Monday, May 22, 2017

I am too tired for a funny title

So, I already have the art for the next release ready, which means I can show it off in the following days! :)
As for what I did this week (other than the bugfixing for the Patreon version), I mainly worked on the first new, non-faction-related quest. I might have it play a minor effect later on in a certain path, but it's mainly the kind of quest you stumble upon, as opposed to the ones which are more structured like a job. It's not finished yet, but I have made good progress on the start AND the map it will use (I plan on re-using this map in a few situations, so it's hopefully going to be a good time investment). Some of the files are already in the game, but I think I sealed it off properly, so you shouldn't see the unfinished bits.
I also wasted some time trying to give the quest log a map to show in which city/area the various quests are located by fusing two different scripts. While I was successful, I wasn't happy with the result, and one of the scripts would have required me to expand its functions to fully cover what I had planned, and in the end I decided it wasn't worth it. At least I learned a bit more about the quest log script, but I think this idea might not be very useful, after all (you already get the city name in the quest, there is hardly any need for the map, I think).
Did any of you play the new sex scene at the bath house (in the Patreon version)? How was it? Were the few sounds I added any good? Should I give the same treatment to all other scenes?
I hope I am not forgetting anything, do let me know about any issues, as always. :)
P.S. I might have to delay this month's release, as I'll be a bit busy next week. Hopefully, I can just work around my schedule, but I figured I'd let everyone know, just in case.

Monday, May 15, 2017

May update is out, April goes public!

As I mentioned last time, from now on you can find the changelog and the link to the latest update on my patreon page.

Have fun, and let me know if there are any problems! ^_^

Monday, May 08, 2017

I am udderly tired of farm work...

So, the dairy cow ending is done too! I also properly implemented the system which allows you to milk yourself without having to go the barns each day, if you continue as an adventurer. Right now it simply asks in the morning what you want to do, but I might leave more freedom to the players in the future (that means I'll have to figure out some new mechanics, though, which might make things overly complicated). There is still more to do (I'll see how players like the endings, for example, and consider adding more content to them, and I want to add some "fun activities" around the farm with the workers), but at least all the basic features and the scenes are there. Expanding the idea much more would probably be overkill, but I figure the only problem with adding other scenes is avoiding repetitiveness (you can make a cow come from being milked only so many times before it starts to feel same-y).
Also, I am pleased to announce I got my hands on a new PC, finally! It was 10+ years since I bought the last one, so the improvements have me shocked. This might mean that I'll need people to report to me if the game's performance is suffering (I used to be sure the game wasn't a problem, as long as it ran on my system, but with the new hardware, that's likely always going to be the case, unless I really fuck it up). As long as the performance is more or less the same, that's fine (I could improve a bit, especially by using anti-lag systems), but I'd rather not mess with scripts unless there are serious issues.
For this last week prior to the release, I am unsure what I'll work on. I thought at first I was going to take a bit less to finish the cow path, so this leaves me with little time. I might just tackle some miscellaneous stuff, improving on minor things here and there.
Speaking of which, we have been floating around the 1200$ mark for a while now. Even if so far we never actually hit that when the payout happened (sometimes people might miss a payment, for example), I have already upped the monthly artwork to 2, as you'll have surely noticed if you follow my Patreon page. Now, I was trying to come up with a new goal, and since some people were talking about sound effects and voice acting (I assume just for the sex scenes), I wonder if that would be a worthwhile goal (hiring a VA to get some good quality sounds), but I have to be honest with you guys, I'd have no idea where to start, or how to audition for good "sex moaning" and other sound effects.
I am actually already experimenting with some of the few sound assets I already have. My main problem with it, is that mixing text and audio (like moaning) which don't match is underwhelming, and leaving the audio and the text completely separated means increasing the lenght of the scenes perhaps a little too much (I would be using the flashing screen and the audio, which means you need some time to let the audio play out, and then you'd get the descriptions).
Maybe I should leave a few sex scenes with audio as a test, so people can tell me if they prefer a quicker paced scene without audio, or a longer scene but with some sound effects.
Anyway, sorry for the rambling, I am trying to wrap my head around the new goal and how to better use audio in the game, and it's occupying a lot of my thoughts, because it's outside of my previous experience, so it's harder to figure it out.
Look forward to next week for the new release! ^_^

Monday, May 01, 2017

Crunchyroll sucks! Here, have a status update.

I was hoping to get a bit more done this week, but I got sidetracked. I thought to myself "I haven't watched any anime in a while", deluded myself into thinking I wouldn't spend too much time doing that, tried the free option on Crunchyroll (tried the PS3 player, and I don't know if that's the problem, or if the free experience in general is absolute garbage, but it was pretty terrible, turned me off of it), ended up wasting a couple of days looking up something to watch, watching it, trying various services etc.
Surprisingly, I did get a few ideas for the game while watching (definitely wasn't expecting THAT from my selection), but it was a black hole I wasn't planning for.
Anyway, I did eventually get off my lazy ass, and finished writing the first ending (I worked on the "breeder path" first). That's about 3 scenes worth of writing, plus some random rolls to add some minor variance here and there in the events. I also added interactions for both paths with the other cows, you can get some differences too, depending on whether you are a breeder or not. I also did some testing, to make sure the choices work as intended.
I still need to decide on a few things: I think I'll leave the scenes with a black screen, for now, since this is something I should probably get art for, I need to add options to go adventuring and then decide to retire (or fail to make enough money, which forces you to go to the barns as well), and there are probably many minor things I'll have to adjust for the release, but the main content is thankfully all there.
This is pretty much it for this week. I'll have to prepare polls and show off some other art for the game as well on Patreon, so stay tuned in the coming week! ^_^

Monday, April 24, 2017

My milkshake brings all the boys to the yard pt.2

So, I added two more scenes to the cowgirl path, as well as adding comments, dialogues and whatnot to the barn (once you reach this point, you'll be able to move around freely). I have also started working on the potential endings for this path, and creating the groundwork for continuing to play as cow and part-time adventurer for the Zanti family (which involves being able to generate enough money every week, or else you get "retired" to the stables, as a normal cow). I did force a specific outcome on one of the quests, if you are far enough into the cow path, as a result of your "alliance" with the Zanti faction and their interests in it (more quests will have forced choices, as a result of your obedient cow status in the future).

I also looked a bit more into mini-games, scripts and improving the UI: I have found a very nice fast travel system I might add to the game, and I think I have found a nice UI for the battle system, as well as a good rhythm mini-game, which might be useful for dancing/strip-tease jobs.
Finally, I wasted some time looking for art assets for some characters. I might actually use the MV character generator (specifically, for the face), since it's much better than the VX Ace one. The characters I am talking about are fellow cows in the barn (I'll have to add some background story for them). I am unsure if I need busts for them, or if having a face will be enough, but it's all part of the plans to finish the path and making it complete.

Anyway, this is more or less the summary for last week. Since the endings might have several scenes, I am not sure if I'll be able to wrap up the cow path in a week, but I am sure I'll make good progress on it.

Stay tuned for more news next week! ^_^

Saturday, April 15, 2017

New update! March update goes public!

The new public version can be downloaded from the Patreon page (near the bottom):

The changelog is here:

New temple is done;

The new TF spell is done (it was mostly done a while ago, wrapped it up);

I reworked the mouse TF and the new TF to use a slightly different method;

New combat mechanics;

I have added a new NPC, which took the place of the mermaid in the first temple.

From now on I'll always redirect to the patreon page, (it's much easier than change the links everywhere), sorry for the extra click. Enjoy! ^_^

Tuesday, April 11, 2017

One... More... Scene...!

This week I added one more scene to the new job I mentioned, I added 3 new random scene (although they are linked, so you can't get the second one without seeing the first), I am adding a few willpower checks and slightly tweaked dialogues here and there (nothing much, but it still takes a while to add them), and I am struggling a bit with scripts to make the changes to the shops less painful (if you followed the previous weeks, I mentioned limiting the number of healing items you can buy, to avoid people simply stockpiling huge quantities, turning every fight into a non-issue).
Basically, one script makes items unavailable for buying if you have more than x items, while another script makes you sure you can't go around this limit by buying all of them at once (since the shop wouldn't be able to stop you UNTIL you reached the limit, which would happen only after the purchase). This last one is annoying because it extends to all purchases, while I want to limit it only to healing items. (HEY! I solved it as I was writing this! *happy dance* :D)
I want a few more days because I have yet to complete any work on the activities I was planning. I did try a few interactive moments with the new job, and I am happy I have learned a few things from it, but they will probably end up being reworked as I come up with more fun ideas (I'll leave them in anyway, because I think they give a better pacing to the scenes). If things go well, I'll add more content, and then release it, otherwise I'll limit myself to test things properly, at least. Within 3-4 days seems a reasonable estimate.
Anyway, this should be it for the moment. As always, leave a comment if you have any questions! ^_^