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VN Ren'Py Abandoned The Scheme of Betrayal [v0.3] [Frxnz]

3.20 star(s) 6 Votes

MiltonPowers

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Hello everyone.

I want to start by saying that the music issue is 90% resolved. A few things still need to be paid for, and then we’ll have 24 unique tracks that no platform will complain about — which makes me very happy. The musical style will be a bit different from what you’ve heard before, but that’s actually a good thing, so I’m as happy as a clam.

The issue with car models is still open and, most likely, will never be fully resolved. So we’ll have to find creative workarounds to make sure no one complains about those either.

Since the last update, something strange happened — DAZ suddenly stopped acknowledging my keyboard, which is one of the main tools for controlling actions in that wonderfully (and absurdly infuriating) program. A lot of time was spent trying to find and fix the problem, and — as it often happens — the most effective solution was also the most obvious: a complete uninstall with no leftover files. That helped, and I really hope it won’t happen again.

In parallel with rendering, I worked a bit on the menu and added a couple of new features. But the final version of the menu — and work on it — will be completed after the second update. Right now I’m simply not ready to finish it — I’m short on both time and patience.

The long, heavy rendering sessions are behind me, and now it’s time for quicker ones — but that won’t last. Soon we’ll be back to one-hour (or longer) renders again. If everything goes smoothly and there are no unexpected emergencies, then we should meet again at the end of the episode this summer. I really hope so.

My plans before the next devlog, besides rendering, include creating a few new visual effects for transitions, and adding a feature I hadn’t planned on making a full system. If everything works out the way I intend, I’ll share more details about it in the next log.

I’m also considering releasing this as a prologue rather than a full chapter — a prologue that would be twice the length of the previous one (TSOB). Why? Because right now the story includes not only main characters but also secondary ones. Their screen time is distributed unevenly — some appear much more than others. Structuring the story into chapters would allow better control of screen time, making sure specific characters get their moments in the spotlight during particular releases. But again, this is just a thought for now — we’ll see how Future Me handles it closer to release.

Right now we have 861 renders done, plus 15–20 in the queue. No preview this time (I’m not sure what to show — I’ll show it later), but I do have some art to share.

See you in the next post, ladies and gentlemen.

Big hugs to you all!
 

MiltonPowers

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lrash.png


Hi everyone,

It’s been about a month since the last dev update, so I figured it’s time to share what I’ve been up to and how things are going. Originally, the plan was to release the project by the end of summer, but that’s looking pretty unlikely now. While working on the menu system and some other features, I ran into a few bugs. None of them were game-breaking—the game actually worked fine with them—but some were worth addressing. For example, hitting “Return to Main Menu” would throw the player back to the “warning” screen before the title screen. Just a small example, but you get the idea. Some bugs might never have shown up during a normal playthrough, but they could’ve caused issues later on with updates, so fixing them now felt necessary. The good news is: all of that cleanup is done.

I’ve also added a few more scenes to the plan, which obviously takes extra time. Right now, rendering a single image takes about 1 hour 15–20 minutes. That’s pretty slow, and unfortunately, I can’t leave my PC running overnight—it keeps me from sleeping—so rendering only happens while I’m at work. When I get home, I set up new poses, and then the cycle repeats. At the moment, I’ve got 1,020 renders finished, with around 40 left in the queue. On top of that, I’m going back through all the sound effects and music to make sure every scene has the most fitting audio. Thankfully, most of that part is already done.

I won’t be sharing any previews before the next update drops, but here’s an older piece of artwork I always meant to post and never did.

Thanks so much for your patience and continued interest—it really means a lot. Talk to you soon!
 

MiltonPowers

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a14.jpg
  • In a world where corporations rule lives and the past never lets go, three mercenaries—Vincent, Ashley, and Laura—teeter on the edge of loyalty and betrayal. They carry out dirty work for the powerful corp, but when a mysterious side job emerges, everything changes. Steal a car? Sounds simple enough. But something lurks behind it, threatening to shatter their fragile alliance.
    • 1,105 renders in 4K resolution.
    • 15 unique music tracks.
    • 20 unique sound effects.
    • A character relationship system.

a14.jpg l38a.jpg m32.jpg n157.JPG n311.JPG

Link Removed as OP has been updated.
 
Last edited:

BaasB

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View attachment 5223247
  • In a world where corporations rule lives and the past never lets go, three mercenaries—Vincent, Ashley, and Laura—teeter on the edge of loyalty and betrayal. They carry out dirty work for the powerful corp, but when a mysterious side job emerges, everything changes. Steal a car? Sounds simple enough. But something lurks behind it, threatening to shatter their fragile alliance.
    • 1,105 renders in 4K resolution.
    • 15 unique music tracks.
    • 20 unique sound effects.
    • A character relationship system.

View attachment 5223247 View attachment 5223248 View attachment 5223249 View attachment 5223250 View attachment 5223251

Rework?
 

BaasB

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This is not a rework, but a different game with some of the plot parts of the first game
Do you want a new thread?

or is this good enough?
 

MiltonPowers

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I'm paraphrasing but basically the concept and plot has changed from the original. The main characters will remain (with slight appearance differences) and some scenes will be the same but most will be different.

A few other previews I picked up from the dev while it was in development that I don't think I posted earlier.

Mona & Amanda

ammn.jpg

Rachel

Rach.jpg

Wanda

Wanda1.png wanda2.jpg
 

blackmetal

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Nov 15, 2018
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Hello everyone.

I want to start by saying that the music issue is 90% resolved. A few things still need to be paid for, and then we’ll have 24 unique tracks that no platform will complain about — which makes me very happy. The musical style will be a bit different from what you’ve heard before, but that’s actually a good thing, so I’m as happy as a clam.

The issue with car models is still open and, most likely, will never be fully resolved. So we’ll have to find creative workarounds to make sure no one complains about those either.

Since the last update, something strange happened — DAZ suddenly stopped acknowledging my keyboard, which is one of the main tools for controlling actions in that wonderfully (and absurdly infuriating) program. A lot of time was spent trying to find and fix the problem, and — as it often happens — the most effective solution was also the most obvious: a complete uninstall with no leftover files. That helped, and I really hope it won’t happen again.

In parallel with rendering, I worked a bit on the menu and added a couple of new features. But the final version of the menu — and work on it — will be completed after the second update. Right now I’m simply not ready to finish it — I’m short on both time and patience.

The long, heavy rendering sessions are behind me, and now it’s time for quicker ones — but that won’t last. Soon we’ll be back to one-hour (or longer) renders again. If everything goes smoothly and there are no unexpected emergencies, then we should meet again at the end of the episode this summer. I really hope so.

My plans before the next devlog, besides rendering, include creating a few new visual effects for transitions, and adding a feature I hadn’t planned on making a full system. If everything works out the way I intend, I’ll share more details about it in the next log.

I’m also considering releasing this as a prologue rather than a full chapter — a prologue that would be twice the length of the previous one (TSOB). Why? Because right now the story includes not only main characters but also secondary ones. Their screen time is distributed unevenly — some appear much more than others. Structuring the story into chapters would allow better control of screen time, making sure specific characters get their moments in the spotlight during particular releases. But again, this is just a thought for now — we’ll see how Future Me handles it closer to release.

Right now we have 861 renders done, plus 15–20 in the queue. No preview this time (I’m not sure what to show — I’ll show it later), but I do have some art to share.

See you in the next post, ladies and gentlemen.

Big hugs to you all!
you can use daz content in blender which has a better work flow
 

SonsOfLiberty

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Betrayal [v0.1] [Frxnz]

COMPRESSED:

Win/Linux:
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Mac:
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3.20 star(s) 6 Votes