update

Mid-April Update

Hey guys,

I’m afraid not much has changed since the last update. We’re still all doing our best to support Crimson, who to their credit remains resolute in completing their work. But as we know, this means all we can do is wait, unless some bit of luck befalls us, since to remain fed and housed Crimson needs to perform other work as well. The whole team, myself included, seem to be going through it at the moment, but Carnal Souls remains our goal. I cannot express my thanks and gratitude for the support and well-wishes you’ve all provided here. Trust me when I say it really keeps us going. I couldn’t be more grateful for the supportive and friendly community we have. <3

Last week we talked about rolls and skill checks, and there was a lot of interesting feedback and presented ideas. For clarity, if there is to be any actual dice-rolling (a la Roll20’s 3D dice feature) this will absolutely have the option to be disabled. At heart the question was more central around whether any random chance should be included at all.
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Mid-March Update

Hey guys,

Slightly less than great news this week. We’re currently in a poor position due to needing Crimson to perform key updates, however they’re not in great shape. Crimson is still able to work, albeit slowly so as not to jeapordise their day job as well as an ongoing struggle with depression. Unfortunately this particular work is outside Goldie’s expertise, given it includes work updating systems Crimson created, and nor can we really build anything new until it’s done – since what we need to do for the next client update is dependent on what Crimson’s working on. Our little circle of developers are still looking at solutions and ways to help Crimson, but the end result is likely going to mean this part takes more time than we’d like. But, such is the life when operating on such a small budget. Crimson could easily ditch CS for an easier life, but none of us are beginning to entertain the idea of doing so. I can only thank you for your patience during this time, and hope you join me in showing support for an excellent and dedicated developer even when things are tough.

In the mean time, as the lovely Farlun pointed out, the Codex has been in need of some updating, so I’m currently in the process of doing exactly that. I’ll do my best to keep new things coming like lore and art in the interim. If there’s anything in particular you’d like me to focus on, feel free to submit ideas.

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March Update

Hey guys,

Little late again, sort of, with February being a short month. Things are gradually, tentatively improving for me; I can’t really go into detail, but if you’ve got family members with addiction problems, you’ll understand. I sincerely hope none of you do, though. I feel like it might be prudent to tell you guys a bit about my life and why things are late/slow sometimes, but at the same time I don’t want to seem like I’m making excuses.

But we’re here for updates, so let’s get to it. In the spirit of getting everything updated, Crimson has been toiling over the map system and the assets we’re using to make them. It’s a pain to get it all done, but the longer we wait to update, the more work it will be, so it’s something we decided to get done before the next client update, especially since doing so will generally improve everything across the board.
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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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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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