pepertje

Newbie
Aug 1, 2018
27
36
I've been spamming F5 on page one for days hoping to see the debug creep closer to the finish line. And same as the person above me, I feel like sharing some positive words and say that the quality over quantity approach really shows in the final product. Hope v0.5 will be as much fun as the .4 update.

While I'm grateful that the full content is available for free I can sympathize with the patrons who have to wait for as long as they do. I hope you find a way to speed up the process but like I said, quality over quantity.
 

hablat

Newbie
Jul 24, 2017
75
286
Lot of complaints coming from people who I assume don't draw, don't program, and haven't made a game before. I don't think you understand the insane amount of time it can take to draw some of this stuff, let alone animate it.

On top of that I've fiddled with Renpy and made a game that was about ~30 minutes. Stolen backgrounds, garbage character art, completely linear, and not much in the way of unique systems. It took me at least 12 hours. Hell, I'm working on another project in a different system and probably 40+ hours of dev time it's barely got 30 minutes of play time. Making games takes a lot of time. Producing content always takes much longer than consuming it.

This is a game filled to the brim with custom art that borders on eye candy (granted taste in art is subjective at best), free-roam (someting renpy is not designed for natively), a hint system, etc. Every single one of these elements introduces more time to implement and then debug. For every one thing you add three things could potentially break. And I'm not even talking about debugging when everything's done. Half the bugs pop up while you're working! So you go back, fix it, then keep plugging away at adding content. It adds up fast.

Art, too. You find a pose isn't working and have to redo it. Or there's clipping, the nose isn't right. Really, any minor glitch stands out to people real quick, but after staring at it for hours you stopped noticing. That's not even getting into burnout. Even doing something you love can be exhausting after hours a day.

This game came out a bit over a year ago, and has 5+ hours of content with a lot of polish and heart put into it by a team of two. I really think a lot of people complaining don't really have a perspective on how much time and effort these things take.

Seriously, download Ren'py and make a game with 2 characters in a free roam. It will break a dozen times in a dozen different ways. Now draw every background, character, menu item, and so forth. Not even a finished product, just blocking. Say goodbye to at least a full weekend.

Getting a polished product where the devs communicate incredibly clearly on a weekly basis is fantastic. I appreciate what they're doing immensely which is why I quietly watch the tracker with excitement. Go make a game or something, yourselves, with the free time you have to complain.

TL;DR: Making a game is a lot of work. I appreciate what the devs are doing.
 

hrimthyrs

Member
May 6, 2020
413
1,419
Art, too. You find a pose isn't working and have to redo it. Or there's clipping, the nose isn't right. Really, any minor glitch stands out to people real quick, but after staring at it for hours you stopped noticing. That's not even getting into burnout. Even doing something you love can be exhausting after hours a day.
Pshaw. Next you'll tell us the art production videos they upload from time to time aren't at 1x speed.
 

Dragon59

Conversation Conqueror
Apr 24, 2020
6,706
10,974
Lot of complaints coming from people who I assume don't draw, don't program, and haven't made a game before. I don't think you understand the insane amount of time it can take to draw some of this stuff, let alone animate it.

On top of that I've fiddled with Renpy and made a game that was about ~30 minutes. Stolen backgrounds, garbage character art, completely linear, and not much in the way of unique systems. It took me at least 12 hours. Hell, I'm working on another project in a different system and probably 40+ hours of dev time it's barely got 30 minutes of play time. Making games takes a lot of time. Producing content always takes much longer than consuming it.

This is a game filled to the brim with custom art that borders on eye candy (granted taste in art is subjective at best), free-roam (someting renpy is not designed for natively), a hint system, etc. Every single one of these elements introduces more time to implement and then debug. For every one thing you add three things could potentially break. And I'm not even talking about debugging when everything's done. Half the bugs pop up while you're working! So you go back, fix it, then keep plugging away at adding content. It adds up fast.

Art, too. You find a pose isn't working and have to redo it. Or there's clipping, the nose isn't right. Really, any minor glitch stands out to people real quick, but after staring at it for hours you stopped noticing. That's not even getting into burnout. Even doing something you love can be exhausting after hours a day.

This game came out a bit over a year ago, and has 5+ hours of content with a lot of polish and heart put into it by a team of two. I really think a lot of people complaining don't really have a perspective on how much time and effort these things take.

Seriously, download Ren'py and make a game with 2 characters in a free roam. It will break a dozen times in a dozen different ways. Now draw every background, character, menu item, and so forth. Not even a finished product, just blocking. Say goodbye to at least a full weekend.

Getting a polished product where the devs communicate incredibly clearly on a weekly basis is fantastic. I appreciate what they're doing immensely which is why I quietly watch the tracker with excitement. Go make a game or something, yourselves, with the free time you have to complain.

TL;DR: Making a game is a lot of work. I appreciate what the devs are doing.
I've just started on a game project and I've definitely developed a greater appreciation in just a week or so.
 

Nocdub

Newbie
Nov 28, 2018
59
51
*** UPDATED POST 2021-Feb-18 ***

Traducción al Español - v.0.4.01

Gracias al kit de traducción, el juego está 100% traducido, imágenes incluidas. Como siempre, hay que descargar e instalar el juego original y luego descargar, descomprimir y pegar el la carpeta 'game' del parche dentro de la carpeta donde hayáis instalado el juego, reemplazando todo cuando os pregunte. Para cambiar de idioma hay que entrar en el menú Preferences

---
Spanish Translation - v.0.4.01

Thanks to the translation kit (nice job there, magicnuts), the game is 100% translated, pics included. As always, you have to download and install the original game and then download, unzip and copypaste the patch's 'game' folder where you've installed the original game, replacing all when asked. A changing language option will appear in the Preferences menu


*** Android Version *** (done by Yenko, I didn't test it) -> Mega
Es raro que diga esto de un juego porno. Pero creo que es la mejor traducción fanmade de lo que sea que he leído jamás.
Leo muchos comics y veo muchas series con subs o fantradus, y soy bastante nazi con el tema de los errores, los false friends y demás. Y este parche es de lo mejor que he visto. Mis dieses. Mis absolutos dieses.
 
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johnelros

Well-Known Member
Apr 10, 2018
1,080
14,892
1631323056487.png

Hi everybody.

First of all, I again want to thank Tlaero of and Marc for helping us with the bug I spoke of in our last report. Aside from that, I also want to thank so many of you who have gotten in touch and given us your words of encouragement during a period when we're under a lot of stress trying to wrap up the next update.
About the 0.5 update, we are at the final stages of our work, and even though we have a bit of polishing, improving, and debugging left, we're very close to the release.

What to expect for 0.5?
============= (CONTAINS SPOILERS) =============

We have already mentioned most of these points before, but to summarize, here's what to expect for 0.5:
  • There will be three new characters: Simmone Hammerdick (Lord Hammerdick's daughter), and two male auxiliary characters named Sev, and Karl.
  • There will be 6 sex scenes: five with Lana (a blowjob, a titjob, and three vaginal ones) and one with Simmone (handjob).
  • The update's main file has about 37,000 words of dialogue, not counting the convos, menus, hints, or sex scenes (in comparison, Myrtle's had about 20,000 words).
  • There will be 6 new locations (12 backgrounds): the marketplace, the dungeon, the city hall, behind the city hall, outside of the inn, and the Cursed Mansion, which itself contains 7 backgrounds.
  • Two characters have their hidden photos taken: Rose and Madeline.
  • The story continues the MC and Lana's quest to legally enter the Old Capital and rescue Madeline Goldenbush. It has more words than the previous update, mainly because it sets the groundwork for the Main Story's future parts and reveals a lot about the lore, such as seeing what Lana's magic is, what lies behind her eyepatch, and what the MC's role in the world is.
  • Even though there are many words, we have tried to add as many events and cutscenes as we could to vary things and make the story more exciting (I hope).
  • There should be minimal grinding/fetching, so the playtime will depend almost entirely on your reading speed and whether you're enjoying what you're reading/seeing or not.
  • Two new female characters are teased (neither of whom is from a race/creature we have seen before, i.e., no humans, elves, or orcs).
  • Many of the typos and usage issues from the previous updates have been fixed.
  • Some of the older content will have alternative dialogues so that you can play them in any order you wish and still have them make sense.
  • Lana, Kevin, Waldo, Rose, Biggs, Wedge, Karl, Sev, and Serena are among the characters that have convos added for them.

What's next?
I still need to work on the known issues we have, as Chestnut is testing the game and finding new things that require polish.
There are some improvements that I wanted to do for 0.5, but I scrapped them from my to-do list because posing all those dialogues took me so long. The changes mostly had to do with improving the player's experience:
  • Changing the name of the save folder to something more user-friendly.
  • Improving the hint screen in the crystal ball and have a tiny icon appear next to the image of characters whose story you have not yet finished.
  • Having an end-of-content pop-up notification for when you collect all photographs.
  • Increasing the number of save slots and perhaps enabling the possibility to name them.
None of these are essential, but depending on how the debugging goes, I may still give them a day of work, else we'll leave them for 0.6. Aside from that, I still want to improve some of the sound effects, so we will dedicate perhaps half a day to that and see if we can improve the sound effects.
Once everything is finished, we will spend two or three days testing all of the content (including the stuff from the previous releases) and then -- if we can't find new bugs -- publish the 0.5 update and message you with the download link.
That's all, folks.
Have a great weekend
Cheers
 
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