Feb 3, 2017

Chinese New Year is kinda over, so back to work!

Quick update: Tl:dr, update within a week. I don't have much to say today, but basically Chinese New Year is kinda over, so I'm gonna get back to work. Chinese New Year technically lasts much longer than just like a week, but everyone's pretty much back to work/school, so yeah, I'm doing the same.

Jan 19, 2017

Yay! Moar WIP CGs (AKA holy shit I suck at drawing)

Ohai there. Not much to say today except I've got another WIP CG for you. This H-scene is where if you sleep during the night Kyle will randomly climb onto your bed and do bed stuff to you. I've just noticed how much rapey CGs I've been drawing recently. Maybe I should draw a consensual lesbian h-scene with Kerry next?



But yeah, that's it for today. As always, any feedback is appreciated.

Dec 31, 2016

(I hope this is the) Final design for Player

This is either the 3rd or 4th iteration of Player's design. Player characters designs - at least for me - are difficult to settle on because you don't want the players to get tired of looking at them. But this will HOPEFULLY be the final design. I'd hate to redesign her again.

So a few things I changed/different from the WIP CG in pre-build 4.4 is namely the hairstyle. Aside from giving her random strands of hair that curls upwards to her right, the previous random ahoge (cowlick) never really sat well with me, so I changed that to a slightly more natural looking one. Other than that, she still retains the vest coat, but now with extra belts. That half skirt thingy is now on her left. And finally I removed the gloves because I realized it looked terrible. (By the way, anatomy's a god damn bitch.)

With that out of the way, the other news is that the update is coming along nicely. I should hopefully be able to release pre-build 5 sometime in January provided I'm not scheduled more shifts. God I hate working in retail. Anyway, that's it for today and happy new years eves!

Dec 25, 2016

Merry Christmas! (Christmas 2016)

Merry Christmas everyone! While I apologize for not having the update ready yet, I drew a quick portrait for the occasion. I've missed the chance to draw a bunny outfit for Easter and skimpy costume for Halloween, but I don't wanna miss what is essentially the last Holiday of the year. So here you go, a somewhat sexy Christmas outfit for you guys. I only drew a portrait because I only have a few hours left before the clock hits 12.

You might also notice her hairstyle looks a little different, that's because I've decided to touch up the design of her hairstyle a little. Because with the characters I've had planned and some designed, the Player character looks literally the least interesting. So I touched it up a little. The thing with designing protagonists is that you don't want them to look too overwhelming and make other characters unnoticeable or making them too underwhelming and make the protagonist look shitty. So yeah, there ya go. I'm still not entirely satisfied with the hairstyle though, so expect it to be tweaked further.

That's it for today, see you guys next year!

Nov 15, 2016

New project announcement! (HIATUS/CANCELED)

 UPDATE: Project Iodine is now on hiatus/canceled until further notice.

Apologies for the lack of progress updates for the past 2 weeks. I've been busy with work and couldn't find much time to work on the game. And whenever I found the time to work on the game, I feel burned out from working on the same damn thing over and over. I know game development is a long and tedious process and most who work in this field don't really have much freedom to decide on which project they work on. While this isn't necessarily true for every studio, most studio have to commit to a project long term because of their contract with their publisher or for some various other reason.

But since that's not the case for me (luckily), I'm announcing a new project under the working title of Project Iodine! Instead of a 10 hour long story-driven epic, Project Iodine is more or less content and player driven. In the reins of games like (ordered based on inspiration) RimWorld, Sheltered, State of Decay and more, Project Iodine will be a zombie survival base building simulator top-down shooter hentai game. Instead of being story-driven, you can play for as long as you like as you feel like it. It's still gonna be built on RPG Maker MV because I'm an asshole and want to see how far I can push the engine. I made a thread with some details on LoK, so check it out.

Here's a little design of the main menu. The background changes depending on which button you have selected. Not all of the backgrounds are as pornographic as this though.
I'm somehow both great and terrible at the same time at drawing hands.
This is a much smaller scaled project and hopefully it'll take some of the burned out feeling I've got from working on Captivity for so long. That said, I'll still attempt to get enough new content in by the end of the month to release pre-build 5. But yeah, that's it for today!

Oct 30, 2016

Yay! Plugin's done!

So you may or may not have known, I recently requested someone I know to write a plugin to make animating the text windows easier. It's pretty much done now. Right now it's just to keep an eye out for any bugs and still needing to add a missing function. I'm working on converting the old common events to the plugin's commands. This is going to make eventing SO much cleaner. So here's a big thanks to YSlayer! And check out his game: A land of Flowers (A VX Ace game). It's basically yuri ecchi (and the game may or may not have my illustrations in the future), so if you're interested in that, check that out.

And that's it for today! I'll work on converting the old stuff to the new one. And once that's done, I'll work on the maps and hopefully have an update with new content/story by the end of November? See you next post!

Oct 20, 2016

Guess what time it is?

No, not update time unfortunately. I just wanna make the title of this post relevant to its content. But worry not! I am slowly chucking away at it. In fact, I've just rewritten the time system entirely from the ground up with pure eventing. I know I'm an narcissistic asshole who likes self-deprecating humor (if you haven't figure that out by now), but I'm honestly REALLY impressed with myself this time. Technical stuff below, but other than that, I'm also brainstorming a way to keep track of NPC locations so if you say, enter a building, the NPCs outside will "keep moving," and when you go outside again, the NPCs will remember how long it has passed since you entered a building and be properly adjusted to a distance based on that info. Yeah, once again, complicated. Because NPCs in RPG Makers aren't built to be kept track of like NPCs in Harvest Moons, Rune Factories and Stardew Valley. (An excuse for me to mention Stardew Valley. The characters isn't as fun as Harvest Moons' or Rune Factory's, but still a great game. Give it a try if you like Harvest Moon or Rune Factory.)

So, on to the technical stuff. The time system I previously used is a 3rd party plugin by Moghunter/Atelier Rgss. It has several problems with it and since I can't program, I can't make edits myself. So I looked into another plugin, and this one's from Hudell. But just like Moghunter's, it has its own share of problems. Namely, Moghunter's hour hand in the clock HUD doesn't move. Yes. It bothers me (that being said, I've decided to not include an analog clock HUD anyway). It also doesn't properly fix overflowing values, but I haven't checked Hudell's to see if it does the same. And Hudell's is also written in a way that keeps the clock running despite tabbing out of the game. Which as you might guess, is kind of a problem. So, it's obvious that some sort of change is needed (insert political joke here). And the result is me completely rewriting the system that's fully tailored to the game's needs. Okay, it's a time system. There's not much features you can add to a time system. But the idea is that it runs independently from the other systems, and if some other event make changes to the time, the time system itself will make the proper adjustments if something went wrong. Like auto correcting overflowing values! If say, I'm doing something stupid like adding 323 minutes instead of 5 hours and 23 minutes, the system will be smart enough to do the calculations to determine 323 minutes = 5 hours and 23 minutes, and adds the values properly. With a system like this, I don't have to add a conditional branch to fix overflowing values every time I manipulate some other time value. Generally speaking, it just makes events cleaner for me to manage and write.

The system sounds like it's very complicated, but truthfully, it's a very elegantly written solution. I've optimized it to all hell and made sure it doesn't do unnecessary calculations and waste computing power. If only I could say the same for the other existing systems in place... The animated text windows is made up of 8 fucking common events and choice boxes is made up of 4 fucking ones. Like, what the hell? So yeah, that's about it for today I guess. See you guys later!