has its own dedicated writers, and, as far as I am aware, it doesn't really affect how quickly things come out.

They're actively working on adding cuddling and threesomes to the game, two very requested features, which does require some code rework. The second-largest obstacle is that they don't have the funds to have the artists pump out artwork that fast, which significantly delays things.
It feels like over the past year or so almost every single new feature needed a code rework. doesn't bode well for the future.
 

darkstel

Newbie
Sep 21, 2017
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To be honest, I'm a little disappointed with the result of this year and the fact is that 2026 is now a big question (at least for the storyline), but it's better to wait than to end up with a collapse like summer saga a couple of years after a hasty release. Just a request to the developers of the game, do not make forecasts or even hints about future releases, uncertainty is always better than illusory expectations.
 

BigAlzBub

Active Member
Jul 20, 2020
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It feels like over the past year or so almost every single new feature needed a code rework. doesn't bode well for the future.
The peril of coding without a fixed end point.
You write code which works in the moment, and unless you are super lucky or insanely prepared, the decisions you make cause you grief later, so you will fudge a solution, then another problem will come up and you will have to fudge the fudge, until you have a huge bowl of fudge, at which point you have to go back a recode it from the beginning, unless you stop there and have a finished product, you will climb straight back on that treadmill and before long you will be in the same situation again and again and again and...well you get the picture.
It is particularly true when start adding features which you didn't plan at the start. You just have to suck up the pain, bite the bullet and accept that it is this way. The only alternative is to do proper structural design and stick religeously to your design document, and trust me trying to do that is like grasping sand.
 

ShinyBoots1993

Well-Known Member
Apr 7, 2020
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Wait, did I get BLARFED again by the veterans here? :unsure:
Pretty much.

The age comment was in regards to the comics being "of their time". All characters are legally required to be 18+ in our game.

The loli and shota tags on this website don't refer to minors. They're for 2000 year old vampires/demons stuck in a 12 year old girl's body or guys that are totally just short kings and not an 11 year old child.

I get that the "no update" complaints get annoying, especially for the devs themselves, but let's be honest, new art getting held up for Ron's 6th codebase refactor of this year or some super epic procedural writing I totally won't click through after seeing it once is getting a bit old at this point. End of the day, this is a coom game, everything else is secondary. If you kept releasing new coom independently from the writing/features it would be received a lot better. The coom must flow.
It feels like over the past year or so almost every single new feature needed a code rework. doesn't bode well for the future.
Yeah, I think release date comments can be annoying but, they need to do some self-criticism with the update schedule for sure, and remember now they are getting more funds than ever
The peril of coding without a fixed end point.
You write code which works in the moment, and unless you are super lucky or insanely prepared, the decisions you make cause you grief later, so you will fudge a solution, then another problem will come up and you will have to fudge the fudge, until you have a huge bowl of fudge, at which point you have to go back a recode it from the beginning, unless you stop there and have a finished product, you will climb straight back on that treadmill and before long you will be in the same situation again and again and again and...well you get the picture.
It is particularly true when start adding features which you didn't plan at the start. You just have to suck up the pain, bite the bullet and accept that it is this way. The only alternative is to do proper structural design and stick religeously to your design document, and trust me trying to do that is like grasping sand.
As for these posts. I need to get rid of some misconceptions as it seems public dev discussion has confused a few.

The hold up wasn't code. We did a code overhaul once, which is what broke saves in 0.8c. We likely don't need to do that again for the foreseeable future and if we do, I'll make damn sure you know.

What was holding up the update was art funds. We were working on new feature code and next chapter's writing specifically because we didn't want to sit on our ass doing nothing while waiting for art.

The art you were being shown in previews was just what was managed to be requested before Ron had to dip into his personal funds.

With the special crowd funding we did, we just now have the cash to actually get everything we need.

I'll note that while yes, our coding was not what was holding things up, I want to clear up another misconception. A lot of you are discussing things as if we are a Steam Early Access game. The simple fact is that we're not.

Simply "adding coom" is not a realistic action for us to make. The reason for this is that we're not working on renpy in the same way that Honey Select and Koikatsu party folk are. No shade towards them but they're essentially just adding renders to a copy paste of "click button to go to next scene."

I'm not a programmer but I'll do my best to try and explain.

Ron used the most basic of renpy's code and is essentially building a new engine almost from scratch. This is how he's outright invented new features renpy did not have before. The biggest example being real time physics.

Most devs use an advanced build of renpy, Unity, or RPGmaker.

Aside from the most basic of framework that renpy provided, we're essentially building a new engine. Code monkeys like sleepingkirby can tell you that our game is programmed in a very modular way. We didn't rewrite Renpy, we started from a base most don't and decided to make it modular both so we don't have to break saves when we add content to older parts of code and so modders can have a fun time.

I'll note that we didn't extend dev time with that decision. It was a "While we're here" kind of thing. That bit of the code needed to be programmed from scratch so we made it modular to begin with. As far as I'm aware, other games before add modularity on top of a more complete framework if they do include it.

Another thing I learned is that Summer Time Saga and Rogue Like don't suffer spaghetti code exclusively because of the programmers did what made sense to them. These games are pretty old and basically started on prototype builds of renpy.

Again it's complicated and I'm not a programmer so I'm sure someone else can explain it better but the TL;DR is:

1. We're not overhauling the code for every feature. Ron invented his own branch of renpy.

2. Art funds were holding us up and we now have those funds thanks to the increased crowd funding.
 
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