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Alpha 6.1 - Gitting It Together

Greeting everyone!

Do you guys like hearing about the behind the scenes stuff that I enjoy sharing? I realize the boring side of development is, well, boring, but personally I always enjoyed getting some insight into what's going on behind the curtain. Let me know in the comments, but for now I'm gonna stick to oversharing!

Recombobulating The Company

There's a couple large management initiatives going on in the back room of The Company. The first is the implementation of a proper project management suite and documentation, which I went over a couple weeks ago, and the other is a complete restructuring of the game's source code.

Put your pitchforks down.

This initiative actually got wrapped up a couple days ago while I was catching up on Russian Doll! It's also not something you guys will actually notice, which really calls into question my decision to announce it!

For anyone who has experience with Twine, you're familiar with how the engine handles projects. Yes, poorly! I've pulled all the content out of Twine and into a proper project directory which means I'll have access to git repos and version control, as well things like collaboration and (gods help me) possible mod support some day... Some day!

For me this means much better development control. For you, it should mean quicker bug fixes and better testing branches. All at the cost of a few hours of copying and pasting!

The Artwork - Again

I'm looking forward to showing off the new artwork for the game next week! To everyone!

Until then, I wanted to talk briefly about "how" the artwork is actually going to get implemented.

The original plan, and you can go way, way back to old art posts to see this in action, was to use the models like you would in a visual novels. You'd tell the game if you're using artwork or not, and if you were, an actual dialogue scene would be generated where the characters would be in the scene and looking at each other. It was super cool!

There are two big issues doing things this way, though. First, it's a lot of code that may or may not be used, and multiple checks to see whether or not a scene should actually be generated. It also meant slipping a function call into every dialogue exchange to call the scene. Moreover, it just... doesn't look good in a game with so much vertical scrolling. I'm not making a VN.

So, the new direction is twofold. First, a huge cleanup and streamlining of the existing image directory. One that makes sense and can be easily managed and replicated. Second, the artwork will be developed to match that directory 1:1. This means that once artwork goes live, it'll just be a straight swap with the existing media. It also means there will be a clear and easy way to support unofficial image packs, including the existing media style.

Of course, we're a ways off, but it's nice to know where things are going!

Alpha 6.1 Content

Now that my writer and I have finalized all our business arrangements and he's off to the races, I've been free to go back and actually, you know, write content!

In case you've forgotten, and honestly I couldn't blame you at this point, Alpha 6.1 will be focusing on Penny and expanding her existing content. This means new events and conversations, a new date event, new content with her and John, and what I actually want to talk about today, new serum paths.

So this is actually going to be pretty important. Penny will be a first round implementation of a new, better serum system, one that revolves around branching paths and exclusive routes.

Basically, the system still follows a linear serum path, but depending on how you use the serums, different options will lock or unlock, branching out into different, exclusive paths.

Link to better but massive image 

Each serum level will have you selecting a route, then committing to that route before moving on. Each route then branches off into two more routes, one being a continuation of the original route, the other being a variant. Then it happens again at the third serum tier. Essentially, a character can end up at the end of any one of eight serum routes.

Penny's routes are the first to be developed like this before the system gets expanded to other characters in upcoming updates. So, how about an example?

This should give you an idea of where we're going with this. You'll end up with a wider breadth of content, as well as more replayability moving forward. Also, yes, because I know someone's going to ask, this is how I'm going to handle a certain part of Ava's serum route in the future!

That's it for this week! Next week I'll be previewing the new artwork as well as getting back into regular pre-alpha releases.

As always, thank you all for your continued feedback and support!

Comments

He literally says that in this post: "Also, yes, because I know someone's going to ask, this is how I'm going to handle a certain part of Ava's serum route in the future!"

TheMGA

Will characters like ava will follow a similar route

It seems great the new update about how the serums work, but this made me think about a few things: -First of all the MCS-1 serums don't feel like they are making her slutty, rather giving her confidence in her body. This would make more sense that at first you increase her confidence in her body and later you decide if she becomes a slut or a dominant woman. -Second is that why is it that in her obedient route she can't submit to John?, one thing is to only obey the MC and other is giving priority to the MC's orders, in fact it feels like the obey route of Penny could be used as a way to stop John be bad route by making her dose John. -Third is that if Penny becomes a dominatrix it wouldn't make sense that she submits to John, in fact I would even find more believable that Penny in that route ends up taming John.

Twine 2, Sugarcube 2.28.2

Westane

do you use 1.4 or 2.0?

Golden Phoenix

I couldn't imaging using anything other than SugarCube2

Westane

I'll read the post momentarily, but while I think of it. I look forward to your Wednesday posts all week! I have very few avenues where I can get a behind the scenes look at how games of this nature gets developed and as an aspiring creator this information is invaluable! Please keep posting them and make them as in depth as you see fit!

TheMGA

You'll have to wait and see! *squeak*

Westane

Not being a fan of Dom John, unless eventually he can impregnate the PC, which may open up a completely new branch of story, or a possible sequel once The Company is completed, I have been overjoyed at the opportunity to lock him out of controlling Penny. Now, with this roadmap to Penny's dosing, I am even more excited. There are so many opportunities here. Thank you I am sure the TFM-1 discussions will be lively.

DramaCoach69

I really enjoy reading the behind the scenes posts. They assure me that work is done (not that I doubt that) even when there are no game releases. For me it is also fun to read about upcoming things and changes. So keep on sharing!!!

Pjotr NL

I love it! This is exactly what I was hoping the finished game would feature!

Tommi

Looks pretty cool. I have to ask how a Dom John will interact with all that. The obedience route locks him out sure, but on the other route does he completely overwrite everything? I guess it makes the most sense, just feels a waste that all the content here is locked out with a Dom John.

Vysirez

as you know, I don't comment much....but I'm super excited for the serum rework!

What would TFM-1 do to Penny?

Belly97


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