VN Ren'Py Onhold The Spice Pirate [Prologue: Remastered] [Tak Mycket]

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TakMycket

Tides of Succession Dev
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Aug 14, 2023
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MC is shown dressed in what essentially are his pijamas ... on the deck of a ship he would have to man - dust, clean, scrub, carry heavy sails in and out of storage, carry buckets upon buckets of water to clean the deck, carry all sorts of heavy ropes, anchors, wodden pillars to assemble all sorts of contraptions - this is a pirate ship with special gear to board and hook and pillage neighboring ships - manning heavy wodden long ladders with other pirates on them, hoisting himself on the ropes along the ship to basically maneuver while in the rough seas, basically climbing up and down the length of the sails to do maintenance:
there are countless odd jobs to do while at sea to keep afloat that need strong upper body and getting ”jacked” is only one side effcet of getting yourself overworked with heavy loads, precisely if you are young and still passionate about being at sea and doing the menial work that gets you to pirating - which means quite demanding climbing using mostly you upper body on ropes all the time and carrying all sorts of heavy things - sacks of food, wood assembly blocks for the ship, buckets of water - exhaustion from keeping the ship afloat is a thing on modern fishing boats - you think back then it was just chillin ?
You do have a point. However, a big part of becoming jacked is diet. Modern day body builders carefully select which foods to eat to ensure they are getting all the right nutrients and minerals into their body's. Without this meticulous diet, you won't be able to achieve a body builder physique.

But as you said, the MC has been rather active throughout his lifetime. Which is why he's fit and has some muscles, but he's not insanely muscly. There's a balance... and in my opinion, I think the end result is rather realistic.
 

Old Grumpy Wolf

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Jul 17, 2021
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Different people have different preferences... I get that. Personally, I couldn't care less about whether or not the MC was jacked or scrawny. I would say calling him scrawny is a bit of a stretch... but I will let you make up your own mind:

View attachment 3742889

There are reasons for this change. Firstly, his clothes fit better, as before, the fit was rather unnatural. Secondly, it suits his character better. The MC has spent most of his life on board a pirate ship, sailing and plundering. It would make sense if he's fit and has some muscle... but having a body builder physique would be a bit of a stretch. Which is ultimately why I changed it.

But hey - I do get why some people will be disappointed with this change. One of my favourite MC's of all time (Rockford from Leaving DNA) is quite jacked.
He's not scrawny. I was just talkin in general. One game, now abandoned and I forgot the name, the MC was built like yours, a little bigger, but, he was convinced to shrimpify his MC and it wasn't long after, the game was abandoned.

Were there gyms around that time period? Or is the MC logging trees around in his spare time (Commando style)? How the fuck would he be jacked then?
It's called genetics. Or maybe there's other reasons. Like case in point Conan. Living a rough life. Also add in RL examples: Vikings. Were they little guys? No. Were they big and brutish? Some probably. Did they have gyms? No. So, yeah. Many reasons why people back in years past could be huge.
 
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DevinHesi

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23/06/2024 - Weekly Dev-Log #3 Progress:
  • 581 renders
  • 12,317 words
  • 13 choices
  • 13 animations
Only got half way to this week's word count goal, but that's something I'm not overly concerned about. I'm very happy with the amount of renders/animations I got done. Animations: You can see the first animation attempt I shared previously (and another I'll share below). I'm quite happy with my kissing animations. However, I do pose all of my animations from scratch, meaning for the actual sexual animations, the quality is a little poorer. I still think they're pretty decent animations, but I'll be honest - I don't even come close to Puggy in terms of animation quality, so don't expect any groundbreaking animations from TSP. I will try my best to improve as much as possible. Playtesting: Won't be ready until the week after the next I'm assuming. I've got 2 lewd scenes (instead of the initial 1 I had planned for this version), and I'm about half way through both. If there's one thing I learned from the latest released version of TSP, it's not to rush the lewd scenes. Both these lewd scenes are going to be long, with multiple positions, kissing/touching and some dirty talk depending on the characters involved. I also want my lewd scenes to serve another purpose rather than just... sex... so I plan to intertwine character development into these scenes as well. On top of that, I'm going to also include another 3 scenes after I've finished the 2 lewd scenes, and then my laptop also has to render out all the animations and still renders as well. Allesandra: The blue skinned woman you should see below, making out with the MC, is Allesandra. She's part of a race called the Dreeskt, who play an important part of TSP's lore, and will also play a role in the story. The Dreeskt have a set of defining traits which you will discover as you progress through the story. For now, Allesandra is planned as a Side Girl... but plans do change...

View attachment anim_allesandra_kiss1.webm
 
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DevinHesi

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30/06/2024 - Render Preview

For some reason, I just seem to like this image... so I decided to share it with you lot.
Dev Log will be coming out later today...

1719713233291.png
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
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30/06/2024 - Weekly Dev-Log #4

Before I begin, I would like to thank DevinHesi for posting my dev-logs in this thread. However, since I keep an eye on this thread anyway, I thought I may as well post the dev-logs here myself.

Progress:
  • 715 renders
  • 15,175 words
  • 17 choices
  • 22 animations
In all honesty, I would like those numbers to be higher. However, I'm not too worried about it. The reason is, at all times, my laptop is working. Either I am working in Daz, posing, or my laptop is busy rendering. I still have 10 more animations in my render queue (plus 60 odd still renders).

Playtesting Version:
All the scenes I'm writing/posing are longer than expected which means I'm going to push the playtesting release back until mid July. I would normally cut the version off and release it to playtesters now, but I'm aiming to include two lewd scenes in this version so I can get feedback on that apsect.

Amendments to Planned Tags:
Threesome is now added as a planned tag. The threesome content will be avoidable. No other tags will change.

Lewd Scenes:
My lewd scenes will vary quite drastically from other AVNs (and in a good way). I was going to write a whole lengthy essay about why, but decided instead that you lot will just prefer a few render previews.

zelene_lewd1_97.png
allesandra_lewd1_39.png
Practically, I aim for my lewd scenes to feature meaningful choices, character development and quite a few passionate, make-out sessions. I also aim for them to be rather lengthy.

Other Progress:
I've been jumping back and forth between posing the two lewd scenes and a few other scenes. One of the other scenes I was posing was an interlude (an interlude is a quick scene without the MC with the purpose of providing context to the plot), which introduces us to another main LI - Arrabella.

arrabella_interlude1_1.png

Speaking of interludes, there was another I did the week before, but I didn't have the opportunity to show case the characters in it because the scene hadn't been rendered when I wrote last week's dev-log.

Adelaide (a loyal, but timid lady-in-waiting) (She is a main LI - in fact, she's my favourite LI, if I had a favourite of course ;)):
render22_16.png

Laural (a cunning noblewoman with an honourable husband who doesn't spend enough time with his wife) (Side Girl, but important plot character):
render22_12.png

And before anyone points it out - I'm aware bras, let alone lingerie, didn't exist in the early 17th century (or if they did, they weren't commonly used). However, this is set in a fantasy world, not the real world, thus as part of the rich lore in TSP, you will discover that lingerie and bras, (though, they aren't called that in TSP) are very much present thanks to the Dreeskt, who favour an attire which shows of a lot of skin, due to their promiscuous nature and their homeland's climate.

That fashion has then infiltrated Adristanian high society. While the Adristanian nobles are still the stereotypical, prudish nobles you would expect, the noblewomen have taken a liking to wearing lingerie to bed, in order to make themselves more appealing to their husbands.

Example of your typical Dreeskt attire:
long_bar_meet_14.png

Making Scenes Feel More Alive:
The other big aspect I've been trying to focus on is making scenes feel more alive. That means more background characters, more complicated backgrounds, more natural posing for the characters, etc.

Hence, I've purchased a few crowd billboard packs from the Daz store. What they are is they're practically cardboard cutouts of random nobles/pirates/peasants. If the camera were to focus on them, it would be rather obvious they lack depth, but luckily they're always in the background. I was planning to use actual character models as background characters, alas, I only have 8GB of VRAM, and my laptop tends to max out at 3 characters present in one render, even with scene optimiser.

I would like to show you an example, but unfortunately, all the examples are currently sitting in the render queue, so I'll show you lot an example in next week's dev-log.

Final Words:
To cap things off... here is a few more Zelene renders:
long_bar_meet_23.png zelene_lewd1_90.png
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
07/07/2024 - Weekly Dev-Log #5
  • 858 renders
  • 18,436 words
  • 23 choices
  • 24 animations
I had a busy week with other commitments. Luckily, my non-TSP commitments didn't slow me down at all, as when I'm not posing in Daz, my laptop is rendering, and I've still got a few more animations and still renders to render.

New Scenes at the Start:
If you read my previous dev-logs, you would know that initially, I had planned for a girlfriend character at the start of the AVN. This meant that there was quite a bit of content before the plot kicked off. However, after removing that character from TSP, it just jumped straight into the plot. 2 scenes and then suddenly you're on your voyage. I actually quite like how it didn't waste much time getting into the plot, but I thought it was maybe a little too quick.

The end result of all this was I ended up brainstorming three different scenes that could be used to provide a little worldbuilding, without the use of an exposition dump. However, when it came to choosing which scene to include, I decided why not include them all. So now, the MC gets a choice to decide on how he wants to spend the night.

Here are some renders I've done of these new scenes so far:
rochdale_bar_44.png rochdale_bar_29.png
elabni_lewd1_8.png

Lewd Scenes:
Finally finished one of the lewd scenes early last week. The other lewd scene is starting to become a chore, simply because there is quite a bit of branching in that scene...

Making Scene Feel More Alive:
Last dev-log I mentioned I was attempting to make scenes feel more alive. Part of that is including more background characters. Here are a couple of shots that I've done so far which show that:
render2_38.png
rochdale_bar_14.png

Re-write:
I'm also in the process of re-writing a couple of the earlier scenes. I thought they could be written better, and thus I'm going through and writing down the motivations of each character in the scene, their emotions at each point and all that sort of stuff. Hopefully, the end result will be an engaging, purposeful conversation between a few characters. This also ended up with a few re-worked visuals as well, just to try and nail down the visual aspect as well (as I want to show information using visuals as well).
render2_33.png

Introducing Brielle:
When I stated my favourite LI was Adelaide in last week's dev-log... well it turns out I was lying. I had completely forgotten all about Brielle, as she didn't have a scene yet and she slipped my mind. But finally this week I got around to posing and rendering her interlude scene...
bc_argument_interlude_5.png

And here's another render of her with her sister of sorts.
bc_argument_interlude_9.png

Introducing Glade:
Glade is a pirate side LI (LI - a female character with a dedicated ending. Side LI - a LI who doesn't feature as much as main LIs for plot reasons). I'm still yet to do her interlude scene, but I have made her so to speak (though I may change her hairstyle).
glade_custom.png

And before anyone asks, yes I have shown all the LIs as of now. So there will be no more new LIs, making it a total of 10 LIs (meaning 10 different endings).

Banner:
And last but not least, I worked on a new banner during the week. I went the stereotypical AVN banner as it seems to work. The images I'm using in the banner are currently placeholders, but the concept will remain the same.
The Spice Pirate.png

Once again, apologies for the long, rambling dev-log. I just start typing and don't seem to stop when it comes to dev-logs...
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
14/07/2024 — Weekly Dev-Log #6
  • 1,077 renders
  • 21,624 words
  • 27 choices
  • 31 animations
Good, solid week of progress.

Spice Deviants:
In the last dev-log, I mentioned I was going to include a few new scenes at the start to provide some additional worldbuilding. Two out of the three scenes will feature Spice Deviants, which are humans who have lost a significant chunk of their spice (for those unfamiliar with TSP lore), which makes them weaker and less intelligent, as well as altering their physical appearance a variety of ways. Here are the two spice deviants the MC can meet during the opening scenes...

lc_rescue_7.png
vitious_lewd1_3.png

The first image shows just a random spice deviant. They tend not to live too long for a variety of different reasons so this one will be dead long before the MC returns to Rochdale (the setting at the start of TSP). The second image reveals Vitious, a spice deviant who's trying to make her way in life while raising her 6 year-old son despite the challenges she is facing.

She will reappear in future scenes and is currently classified as a Side Girl, though I do reckon her character arc is one of the best so I'm currently considering whether or not I should write an ending for her (which would elevate her to Side LI status).

What Lies Beneath:
This is the name of a card game featured in TSP. It's an actual card game played with a standard deck of cards, however, TSP features a modified rule set to make use of the amazing cards developed by Garou24, dev of Shards of the Past, who has kindly let me use these cards in TSP.

WLB will feature in TSP quite a bit, considering it's the most commonly played card game in Adristan (the kingdom where MC lives) and is quite popular among pirates.
wlb_rochdale_12.png
wlb_rochdale_11.png

Name Change:
In other big news, I've almost decided to change the name of this AVN from The Spice Pirate to Tides of Succession: A Pirate's Voyage.

The reason for having a name change is the first version of this AVN (and even the current version), is practically unrecognisable from the version I'm currently creating, apart from the fact a few of the characters use the same name and the plot is sort of similar (yet it's rather different at the same time). It's changed so much I wouldn't really consider this a re-work anymore, but rather an entirely separate AVN.

As for why I chose the new name... I chose it specifically because I really liked the sound of it and it relates to the plot (there's no deeper meaning behind it). I am open to feedback however, so if you have any thoughts on this matter, feel free to share them.

IF I do end up changing the name, I will continue to post the dev-logs here until I create a new thread when the version comes out.

Animations:
I do think my animations are improving, albeit, slowly. What I've noticed is my looping animations tend to be much worse than my non-looping ones, as they tend to look and feel much stiffer. So I'm transitioning to developing more longer-form animations of ~7-10 seconds which don't loop, rather than a 2-4 second animation that loops.

Branching:
In the first part of ToS (Tides of Succession: A Pirate's Voyage - the new name for TSP if you didn't read the name change section), the MC goes from Point A to Point B. There is a choice in which the MC could take the direct route, or the long route. If the player takes the direct route, the script would generate a random number to determine whether or not the MC would run into pirates on his voyage to "Point B".

I have decided to remove that random chance from ToS, and instead, the MC will run into pirates no matter what. Thus, there are now only two branches to get to Point B, rather than three which was initially planned. This is to ease the load of branching. TSP already has a lot of branching (evidenced by the whopping 27 choices it currently has), and I decided that I would prefer it if all the branching came directly from player choice rather than chance.

More Preview Renders:
These are all from scenes I've been working on this week...

lc_rescue_12.png
vitious_lewd1_7.png
rochdale_bar_79.png
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
21/07/2024 - Weekly Dev Log #7
  • 1,229 renders
  • 23,141 words
  • 33 choices
  • 39 animations
Another solid week of progress...

Kissing:
Ultimately, the reason why I play AVNs is because I enjoy the romance. Some of them have engaging storylines, others have very hot lewds - which are both aspects I enjoy - but at the end of the day it's all about the romance. Tides of Succession (the new name for The Spice Pirate, for those who didn't read the last dev-log), is going to reflect my preferences. Thus you can expect a lot of kissing in my AVN... and when there's kissing, there's an animation (as animated kissing scenes are better than one off renders of the LI and the MC kissing - the animations make the scene feel more alive).

As such, I like to think I'm getting rather good at producing some decent looking smooching animations. They're far from perfect... I've still got a lot to improve, but I'm rather happy with the standard I've set at the moment. Here are two examples for your benefit...

View attachment anim_elabni_kiss3.webm
















View attachment anim_vitious_kiss2.webm
















Playtesters...:
I have no timeline for the next playtesting version. I am still implementing quite a few of the scenes, and then I have to do my own playtesting to fix up any major issues before I get your feedback... so it'll be ready when it's ready. The latest playtesting build had 242 renders in it, so there will be a lot of new content for everyone to play through when it does come out.

Branching:
Most AVNs operate on a points based system. Typically, you get 2-3 choices, and if you make the "correct" choice, you get +1 relationship points for LI A... and then later down the later down the track, if you have 5 or more relationship points with LI A, you get to go on a date and then fuck her afterwards. That is not how Tides of Succession will operate.

All choices are boolean values, and they all matter, not just in the immediate future, but later down the track. The best way to do show this branching is through an example.

This is Lady Cromwell. She is a "Side Girl" and happens to be the mother of one of the main LIs...

render5_4.png

It is currently the third scene of the game, and she is glaring at the MC - who is about to sail her daughter to the kingdom's capital. As a lady of high society, and a mother who believes her daughter deserves only the best, she isn't particularly fond of what's about to happen.

However, the very night before this scene takes place, the MC gets a choice on how to spend his night and he has three options (beach, bar or brothel). In two of those options, the MC will not encounter Lady Cromwell, and the very next morning, she will be glaring at him, trying to figure out who this sailor she's never met before is.

But... if the MC were to make a particular choice (spend his evening at the beach)... he would get the opportunity to "save" Lady Cromwell from a spice deviant. In fact... "opportunity" is a poor choice of words in this scenario. He does "save" Lady Cromwell, and the player gets no say in the matter - why? Because it's in his character, it would make no sense for him to just ignore the situation unfolding in front of him.

But from there... there are many different ways the Lady Cromwell beach scene can end...

lc_rescue_52.png

In fact - she could be glaring at the MC, in scene 3, for all the right reasons. Why am I feeling attracted to this handsome, capable, strong sailor who held me in his arms last night? Or, she could be glaring for all the wrong reasons... Why is the rude, brash sailor I met last night the same sailor responsible for my daughter's safety?!

And then... she may not even be glaring at all. She may be happy that the sailor who "saved" her from the spice deviant happens to be the same sailor who her husband has hired. She may feel an attraction to this sailor... she may not... It all depends on what the MC did the previous night...

But the branching just doesn't stop there. Because every character is also influenced by those who surround them. Lady Cromwell's husband just happens to be Governor Cromwell, whom the MC meets in the very first scene. Once again, depending on choices... Governor Cromwell may have complained to his wife about how ill-mannered the sailor he hired was...

render2_12.png

How does Lady Cromwell react when this so called ruffian her husband was complaining about, turns out to be her knight in shining armour? Her very own knight and shining armour who held her in his arms and repelled the "dreadful", "threatening" spice deviant before "it" could harm her... Or perhaps she couldn't help but agree with her husband... as the very ruffian whom he complained about turns out to be the same crude sailor she had just met the previous night, on the beach.

But then... don't forget the beautiful, captivating - yet introverted - daughter, Lady Zelene Cromwell.

render5_37.png

How does she react to her parent's treatment of the MC? Because... when she ends up falling for MC later on...

zelene_lewd1_37.png

Will she have to worry about her parents hating her lover...? Or maybe she'll be glad her parents seemed to like her lover...

This is just one of the many examples of branching at it's best in Tides of Succession.

Walk-through:
I'm sure this leaves you asking the question... will I need a walkthrough to play Tides of Succession?

The short answer is no... and I would explain more, but this dev-log is already way too long (maybe next week...).

Final Words:
Thank you for reading all this... I cannot wait to share Tides of Succession with everyone!

Once again... if you have any questions, I am an open book, so don't be afraid to ask.

Here's a final preview...
elabni_lewd1_57.png
 

hysepReC

Well-Known Member
Feb 16, 2022
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Kissing:
Ultimately, the reason why I play AVNs is because I enjoy the romance. Some of them have engaging storylines, others have very hot lewds - which are both aspects I enjoy - but at the end of the day it's all about the romance. Tides of Succession (the new name for The Spice Pirate, for those who didn't read the last dev-log), is going to reflect my preferences. Thus you can expect a lot of kissing in my AVN... and when there's kissing, there's an animation (as animated kissing scenes are better than one off renders of the LI and the MC kissing - the animations make the scene feel more alive).

As such, I like to think I'm getting rather good at producing some decent looking smooching animations. They're far from perfect... I've still got a lot to improve, but I'm rather happy with the standard I've set at the moment. Here are two examples for your benefit...

View attachment 3852801
















View attachment 3852802
I like these animations, especially the second one. A good kissing scene can sometimes be more erotic than a sex scene (or it can make a sex scene much hotter). It's why I much prefer it when the MC has a face. You ever play a VN that has 'POV kissing' and the render is just a close up of the girl sticking her tongue out? Ugh.

From reading the dev logs, it looks like Tides of Succession is going to be a big improvement over The Spice Pirate in almost every aspect and I'm looking forward to giving it a try when it drops here.
 
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TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
28/07/2024 - Weekly Dev-Log #8
  • 1,411 renders
  • 24,542 words
  • 36 choices
  • 40 animations
Spent quite a bit of time fixing up older renders, which is why the progress isn't as substantial as usual.
I also have quite a bit to talk about in today's dev-log.

Render Settings:
Previously, I would render each render to 3000 iterations and each animation frame to 1000 iterations. Just ask any other dev - this number is quite low. The reason why I had it this low was to optimise for speed, and for most scenes it was fine. However, there were a few scenes in which the renders were a bit... pixelated. They needed more time in the oven so to speak.

Hence, I changed from rendering until I've reached a specific number of iterations to rendering until a certain quality. For those who are interested, the new stop point is a 99% render converged ratio and a 3 render quality. What this means is that for some scenes, they might reach this end point after 3000 iterations, while other scenes may reach that end point at 22000 iterations.

Hence, render time will be increasing, but hopefully I won't have to re-render any more images because they didn't spend enough time in the oven. Here's one render I had to re-render during the week:
zelene_lewd1_53.png

Vitious:
In a previous dev-log, I mentioned Vitious was initially planned as a Side Girl, yet I really liked her character, so I was considering making her a Side LI. However, in recent weeks, she has become my favourite character in Tides of Succession - if I had to choose which LI to pursue, I would choose her. I found myself wishing she was a main LI... if only I had the power to make her a main LI...

So now, she is a main LI - purely because I like her. I am the developer, so deal with it :). What this means is now she'll have more screentime. Because of this, I've added in a "forced" scene (not a lewd scene - for clarification. And by forced I mean you can't avoid the scene via branching.) with her at the start, as she does reside in Rochdale (which is where MC is at the start of the AVN).

vitious_lewd1_22.png

Rhys:
It's pronounced "rice" not "reece". Anyway, Rhys is Vitious's 8 year old son. His very existence is baffling - if you read the dev-log two weeks ago, you would know spice deviants are a "race" of humans who have lost their spice, making them very weak, and less intelligent as well as a lack of self-control. Because of this, once a human loses the vast majority of spice, and they become a spice deviant, it's more than likely they don't survive the year. So the fact that one of them survived long enough to give birth to a child, and then raise the child until they were 8 is odd.

Anyway, the MC meets Rhys during the Vitious scene I mentioned earlier. Here's a render of Vitious and Rhys...
vitious_docks_41.png

Changes to the Development Process:
In other big news, I've also changed my development process. I've already mapped out a skeleton of the entire story (which I still make occasional minor tweaks too - such as adding Vitious as a main LI), as well as outline all the scenes I have planned for Chapter 1. In this outline, I would have written down the purpose of each scene, as well as the key points I want to mention during the scene. After that, I would then just pick a scene, and write and render at the same time.

Originally, this worked great... but recently, I've been facing a little bit of a creative block. So, if progress were to continue without stalling every line, trying to design the next render or write the next line, I needed to change something. So I changed something.

Now, I write, and then render afterwards. What this means is I'm only focusing on one thing at a time so my brain isn't constantly jumping between visuals and writing.

allesandra_lewd1_65.png

Playtesting Version:
Ages away... It is honestly looking like it will have somewhere ~2.2k renders in the next playtesting version. And I'm doing on average 180 renders per week, so since I need to do ~800 more renders... that is roughly 4.44, which we'll round to 5 weeks. And then I of course need to do all my playtesting, so I'll add another week on for that, so 6 weeks from now.

Which puts it at roughly... 8th of September - next playtester version!

Public Version:
To clarify, that's the playtesting version only. After I've done that, I've then got another block of 1000 renders to do... before I reach the "half-way" mark of the Chapter. Which puts the half-way mark at ~3.2k renders... :eek:. Honestly, at that point I may just call it Chapter One and release it... but we'll see what happens. I think the point of all this is there's going to be many more dev-logs before Tides of Succession is released. So don't get too excited just yet.

glade_interlude1_17.png

Walkthrough:
Last week, I flagged the possibility of discussing why you won't need a walkthrough to play Tides of Succession. That was because at the time, I thought I would have nothing to discuss this week apart from "more progress". Alas, a lot can happen in a week... so next week I'll discuss it.

What I will say, is at this moment of time, I have committed to making a walkthrough - even though in my opinion, you shouldn't play with a walkthrough for Tides of Succession. Part of why I also decided to make my own is because I pity the poor soul who would have to make a walkthrough for ToS... It would take a lot of effort to do.

glade_interlude1_18.png
rochdale_brothel_38.png
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
11/08/2024 — Weekly Dev-Log #9
Progress:
  • 1,604 renders
  • 25,224 words
  • 37 choices
  • 41 animations
For those who are unaware, I took a break mid-way through last week, which ended up lasting five days. This is also why I missed last week's dev-log.

In other news, I also had to re-render a bunch of old renders (and animations) for a variety of different reasons, so I spent a good amount of time this week re-working those old renders. I now have ~300 renders in my render queue. So with this in mind, despite the numbers looking pretty poor, I'm actually quite happy with the amount of progress I've done throughout the week.

More changes to Vitious:
When I was modelling Vitious, she was just supposed to be a Side Girl who appeared in a few scenes and made the world feel more alive. However, since being elevated to Main LI status due to the fact I really like her backstory, I've decided her model needs a bit of a change.

When she was first designed, I thought I may as well give her massive tits because players like massive tits and ToS was lacking a bit in that department. This was fine when she spent the majority of screentime naked... but with clothing on, those massive tits looked absolutely ridiculous. So I've had to go back and re-work a bunch of her renders.

To show you what I mean... (this is an old render with her previous boob size):



New UI:
I've settled on what I want the new main menu to be for Tides of Succession, thanks to some feedback I received.


Final Render:

 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
18/08/2024 — Weekly Dev-Log #10
Progress
  • 1,630 renders
  • 25,411 words
  • 37 choices
  • 50 animations
At first glance, it seems as if I've done nothing at all this week (only +26 renders, +200 words). However, I can assure you, that is not the case. I spent Monday, Tuesday and Wednesday designing animations and working on multiple lewd scenes and then the rest of the week I spent on playtesting... And boy am I excited!

Animations
One thing I did during the week was take all the frames I've rendered for a bunch of animations, and convert those frames into animations.

Now, for the first time seeing these animations as how they'll appear in game... they're not going to be awe-inducing, but they're going to be "serviceable". What I mean by this is there's no clipping (that I've noticed), it looks half-way decent, you can tell what's going on and mostly, the motions don't feel robotic. However, I still have a long way to go before people will praise ToS's animations.
A frame from one of my kissing animations - I'll post the full animation over on my Discord server.
Next Playtesting Version
I played the whole entire playtesting version myself for the first time on Friday. The best way to describe Tides of Succession at the moment is a "hot mess of pure potential". There are a whole bunch of little fixes I need to implement, but I am very happy with the core plot and more importantly, the romance in the game.

I'll be honest, I absolutely love playing Tides of Succession, and it is my personal favourite AVN. The reason for this is because I made it to suit my preferences down to the tee. The burning question in the back of my mind though is... will others like it? And that's what I'll find out soon enough.

Anyway, I'm hoping I can have the next playtesting version ready sometime in September. My laptop is rendering about 20 hours per day (and has been for the past couple of months), and in the other 4 hours I'm either designing animations or posing renders in Daz.

At the moment, all I have left is to finish off a few lewd scenes and then add in some more branching. I will then thoroughly playtest ToS myself and then the next playtesting version should be released.
Some of my favourite moments in Tides of Succession...
Combat Scenes
There will be three combat scenes in the next playtesting version. In fact, calling them combat scenes is a little rich at the moment. They're more just a couple of punches rather than a full on fight. However, later on I do plan on having full epic sword battles similar to the ones in Pirates of the Carribean.

Anyway, the reason why I'm bringing these up is because I was surprised at how good they were while playtesting. To give you an idea, they are (currently) little more than 10-20 renders with a tiny pause between them and a screen shake during each transition.

Here are three renders from each of the 'combat' scenes currently rendered:
Renders from each combat scene...
The reason why I was quite worried was because each of these renders aren't great, to say the least... However, when you view the renders as a sequence, it all comes together pretty nicely in the end.

Branching
When I first designed a few of the later scenes, a few earlier scenes did not exist. For the most part, there is little overlap, and it doesn't really make sense for the events which occur in the new earlier scenes to be mentioned in the later scenes. Because of this, I didn't need to change much about the later scenes when implementing the newer scenes.

However, there are a few slight variations I want to add in to the later scenes IF the player has made certain choices in the new, earlier scenes.
Your choices will most certainly have consequences...
Final Words
To put it lightly, I am hyped for when I finally get to release this... which is still ages away unfortunately.
My favourite moment...
 
  • Red Heart
Reactions: DevinHesi

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
25/08/2024 — Weekly Dev-Log #11
Progress:
  • 1,648 renders
  • 25,876 words
  • 38 choices
  • 51 animations
It was just another week of play-testing and letting my laptop render. We're starting to get very close to the next beta version.
My render queue has 61 still renders and 1 animation to render.


Beta Version:
I have a list of tasks I need to do before release...
  • Add in alternate branching in scene 5 depending on previous encounter with Lady Cromwell.
  • Finish Elabni Lewd Scene.
  • Add in alternate branching in Vitious_Docks scene
  • One final play-through to find any other mistakes.
That's all I have left to do. For the Elabni lewd scene, I have one more planned animation, and then a few more still renders to finish and that's about it.
My goal is to have all this finished by next week. So by next week's dev-log I'm hoping the next beta version will be ready.

Achievements:
When I first started making this AVN, I had no intentions of including achievements. However, as I've played other AVNs, the idea of achievements has slowly grown on me. Now, after playing Chasing Sunsets this week, I decided to include them.
So yesterday, I fully implemented achievements into the game. There are now 20 of them.
If I'm being entirely honest, the UI of the achievements are... shit, and I doubt that'll change before the next beta version.

Render Preview:

Lady Arrabella
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
01/09/2024 — Weekly Dev-Log #12
Progress:
  • 151 Renders
  • 1,897 Words
  • 0 Animations
  • 3 Choices
Those among you who are observant would have noticed that the numbers have decreased dramatically since last week. The reason for this is I have decided to restart - again. However, that's not all that's happened this week...

Restart:
When I announced this restart on my Discord Server during the middle of the week, I stated that only the opening chapter would change, and the rest of the story would remain the same. That has since changed.
Imagine Tides of Succession as a proverbial bush. It was an extremely thick bush with branches and leaves sticking out all over the place. If you were to walk by, you would call it an unruly mess and wonder why its owner hasn't trimmed it recently. Well, it has now been trimmed. Throughout the week, I got out my cutters and went snip.
Previously, ToS had 11 LIs. It now has 3. It used to have a countless number of Side Girls, it will now have a grand total of none. It used to have fifty million different side plots attached to the main plot. Now the sole focus is on the main plot. It used to have 13 different endings, it now has 4.
I am not going to delve deep into the reasoning behind these changes, but it practically boils down to my ultimate goal -> which is for the player to experience a sweet romance whilst experiencing an epic, engaging plot. Side Girls, more LIs and more side plots would all be awesome to include in the perfect world, but development time has to be taken into consideration...

Render Style:
Here are some new renders I've been working on. The style has changed slightly, and I believe it's for the better.
New Computer:
I've also purchased a new computer, with a NVIDIA 4070 TI Super GPU. I plan to render on both it and my laptop which will dramatically increase the render times.
Hopefully, the parts will arrive as quickly as possible .

Beta Version:
As you could probably guess, there will be no new beta version like previously planned. I do hope to get one out soon with a decent amount of content.
 
Sep 3, 2020
4,446
30,633
01/09/2024 — Weekly Dev-Log #12
Progress:
  • 151 Renders
  • 1,897 Words
  • 0 Animations
  • 3 Choices
Those among you who are observant would have noticed that the numbers have decreased dramatically since last week. The reason for this is I have decided to restart - again. However, that's not all that's happened this week...

Restart:
When I announced this restart on my Discord Server during the middle of the week, I stated that only the opening chapter would change, and the rest of the story would remain the same. That has since changed.
Imagine Tides of Succession as a proverbial bush. It was an extremely thick bush with branches and leaves sticking out all over the place. If you were to walk by, you would call it an unruly mess and wonder why its owner hasn't trimmed it recently. Well, it has now been trimmed. Throughout the week, I got out my cutters and went snip.
Previously, ToS had 11 LIs. It now has 3. It used to have a countless number of Side Girls, it will now have a grand total of none. It used to have fifty million different side plots attached to the main plot. Now the sole focus is on the main plot. It used to have 13 different endings, it now has 4.
I am not going to delve deep into the reasoning behind these changes, but it practically boils down to my ultimate goal -> which is for the player to experience a sweet romance whilst experiencing an epic, engaging plot. Side Girls, more LIs and more side plots would all be awesome to include in the perfect world, but development time has to be taken into consideration...

Render Style:
Here are some new renders I've been working on. The style has changed slightly, and I believe it's for the better.


New Computer:
I've also purchased a new computer, with a NVIDIA 4070 TI Super GPU. I plan to render on both it and my laptop which will dramatically increase the render times.
Hopefully, the parts will arrive as quickly as possible .

Beta Version:
As you could probably guess, there will be no new beta version like previously planned. I do hope to get one out soon with a decent amount of content.
as a person who is monogamous and likes to be with one girl only

until the end of the game and doesn't like to cheat or flirt

I never liked Side Girls, because it can be heartbreaking when you fall in love with them

because you can't be with them at the end of the game and raise a family with them
 

TakMycket

Tides of Succession Dev
Game Developer
Aug 14, 2023
78
429
08/09/2024 — Weekly Dev-Log #13
Progress:
  • 399 renders
  • 4,730 words
  • 0 animations
  • 9 choices
Another solid week of progress. A week after restart number 5, and development is going strong. You should expect high render counts and low word counts when comparing my progress to other developers. This is due to the nature of Tides of Succession, which I will discuss below.


Side Note: The woman above (Elva) is not a LI in Tides of Succession.

Visual Storytelling:
This recent iteration of Tides of Succession has a massive focus on the visual aspect of storytelling in many different ways.

The first, and perhaps most obvious way is camera angles and distance. However, I tend not to isolate renders. Instead, what's more important is the difference between each shot. Rather than explain, I will show...

The character in the sequence of renders above is Henricus - our protagonist's father figure and one of the more influential characters in terms of impact on the story. And to those who are wondering - yes, he is not supposed to have eyes. Even without the text, it's (hopefully) fairly obvious that what he is saying is important, and 'story-altering'.

There will be many other visual hints along your journey as well.

On top of all this, there are no thoughts to be read in Tides of Succession (and very limited narration). Instead, you must rely on what is actually said to gain an understanding on what is going on. However, to give you an insight into what a character is thinking, I use (perhaps even over-use) a lot of close-up shots.



As a side-note, the woman present in the above render is not a LI. Alas, while she may not seem like much when you first meet her, but she is the most significant character not just in Tides of Succession, but its sequel as well (Tides of Succession has been planned out as a trilogy of AVNs - with a different MC and LIs in each AVN).

Pseudo-Animations:
Another key feature of Tides of Succession will be what I like to call 'pseudo-animations'. What they are is a few sequential renders which are separated by minuscule pauses. The purpose of the pseudo-animations is to breathe life into this AVN. They will be sometimes used for nodding and blinking, but by far the primary purpose of these pseudo-animations is to show the change of emotion on a character's face.



And for any curious soul out there, the above woman is Lorelei, and she will be a Love Interest in Tides of Succession.

Beta Version:
I have planned for there to be six scenes in the first version of this iteration's beta testing. I have currently completed three scenes, and done half for another scene and three-quarters of another which means if we add it all up, I have roughly one and three-quarters scenes left to do before the next beta version can come out.

It will definitely be all posed by next week's dev-log. Thus, depending on the render time, it will be out late this week, or very early next week.

I've also been doing some play-testing myself of the scenes already rendered and I am a fan. What I am worried about is Tides of Succession plays a lot differently to other AVNs in the sense it almost feels more like watching a movie, as opposed to reading a novel with pictures. Hence, I'm a little concerned players won't enjoy the style... but I suppose I will just wait and see.

 
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