Ok, so here's a quick update on where we are regarding version 0.4.
Firstly, there's been some quite fundamental gameplay changes since 0.3.x. I've removed the NTR scene that some people found uncomfortable. This has actually allowed me to open up the story and I would probably have removed it at some point prior to 0.5 anyway. I'm keeping the renders in the images.rpa archive, so if people UnRen the game they'll still get the image files but without the context. I'm in two minds about including any NTR at all. If I do, it will be optional, I've asked my patrons their opinions. What I'm thinking is an option at the start that turns it on or off. However, I want to know: is it such a boner killer that just knowing that someone will see it is enough to generate ill-will toward the game?
Likewise, some feedback has been rather negative towards some of the gameplay aspects of the game (entering the WiFi password, guessing the journal password, etc.), sufficient that I removed them from 0.3.5+. However, I, personally, don't just want this to be a linear visual novel, I would like some adventure game aspects too. So, while I have removed many of the tedious quick time events that were planned for 0.4 (there's one in 0.4 but it's easy to beat and failure has storyline consequences) I
do want to include some of the more cerebral puzzles. Again, I've polled my patrons and I'm more likely to listen to them, but I would welcome everyone's feedback.
Currently, in terms of progress, the story for this release is complete, most of the renders are complete, the coding is done (pending final bug checks and pending alterations to the environmental maps). I'm extending the house and finalizing the renders (there are some complicated, memory intensive ones involved). I'm hoping to release...soon.
Nah, just kidding. If all goes well we're looking at a Patreon release on Friday or Saturday and a general release the following week, dependent on any bugs reported early testers.
Current changelog:
- day 3 events added (over 160 new renders and 2 new locations at home now accessible)
- new h-scene
- key NTR event removed: story line changed to reflect this alteration.
- under construction messages introduced to indicate where game paths are incomplete.
- navigation system overhauled (quick navigation system implemented allowing quick access to all unlocked areas on a region by region basis) along with introduction of town map code (currently no quest/event triggers at these locations).
- quest system overhauled: quests appear in the order in which they are discovered and hovering on the quest shows hints.
- inventory system fixed (item descriptions now viewable rather than hidden).
Here's a taster of one render from a mini-game I am definitely leaving in (if only because I'm quite proud of the coding)...