anne O'nymous

I'm not grumpy, I'm just coded that way.
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Great game, with an interesting approach, but please BadPotato GameDev can you clean up a bit your code?
More than 400 none returned call is purely enormous. Whatever when you use call in a label, or Call in a screen, you MUST end the called label with a return.

While the size for each entry in the call stack is low (around 200 Bytes), at this rate it will significantly weight down the RAM and, more importantly, the saves. As well as slowing down Ren'Py.
 

BadPotato GameDev

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Mar 13, 2018
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Great game, with an interesting approach, but please BadPotato GameDev can you clean up a bit your code?
More than 400 none returned call is purely enormous. Whatever when you use call in a label, or Call in a screen, you MUST end the called label with a return.

While the size for each entry in the call stack is low (around 200 Bytes), at this rate it will significantly weight down the RAM and, more importantly, the saves. As well as slowing down Ren'Py.
Thank you for pointing this out to me. I did not know that was an issue, but I do plan on overhauling much of my code very soon to update things since I've gotten a handle on it more.
In the meantime, I looked it up and added the following every night when the day resets to clear all non returned calls:

$ while renpy.call_stack_depth() > 0: renpy.pop_call()

This should at least help mitigate some of the problem while I'm still redoing things?
 
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Sypher

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Jan 21, 2018
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Feel free to disregard, but I have an idea for the delirium infection that allows the player a bit more agency in how quickly it builds. The way I understand it right now. It feels like the infection builds by avoiding interaction with the infected?

Since she can be in combat with the player, why not give her some neat superpowered combat abilities that raise infection when used?

Example: Super powered kick, +25-50% damage, 25% miss chance, +5% infection. | Feral Sense, +25% Crit chance and +25% Avoid damage chance for 2-4 turns, +10% infection.

Lore-wise, the more she depends on the infection, the more it takes hold. The more she leans on the power, the more she's influenced by the infection. At high infection she might lose love with the player and raise corruption passively over night. I speak from a point of ignorance, I've no idea of the difficulty that is to implement. But I think having a bit more control over the infection could be fun and spice up combat. Other players might not like being outshined by the companion, but she's a super-powered sex predator, that's kinda the point. She should hit hard, and be scarier than the player.
 
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BadPotato GameDev

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Feel free to disregard, but I have an idea for the delirium infection that allows the player a bit more agency in how quickly it builds. The way I understand it right now. It feels like the infection builds by avoiding interaction with the infected?

Since she can be in combat with the player, why not give her some neat superpowered combat abilities that raise infection when used?

Example: Super powered kick, +25-50% damage, 25% miss chance, +5% infection. | Feral Sense, +25% Crit chance and +25% Avoid damage chance for 2-4 turns, +10% infection.

Lore-wise, the more she depends on the infection, the more it takes hold. The more she leans on the power, the more she's influenced by the infection. At high infection she might lose love with the player and raise corruption passively over night. I speak from a point of ignorance, I've no idea of the difficulty that is to implement. But I think having a bit more control over the infection could be fun and spice up combat. Other players might not like being outshined by the companion, but she's a super-powered sex predator, that's kinda the point. She should hit hard, and be scarier than the player.
All I'll say is... WAY more to come with her regarding all of that. Just have to wait until she is fully unleashed and can enter her futa form :)

We are basically still in the training wheels stage of the game lol
 

Asherandai

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Sep 20, 2018
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Feel free to disregard, but I have an idea for the delirium infection that allows the player a bit more agency in how quickly it builds. The way I understand it right now. It feels like the infection builds by avoiding interaction with the infected?

Since she can be in combat with the player, why not give her some neat superpowered combat abilities that raise infection when used?

Example: Super powered kick, +25-50% damage, 25% miss chance, +5% infection. | Feral Sense, +25% Crit chance and +25% Avoid damage chance for 2-4 turns, +10% infection.

Lore-wise, the more she depends on the infection, the more it takes hold. The more she leans on the power, the more she's influenced by the infection. At high infection she might lose love with the player and raise corruption passively over night. I speak from a point of ignorance, I've no idea of the difficulty that is to implement. But I think having a bit more control over the infection could be fun and spice up combat. Other players might not like being outshined by the companion, but she's a super-powered sex predator, that's kinda the point. She should hit hard, and be scarier than the player.
As she is now the player outshines her easily. And that's at lv5.

Just saying I don't think the companion outshining the player is really an issue.
 

BadPotato GameDev

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Will this game feature gender transition/transformation? As sort of eluded to by the main menu screen?
Hello!
I've seen this question before and I am quite confused by what you mean as I hadn't included anything like that in the main menu images.

I will say though that there is a specific character later on that may go through some changes but as for the main character no. Beyond some potential shenanigans much later in the story that I have planned... nothing permanent to the main character.

It's well known that Ophelia, the main female npc, has a slew of changes of her own being unlocking a futa form later on and swapping between Hybrid/Delirious forms
 

BadPotato GameDev

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Hmm do is have Android port yet?, i don't know why but cant seem to let joiplay run is, just blackout in like 5s
Hello!
I do not have an official android port at this time. In Feb/March I'll be looking into adding support for it, but depending on how complex it may be, I may not support every single version on android because looking into it, I've read horror stories of dev's having to redo large chunks of their code to be android friendly... so if that is still the case and it is a nightmare to port over... I may only do major update support.

And as for Joiplay, looking into it, it seems that they do not yet support games built with the newest version of Ren'py (8.5.1) I'm finding mixed information, but the bulk seem to point to the latest they support is games built with or before v8.2

If the above attempt at making an official version fails or is just to much work for me as a solo dev on top of everything else, I'll look into what I'll need to change to be at least Renpy v8.2 friendly.

~Cheers!
 

whatever?

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Hello!
I do not have an official android port at this time. In Feb/March I'll be looking into adding support for it, but depending on how complex it may be, I may not support every single version on android because looking into it, I've read horror stories of dev's having to redo large chunks of their code to be android friendly... so if that is still the case and it is a nightmare to port over... I may only do major update support.

And as for Joiplay, looking into it, it seems that they do not yet support games built with the newest version of Ren'py (8.5.1) I'm finding mixed information, but the bulk seem to point to the latest they support is games built with or before v8.2

If the above attempt at making an official version fails or is just to much work for me as a solo dev on top of everything else, I'll look into what I'll need to change to be at least Renpy v8.2 friendly.

~Cheers!
Ty for rep, waiting then, game look kinda fun
 

Sypher

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Jan 21, 2018
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As she is now the player outshines her easily. And that's at lv5.

Just saying I don't think the companion outshining the player is really an issue.
I think it's fine for the player to outshine her half-delirious form, that kinda makes sense with the main-character. But in her full delirious form, she's a hyper-sex-predator who regularly goes on killing sprees. I wouldn't mind if her combat power reflected that.

Technically, she's been in the world for awhile and has combat experience. The player should be playing catch up with her for a bit.
 
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BadPotato GameDev

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I think it's fine for the player to outshine her half-delirious form, that kinda makes sense with the main-character. But in her full delirious form, she's a hyper-sex-predator who regularly goes on killing sprees. I wouldn't mind if her combat power reflected that.

Technically, she's been in the world for awhile and has combat experience. The player should be playing catch up with her for a bit.
Unfortunately here is the thing I struggle with... make her too OP right from the start and the player doesn't have to do anything. They can just sit there and heal while she murders every single enemy... kinda defeating the purpose of combat a little....

If it was during an event? Absolutely lol... but...Game play mechanics lol...

What I will say because either tomorrow or the next day I'm going to post list of everything coming to the game mechanics wise either in Act 1 that has already been hinted at, or things that will be available from the start for new players in the future...
But one of the things that's on my list of things to implement is upgradeable stats for your companions as well. They will be getting their own stats page as well as equipment that you can give them and that should help with turning her back into the murder machine that she is during events lol.

lol... me and my long winded answers for everything on here... but a game I play now and then is path of exile... in the main story you're literally killing Gods and cosmic eldritch beings... but you can still get fucking 1 shot by a lvl 84 enemy in the endgame that is found in the literal starting beach at lvl 1... lol gotta give the players a challenge.
 
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