Ren'Py The Tesliss Equation - Remastered [v0.3.0.0] [XFB]

4.50 star(s) 2 Votes

Do you prefer narrative style or pure dialogue style?


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Segnbora

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Aug 30, 2017
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The innovations you speak of, plenty other devs had been implementing those in way better ways than GB, in fact at the time of Tesliss Equation there were far better games in terms in graphics
By the time of TE, his final game and one it which it was fairly clear that his full heart wasn't in, that might be true. But aside from Ariane, who really was far ahead of her time, no one predated "School Days 3" in terms of custom-made graphics of the actual characters purposefully attached to choices, and GB ruled that particular roost for a long while, since almost none of the AIF creators wanted to waste time doing graphics.

Since the gameplay in Ariane and vdategames were of a type that's no longer in favor — not necessarily logical micro-gating of paths that are more about frustration than roleplaying (and please...Puso? Make this one very specific mouse motion 75 times?) — and GB's combination of graphics and (his real innovation) logically branching choices were very much precursors to the modern VN, I've zero hesitation in naming him as the chief innovator in the change from text to graphics...while, again, giving full credit to Ariane, whose genre just didn't develop past her (and perhaps Tlaero, in the beginning). None of this exists without GB and Ariane.
 
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Segnbora

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Just in terms of release dates: SD3 came out in 2009. Meteor was 2010, all four Gifts of Phallius games were 2006-2012, In Darkness was 2009, Last Horizon was 2011, Tesliss Equation was 2011. Chaotic's first game (Crystal) came out in 2009, but it was terrible. Tlaero completely lapped him with Keeley in 2010. It took Chaotic several more years to do anything interesting with his graphics, and several more years to understand that pure POV wasn't the only possible pose. By then the world had passed him by. Tlaero and her two artists continued to evolve. I'd argue that GB did as well, though not as quickly because he wasn't a pure artist, just someone who wanted pictures in his games. He was never the best at anything (save perhaps the wisely abandoned positioning mechanic in the wisely abandoned SD2: Final Fantasy, which was otherwise an utter disaster of a story), but he did flex a variation on that mechanic once more, in the various final scenes of Meteor.

No one since has ever been that audacious, and it deserves respect.
 
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XFB

Dr. X
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Oct 29, 2022
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Puso? Make this one very specific mouse motion 75 times?)
This made me laugh lol. AIF indeed has been an older genre than others and not very many authors tried putting graphics indeed for sure. In terms of graphics though I can fairly in certainty say that GB wasn't the first and graphics weren't really the dated of that time, could be either case of not having the required hardware or resources or time or whichever or the complexity of putting different images for each variation. You realize that in most other VNs or the devs/studios I've named, in most cases sexual scenes play out linearly which isn't the case for AIFs. Particularly because of the myriad of things you can do. Heck, inform or was it tads that had that clothes plugin made, where you could lift clothes partially and as such, something you could do in GB's games as well.
Now realize the amount of renders to be made for each individual position, each individual variation, clothes on or clothes not. Did he cum yet, or did he not, where did he cum so far? That's what I am going through right now.
Fairly with AIF or tads you could just have a single render for every variation but certainly that's not the case with VN's, I have to render more than that, I have to also account for seamlessness. So that pictures don't look out of order.

There's a lot that's different in VN style than in AIF/text style.
I'd argue that GB did as well, though not as quickly because he wasn't a pure artist, just someone who wanted pictures in his games.
Right, that was indeed the case. And why again? Because AIF's didn't need a myriad of pictures to convey the things, where text was already doing that for most people. With a single render and respective dialogue and text, your imagination did the rest.

You can't really compare the amount of differences to be accountable in this remake with the original and not even comprehend the amount of workload as well. I also asked on the development thread and still have to hear some opinions over that. Whether to include more variations in game or not - variations for the interactions and amount of interactions possible.

Here
 

Segnbora

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Aug 30, 2017
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In terms of graphics though I can fairly in certainty say that GB wasn't the first and graphics weren't really the dated of that time
Graphics of the actual characters doing the things that the text described them doing — not amorphous pics, like Mount Voluptuous — never existed in AIF before GB. Perhaps I missed something, and if so I'd love if you'd point it out.

You realize that
...I was playing AIF since long before anyone even considered graphics, and through the notion that they'd be fun in an apartment game? Sure. I realize that.

Now realize the amount of renders to be made for each individual position, each individual variation, clothes on or clothes not. Did he cum yet, or did he not, where did he cum so far? That's what I am going through right now.
That's great. You "realize" that Goblin Boy was doing that in School Dreams 3? Go back and check. There are clothing optional and semen optional renders for pretty much every single choice.

So, uh, go you? With your revelatory advancement?

Right, that was indeed the case. And why again? Because AIF's didn't need a myriad of pictures to convey the things
But GB suggested that they'd be better if they did. Ariane was truly on rails. None of GB's graphic-enhanced games were.

You can't really compare the amount of differences to be accountable in this remake with the original and not even comprehend the amount of workload as well.
Well, if your innovation is modifying dress and semen retention, something GB did in the very first game he illustrated back in 2009, then...good for you?
 

XFB

Dr. X
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Oct 29, 2022
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That's great. You "realize" that Goblin Boy was doing that in School Dreams 3? Go back and check. There are clothing optional and semen optional renders for pretty much every single choice.
Why do you think I said that lol. I'm talking about AIF's against conventional VNs or all the other devs/studios I mentioned with their dating sims or etc etc.

Well, if your innovation is modifying dress and semen retention, something GB did in the very first game he illustrated, then...good for you?
With differences, I meant differences between the AIF in tads against being made in renpy, or in a VN style where art accounts for more than the text. Between the engines.
Dress and semen retention? Not in the possible scenario, I'd have to rerender each different render with all the possible variations and keep continuing them. The amount of renders a VN needs in general is already way more than an AIF. That is just impossible at this early stage on when I don't have any idea what the foreseeable future audience wants as well.
 

ltpika

Engaged Member
Aug 6, 2016
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Meteor would be an interesting one, I wonder how the mechanic of not being seen would be implemented. Since in AIF you only know about a window and if it's open or not by text command.
 

Segnbora

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Aug 30, 2017
1,803
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Dress and semen retention? Not in the possible scenario, I'd have to rerender each different render with all the possible variations and keep continuing them.
In other words, Goblin Boy did things you can't.
 
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XFB

Dr. X
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Oct 29, 2022
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Meteor would be an interesting one, I wonder how the mechanic of not being seen would be implemented. Since in AIF you only know about a window and if it's open or not by text command.
Not really impossible. I've already accounted for that kind of thing where I'll implement exploration. But it's simple. You show a scene and the scene is interactable. It's somewhat the same that I've been going with so far.
Like in the scene where you interact with Emily/Rowena, it's not hard to implement hotspots for the environment as well. And there you go. There are a lot of things that i didn't implement because it didn't seem very intuitive. Like, description about things.
In AIF, you would x window to know it's open, but you wouldn't know what to do with it or why to do something with it, in this case, it would be the same. Click on window and it says it's open, then give you the option to close.
 

Dgunslinger

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Feb 4, 2021
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Completely stuck in Chrissy's scene (decided to stay after class). keep repeating the same actions with her ass.. she came once, and then still stuck. Ass and pussy actions lead to to the same "back button". Not sure why this whole find the hotspot thing was necessary. At least some highlight of the spot would have been helpful.

Any help appreciated.
 

XFB

Dr. X
Game Developer
Oct 29, 2022
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288
Nothing but errors when trying to save the game and the scene with the psych teacher and student when you choose to stay just freezes, does anyone ever go back and replay the games they develop or have testers?
Log? I can't correct anything if people simply say errors, wish i could mindread others, alas I can't.

Missing sandbox tag. Which makes the game absolute garbage!
It's an unconventional sandbox unlike others where the story is sandboxed. Here the sex scenes are. You also have the option to not stay/fuck anyone and - I missed it this update but I'll include an option to end/exit the scene if you can't make sense of it or if it seems repetitive.

F#CK ME I still get stuck and can't get passed the when you blackout after the fight it just freezes and wont go anywhere
Restart the with a new game - last version was buggy, even with bugfix a new game was required. Your save must be the from the buggy version.

Completely stuck in Chrissy's scene (decided to stay after class). keep repeating the same actions with her ass..
https://f95zone.to/threads/the-tesliss-equation-remastered-v0-2-1-2-xfb.147934/post-11055947
 

Marcus_S

Active Member
Jul 30, 2017
529
1,117
The art looks good and it's a really ambitious project. I love the idea of remaking this (and hopefully other) great game. Keep it up and don't let the haters get you down!
Good job man!
 

52637

Member
Apr 29, 2021
151
354
Fucking hell. Just tried this for the first time. I'm guessing you think you're some hot-shit linguist? The dialogue is fucking horrendous, trying to be all florid like some 3rd-rate Shakespeare. Just write sentences normally.

Also why the fuck is MC so gaunt? Get him a few burgers.
 
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MTZ32

Newbie
Dec 13, 2019
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I'm sorry I didn't enjoy the interactive sex scenes, I found them frustrating, once I understood them I still had discomfort when playing them, if the full game is going to be like this I prefer the conventional way... if only the interaction was optional.
 
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Tlaero

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Nov 24, 2018
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None of this exists without GB and Ariane.
I'm with you here. I fully consider Ariane to be the inventor of the genre I participate in. GoblinBoy was absolutely an innovator, and I loved his games, but I consider them to be something different than what Ariane and I do.

I grew up playing Infocom games, and there was always something magical about them for me. In adulthood finding text adventures with sex was fun, and GoblinBoy's were wonderful. (And Chris Cole's too! OMG, the Camping game? Chills.)

But I never felt that what Ariane and GoblinBoy did were comparable. They were Jazz to Blues, or Rock and Roll to Metal. Similar in that they both told erotic stories, and both good in their own right, but significantly different in technique and capabilities.

The things you could do with the primitive parsers of the time were incredible. I wonder what would happen if someone built a new "TADS" equivalent around a modern AI parser. I also wonder if there's any room for it in today's world. I mean, at the height of GoblinBoy's fame, his games were already nostalgic for me. Would the people playing today even give a text adventure a chance? Today's players, who yell and scream whenever a VN isn't identical to every single other one? Today's players, who spend more time complaining about tags than actually playing the games? I suspect a new text adventure wouldn't be well received.

XFB I applaud you for trying to bridge the gap between text and graphical adventures. It's a challenging undertaking for sure. I hope you learn a lot from this and go on to make great games that push the boundaries of what a graphical erotic story can be.

Tlaero
 

XFB

Dr. X
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Oct 29, 2022
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Tlaero I never imagine I'd see an old timer to the genre such as you over here and pleasure to have your comment on both GB and Ariane's works. Indeed it is as you say, the differences in their works could easily be described as Jazz to Blues. Where yours and Ariane's works I'd compare them with Jazz - a modern advancement to erotic games to the AIF genre as the Blues, slow, and lyrical with a set pattern.

The IF community is still quite present though the adult side of it has somewhat died or moved on, the more general side of it is still there and still bringing more and more to the parsers, one of the active ones I often see is the Infocom.

Today's players, who yell and scream whenever a VN isn't identical to every single other one? Today's players, who spend more time complaining about tags than actually playing the games? I suspect a new text adventure wouldn't be well received.
That is how it really has come to over now. I partake more enjoyment in writing in a narrative style like the IFs rather than more dialogue driven content and it's a hassle to see how the community perceives it - most nowadays have become too reliant on renders more than the narrative - especially since the bloom of western AVNs.

And thank you for your kind remarks, one of the reasons to take upon this was just to see that only. How the community sees the bridging. There's a lot to do and a lot more that can be done but only with proper feedback that it can be achieved.
 
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Dgunslinger

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Feb 4, 2021
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Is there a method to this madness? the link you provided simply says 'till you come' is there an order / sequence to this? Is there an indicator for how close to cumming th MC is? i see the hidden option of 'pull your cock out' not even getting it.

I wish these were displayed choices rather than the tedious ' find where to click'. atleast highlighting all the possible clickable areas would be nice, to know when a new choice is opened, rather than the arduous guesswork.
 

XFB

Dr. X
Game Developer
Oct 29, 2022
91
288
i see the hidden option of 'pull your cock out' not even getting it.
Wdym not getting it? Afaik/r I only implemented that during the doggy position only and it's under the change positions button. And you only get that option once your thing is inside her.

the link you provided simply says 'till you come' is there an order / sequence to this?
No order, no sequence.

Is there an indicator for how close to cumming th MC is
This is something I was hoping to implement, though I had extended upon the idea of it a little bit. I was thinking of implementing a whole edging system where some actions would increase and some would decrease - ofc you would have gotten indications for what does what - but for now I left that part out because of its complexity + I needed to know the general audience reception first. And since I had linked the indication/edging together, hence you don't see that implemented. I realize I should have implemented the indication at least [up for next update] - but the general idea is that you keep on fucking her till you both cum - is that hard to realize?

Surely this is unconventional and not like your other VNs, surely, if the options are repeated or shown over and over it shouldn't have taken too much of a guesswork that you need to do some more.

A lot of things are missing or yet to be implemented sadly. I'm aware. But I first need to know how much of the audience will be into such a system. And for that, I need some proper feedback from a lot of peeps such as you.

highlighting all the possible clickable areas would be nice
You can do that now though. Use the hint button or U button - I reckon I should put a suggestion for players to first play the demo out from Extras. Using the Hint button now highlights all the options and remain active till you hide it again.

to know when a new choice is opened, rather than the arduous guesswork
A lot often in AIF's plenty of the things are left to guesswork. I'll just have to balance it out some more.
 

Segnbora

Well-Known Member
Aug 30, 2017
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GoblinBoy was absolutely an innovator, and I loved his games, but I consider them to be something different than what Ariane and I do.
Fully agreed. GB, for better or worse, was primarily focused on writing porn. More story arose as he matured, and while I think SD3 was a strange nexus of his interest and his growing skill (the characters, on the other hand...ugh), but the throughline from Ariane to you and your various artistic partners was entirely different.

I grew up playing Infocom games, and there was always something magical about them for me.
Me too. It's why I adored AIF. BBBen's still around, but there are a number of creators that I wish had continued into the current era. One-Eyed Jack. Lucilla Frost. I think we could've gotten some great stories from people who already knew that they only had words to tell them, but that there were artists who only lacked the words.

But I never felt that what Ariane and GoblinBoy did were comparable. They were Jazz to Blues, or Rock and Roll to Metal. Similar in that they both told erotic stories, and both good in their own right, but significantly different in technique and capabilities.
Ariane and the "dating" genre (which you followed, for a little while) were absolutely different from GB, who didn't gate relationships, but instead gated sex. With GB you were absolutely going to get laid; the gameplay was about who, and how much.

As I said upthread, I think his real non-graphic innovation was introducing proper branching. There may have been a AIF game before Camping Trip that had full branching (remind me if you can think of one), but it so I don't recall it; usually, it was a not-so-clear path to the only storyline. Whereas CT could end one of two very different ways. SD2 was a disaster because he got lost in his code and his primary NPC was grossly underage, but SD3 has at least six discrete endings and path-exclusive content on each, and that was definitely new. He didn't always do the same in his later games, but a lot of them (including the one we're talking about in this thread) certainly featured it. That, in addition to graphics specific to the narrative, is GB's legacy.

The things you could do with the primitive parsers of the time were incredible. I wonder what would happen if someone built a new "TADS" equivalent around a modern AI parser. I also wonder if there's any room for it in today's world. I mean, at the height of GoblinBoy's fame, his games were already nostalgic for me. Would the people playing today even give a text adventure a chance? Today's players, who yell and scream whenever a VN isn't identical to every single other one? Today's players, who spend more time complaining about tags than actually playing the games? I suspect a new text adventure wouldn't be well received.
Yeah, by the time Tesliss Equation came out, GB's work was somewhat quaint. Sophisticated (again, save for the writing, which was often cringey), but gaming was already moving on. As for text adventures, they still appear here and there but it seems they're massively unpopular. And maybe that's GB's and Ariane's true legacy: they killed words in favor of pictures. Ariane at least started that way and didn't waver. GB dominated, and then killed, his own genre. Ironic.

Honestly, I think a classic parser paired with AI has potential, because not having to handcraft graphics could allow an enormous amount of narrative flexibility, but there's still so much hostility to AI. I think it's silly — it could greatly democratize creation, while the great artists who still do fantastic work will be rewarded — but I'm obviously in the minority.
 
4.50 star(s) 2 Votes