Development Updates

Mid-February Update

Hey guys,

Apologies again for the delay, it’s been a heavy week, best on this occasion not to go into details. Goldie and Crimson have been busting their asses on figuring out, adapting, and fixing things to get us all updated, and Goldie has also been digging into our GUI and dialogue systems.

It’s no small task adapting a team of three that all use windows, mac, and linux machines. After successfully getting the codebase to update to the 2017.3 release of Unity, Goldie found it impossible to actually do any development work on this branch as Unity no longer shipped Monodevelop in a workable state for Linux. Firstly she gave a shot at using VSCode with Unity support, but couldn’t get it to work as a decent C# IDE at all. Then she tried compiling with both these debuggers, but they had the problem of being superficially working, but not able to actually debug anything. So, she recompiled every scrap of code she could find to try and support this version multiple times, including compiling every Monodevelop version in the 5.9 and 6.1 minor versions to try and find one that would successfully work with the published code available from Unity on their github page. So, in the end, she found a solution in reverting to the 5.5.0 branch and then re-updating it to the 2017.2 version of Unity, which is shipped with a working MonoDevelop, which works great. Then, because she’s great, she did a huge code-clean on all the work so far.

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February Update

Hey guys,

The past couple weeks have rather been absorbed by boring, but essential, housekeeping. Now that we’re moving into using Unity more prominently, as well as Unity assets, we’ve been taking care of the not overly simple task of getting all the devs up to the same basis.

We’re in the process of updating the codebase from v5.5.0 to 2017. And the tooling that’s available for 2017 is not the same, and doesn’t work as well, as 5.5.0, without having to modernise a lot of things. Whilst we can continue in 5.5.0, it would be better in the long term to update the engine and use the more modern, and more optimised, API. Especially in the use of assets, it’s rather essential everyone be on the same version so we’re not chasing extra bugs. And we all use Windows, Mac, and Linux, so it’s not been a simple affair.

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Mid-January Update

Hey guys,

So, this week’s update will focus on scene composition, pacing, and general ‘feel’. Sadly at the moment we have to wait for Crimson to perform a pretty huge merge with the last few months of Goldie’s work before we can start building stuff again. But I’ve been doing as much design and experimentation as possible for scenes themselves and getting the mistakes out of the way early, I think. This might be a bit of a rambly one while I share my findings and thoughts.

For those unaware, I consider there to be two ends of a workable spectrum. One one end is Trials in Tainted Space, which features long scenes which are mostly rigid – you choose the scene, there’s perhaps an option or two along the way, but there’s usually a fair chunk to read. On the other end I’d put Lilith’s Throne, which is much more modular. You can choose everything you do kind of moment to moment, and each option features a few sentences or less.

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January Update (NSFW)

Hey guys,

Hope everyone had a lovely new year and holiday time, whatever your preferred choice of celebration. Here’s to an awesome 2018 for everyone. :)

As you might expect, we’ve mostly been enjoying some time off over the holiday. However, Crimson has been undertaking the process of merging all of Goldie’s progress, with Goldie’s help, which is an arduous task but needs to be done before we can release any new update, since it includes the now comprehensive Body system and functioning Producer/Director text systems. Once that’s squared away the next task is to improve the inventory screen and build a selection of demonstration TF items. On my end I’ll be writing the scenes themselves and getting fully to grips with our scene-building software.

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Mid-December Update

Hey guys,

As mentioned last time, we’re working hard to get us toward the next update. Goldie and I have all but finished the basics for all body parts, including everything such as hair styles, fur/skin patterns, muscularity and fatness adjectives, even eyelash volume calculations. Yeah. We just finished putting together the math for that this morning and populating the SizeRanks with adjectives.

Here’s a paste of our current test results. There’s a few **MISSING** and NOTASTRING results, this just means the current character test model doesn’t have those bits or there aren’t words for it yet. The big deal is that everything is passing and implemented in this test. PASS means everything’s great, OKAY means the test model character doesn’t have that part, but it’s returning the correct response.

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December Update

Hey guys,

Not been a great month for me. That neck injury didn’t go away as much as get far worse, so I’ve been practically useless, even immobile at one point. Details at the end as usual, if you’re interested.

However, it’s not all bad news. With how the systems are coming along now, Goldie and I have the goal in mind of getting a game update out, hopefully soon. The idea will be to spawn the player in as human with the Body system, director, and producer active, and an inventory of various temporary transformative items, and access to some scenes to try out and test.

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Mid-November Update

Hey guys,

Been a bit of an obstinate week for myself, as usual I’ll detail it at the bottom since I don’t think people read these to hear about my personal life, but it’s there if anyone’s interested.

My preoccupation aside, Goldie’s been ever-diligent, and we now have functioning arguments. That might sound like we’ve been to couple’s counselling, but actually arguments are an integral part of how tags and labels work. For instance, [PC PenisSizeAdjective] will only ever describe the size of your first penis. In order for it to have further specificity, we need something like [PC PenisSizeAdjective Biggest] or [PC PenisSizeAdjective SmallestSecond]. In each case, it’ll look at the biggest one or the second smallest one respectively.

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November Update

Hey guys,

Recently Goldie and I have been focusing on the Director and hooking up its words and symbols to the now functioning body system. Notably we now have tables of nouns that vary based on size, just as adjectives do. ‘Prick’ and ‘Dong’ for instance carry different weight, so to speak. The only trouble is pluralisation; for now all follow the same system: if the keyword is plural, the returned word will be. So ‘BreastsNoun’ will return ‘boobs’ or ‘tits’, but it won’t return something like ‘rack’. This is so prose written around those tags is easier to fit and parse by the writer and anyone reading it. Nouns are all done for now.

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Mid-October Update

Hey guys,

Sorry for the slight delay on the update this week. I’ve been fairly under the weather, I suspect a combination of a bug and the ol’ seasonal affective disorder starting to kick back in. I’m not much better yet but I didn’t want to keep you all waiting. Goldie is now back from her trip to the US, but is now recovering from some elective surgery. It went well and she should be right as rain soon enough, but it does mean we’re all a bit out of sorts currently.

However, we did get some time to go over what the next course of action is, discussing how best to build the in-between directory/bridge between the Director and the game’s data. We plan to do this on an as-needs basis. New keywords and syntax are added in order of how much we need them. I’ve written a few drafts of the basic player description block to get an idea of this, and have made a list of some thirty or so keywords for Goldie to get started on.

Hopefully, once there’s enough there to establish a pattern, I should be able to add keywords and plug them in myself. And, once we have those in, we can really start testing things – both changing text to test with the same body, and changing the body to see how it changes the text. We’re not terribly far from there now and I’m excited for it.

Until next time!

Mid-September Update

Hey guys,

Recently I’ve been working very hard on lore and the world. As mentioned in a previous update, I’ve been putting together something of a D&D campaign based in CS’s universe. As the players have been choosing characters, writing backstories, and asking questions, it’s resulted in a lot of world-development. Which is the whole point, but I’m very happy with the progress so far.

All races have been developed further, but Boven have gotten a lot of attention in particular. This has forced me to think in greater detail about their social dynamic. They live mostly in isolation in the mountains, pursuing lives of meditation, philosophy, poetry, and martial arts. Boven society is a collection of families, arranged in a organic heirarchy. The Bullyan family rests at the top, and has done for some time. A family’s standing in the community is based heavily on their daughters – well-endowed producers of milk, named Ambrosials.

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