Update 3/6 - 3/12
Added 2025-03-12 23:54:01 +0000 UTCOK First and foremost sorry for not posting in a while. I have been rather busy over the last while. This section was written on March the 12th at around 8pm. What follows is all of my notes since the last post.
-Add the upgrade conversations to each character.
-Found a bug, Characters are still in their room when they dont have a bed yet. So the imagebutton of them sleeping is there. But it is defaulting to the image of them just standing there in the day time. so theres like 2 of them... and one is like all demon floating and stuff. Kinda weird.
To fix this. I should change the imagebutton for the door. To not allow the player in the room at night time UNLESS the player has already bought them a bed. Either that or just make the room empty...? Who knows. pick one later and go with it.
- Get World Map working properly
- Remake the bathroom. I want to make the bath an in-ground one instead.
- Make the Vender NPC. Going to be a pain in the ass to make. There are 2 ways I can think of to do this. Since there will be around 30 items needed to Max out the base. I can either
make 30 venders with 1 item each. and have the code just decide which vender inventory you see based on IF statements. Like IF demoncontinent == X and IF RoxyConvo = 1, show Roxy's BED shop. or IF demoncontinent == X and IF RoxyConvo = 2, show Roxy's Dresser shop.
Then there is the smarter way to do it, but also has more opportunities for me to mess it up. (So let's be real this is the way I will attempt it first.) Making the Vender sell all 30 items all the time, but they will only appear at certain variables, like those RoxyConvo variables.
I also considered just making it so you can buy all the items all the time. But the issue with that is the exponential amount of images I would need to make for the bedroom.
To try to explain it:
Let's stay on Roxy's Room. Her Room has 5 items. Bed, Dresser, Magical Shelves, Reading Nook, Globe.
Since we have 6 times of day, but only 3 lighting differences. That means each upgrade needs 3 images minimum.
So the image I mean is the image of you walking into her room and just looking in there. You can see all 5 upgrade locations there right?
So with the way I am doing it, we need 3 images for Bed, then 3 images with Bed and Dresser, then 3 images with Bed, Dresser, and Magical Shelves. You get that right? Pretty easy 15 total images. Well 18 because there is also the 3 images with nothing in the room
Now do the thought exercise for if I made it so you could change the order of the items. The first item alone would equal as many images as all the others combined. This is also why I ended up deciding against the original plan of players choosing which items would be there.
I wanted to have 3 different beds, 3 different Dressers, so on and so forth. Now just imagine how many images that would be. Then think ahead, what about the sex scenes that use videos that happen in that room? All those angles and stuff I like to get would need to be made once
for each and every possible variant of the room concept. And you can see why I was like.... Bro the file size would be crazy! Not worth it for just a neat little thing that most people wouldnt care about. The main thing was just going to be if you picked the right item
you would have gotten a small sex scene like a BJ or HJ for each correct item. Instead there is just going to be a multiple position sex scene for completing the room.
If your still not convinced though here is the math for fizesize for each room without counting the sex scene videos thing.
3MB per room image. Current setup each bedroom = 18 images ~54MB
With the idea I originally had I calculated each room would be a Minimum of 270 images ~ 810MB up to 1250 extra images ~3.66GB when you factor in sex scenes.
And that is PER ROOM there are currently 4 Bedrooms, Kitchen, Office, and the Lobby, That all have upgrades. See what I mean now? 7 rooms alone being up to 25GB in images that is just crazy. Granted I generally compress the images to least half their normal size
Before you all even see them at all. Because if I didnt you would see the game at over 20GB right now and no one would play it lol.
define time_images = {0: "morn", 1: "morn", 2: "aft", 3: "aft", 4: "night", 5: "night"}
Make Aisha Appear in her Bedroom when clicking her door with demoncontinent == 7
Where she will talk to you about getting her a bed.
That should then trigger a second variable. Currently unnamed.
This variable + the demoncontinent variable will be then used to stock an inventory of an NPC in the market.
The player will then go to the market and buy the bed and desk for Aisha.
After that, They should install them.
at that point, Roxy and Rokari should appear in the new base.
Talking to them tells you to get their beds and your own.
Repeat previous steps.
Coded entire storyline UP UNTIL the point where I stopped getting images, so only like 15% of it. But it is up to when the new base is unlocked, allowing me to test out the new base and properly build the city now.
But that also made me think AH the map. Then 6 hours later... I am still trying to rework the map system to allow for it. I believe the issue I am having is the way the system worked that I created before was like this
CITY>Building
And now I am trying to add another branch of that entire thing.
WORLD>CITY>Building
And It does not seem to like that. Like... at all.. I made some images in photoshop to use for the World map, city map, and the relevant Icons.
And made some tester code but when I click the map literally nothing is coming up...at all...
So... Whoops..
Halfway got it working. Tryin to figure out why it works fine in brand new saves, AND in one of my saves where I am in the Home area.
BUT when I am in the Demon Continent base it refuses to work. But also when I force it to appear using the call screen command.
It works fine.....? Well in the process of trying to sword this all out. I added a new UI element.
Nice Names. Also acts like a way to make sure if it is tracking the correct screen.
On the TopBar now in the dead center is shows the map name for the map you are currently on. But in a eye friendly way. Like instead of saying
town11. Which is one of the 13 different town maps in ranoa. It just says Ranoa. idk it was a neat way for me to make sure it was keeping track of screens correctly.
Turns out it is... on the new demon continent stuff. But not the old stuff.... Could be the cause of some of the crashes we saw from players before.
But adding it to my list of stuff to do. Just like when I was just messing around clicking in the house trying to watch if the screen name changed like it should
I clicked on the Dining room and BOOM back to main menu. IDK why. But it just yeeted me out of the game so fast I had to double take at it.
Then wanted to give it a stern talking to. But I am ready for a nap or something lol.
Currently working on getting the World Map, Rikarisu Map, Demon Base Maps, all working to make teleportation easier later.
Cancel on the select Skills to combine is forcing the game back to the main menu. Possible fix swap it from Return() to Jump("study")
Issues with using Jump means I can not use the combine skills function anywhere else but the study.
Finished the BASIC's of the town map. No NPCs are in the town yet, but I made the screens for moving around, all 40 screens are done, to manually walk around the 7 different main locations.
during some bug testing I noticed some of it doesnt feel right, needs further fine tuning. Adjusting what moves you where kinda thing.
Should have the screens and movement done today. Then will be able to get started on the NPC which sells furnature. Kind of the most important NPC in the entire update.
Also need to make some imagebuttons because while you can now leave the base, you have no way back inside.
Need imagebuttons for both town outskirts, town exit, Inn, and Tavern. Training grounds doesnt need one as that area will mostly be unused until update 2.
This update will only have 1 conversation with Kishirika take place there, other than that its useless and only something I made ahead of time for the next update.
Actually I still need a path to an alley location technically but, there are plenty of alleys already in the town so I could literally just pick one of those for the Kishirika conversation to take place in.... so fuck it.
3/7/2025 11:35 PM
So what have I been doing lately? A LOT!!!
I have learned some new ways to condense code. I was able to change from using a bunch of if elif statements to a system where using string formatting, renpy creates the names for the imagebuttons and background images on its own.
Which cut the code down by over 1000 lines. I also moved the tooltip stuff into the topBar, which further cut down the code per screen by 3 more lines. Which translates to around 200 more lines cut.
I created 1000+ new images for the imagebuttons.
NEARLY Finished the Demon Base map, I need to add a background image to it, right now it is the same back ground image as the Rikarisu map.
NEARLY Finished the Rikarisu map, I need to move around the locations on the map for the imagebuttons.
Finished the World Map
I have been working hard on getting the code for the new base upgrade system to work properly.
Basically what needed to happen was, You talk to an npc in a room, they check the current RoomUpgrade variable, Based on that variable they decide which conversation to have with you and which item to Request.
After their dialogue the Request item Variable is saved, when you go to the furnature vender (Which I finished coding today!)
The Furnature Vender will check the Request item variable and ONLY show Requested items for you to buy.
After buying the item you go back to the room that you talked to the NPC in, as soon as you walk into the room, the code needs to check if you are carrying a requested item in your inventory.
If you are, it needs to create a textbutton on the screen telling you that you can place the item.
When you click Place "Itemname" it needs to do a few things at once:
1. Remove the item from your inventory
2. Increase the RoomUpgade variable by 1
3. Refresh the screen to show the upgrade you just placed.
I just finished getting all of that code to work in the room I was using as a test room, the kitchen.
So I just need to make the dialogues for Aisha for the Office, Roxy for the Lobby, Aisha for her bedroom, Roxy for her bedroom, Rokari for her bedroom, Kishirika for her bedroom, and lastly I need to figure out how the player is going to get Requests for their own room?
I was debating if I should just have the player talk to different girls for each item in their room? Or maybe just Roxy or Aisha?
BUT other than those dialogue things.
Finished coding the entire base.
After that I am going to be adding the random NPCs to the town.
So hopefully adding those NPCs will be done tomorrow.
Then on Monday I will be able to continue working on the actual storyline stuff. Since all the Foundation of the Demon Continent update 1 will be complete.
After the storyline stuff is done I am going to spend a day doing nothing but making sex scenes to add to the base. Anyone that has watched me knows I can pump out like 10-15 sex scenes in a day. So 2 days of that and the update will be ready for its 24hours of testing.
Then ready for release. The biggest time sink left to deal with now is the storyline stuff.
As I have 38 total labels that need animated in this update, I have completed only only 11 of them so far. The 11 I did already took me 2 weeks to do, but to be fair most of that time was used in actually creating the maps that needed to be used for the scenes.
So I have all of the maps done that I need for the storyline stuff. It will just be populating scenes with random NPCs in the background, changing lighting for timeOfDay stuff used in the scene and just pushing them out. I think the rest of the storyline stuff can be
done in a week. SO if I were to say when I THINK the update will be ready at this point, I would say around 2 weeks from today. But I am not sure if that is accurate. Since you never know when something will break randomly. Hopefully with the condensed and cleaned up code I added for the base
I wont run into any issues like that. Also side note depending on how this all goes, I may take some time to implement these changes to the Ranoa content too. Because I have noticed a LOT of improvements with the new system like being able to actually use returns again
without breaking the game. Which is really nice.
3/9/2025 2:00 PM
OK so after making such a big deal about compressing the code, which was a good thing all around. I added a BUNCH of complexity and made the character upgrade dialogues
a bit more complex than I originally planned for. So what did I do?
Well an issue I find in many games of the RPG variety which lets be real this game is essentially an rpg with sex.
The issue is NPCs get extremely boring and repetitive which I have voiced concerns about before.
So what kind of thing did I do to solve that? VARIABLES and RANDOMNESS!
So as I went into before, the way the Vender determines what to sell you, is based on a CharacternameRequest = # variable.
Which is set when you talk to the NPC in their room. So if we take Roxy as an example. If you have not bought her bed yet,
She has a variable called RoxyRequest that is equal to 0. But as soon as you talk to her in her room for the first time.
That Variable is changed to 1. So when you go to the FurnatureNPC it checks those variables. and is like ahh RoxyRequest = 1 so I need to sell the player
Roxy's Bed. Simple enough right?
I added a true of false variable called CharacternameComplete.
After going through all of their essentially fetch quests at the end of upgrading each room it changes from RoxyRequest to RoxyComplete
Then when you talk to her and RoxyRequest is equal to 5. (The last upgrade) and RoxyUpgrade is also equal to 5.
She basically thanks you for finishing her room. And adds the new variable RoxyComplete = true.
Now when you talk to her again and RoxyComplete = True she has a few new lines of dialogue. WOAH a few new lines??!! Who cares.....
But what I can do with these complete variables is where its kinda cool. So each character/room has a complete variable now.
And for each complete you collect the NPC your talking to has a few unlocked lines. Then when you talk to them is basically pools all of their lines together.
and randomly picks 2. To give a feeling of varied dialogue. Which fills up with more variety the more you complete the base. Its a small thing
that will probably go unnoticed by most. But having random dialogue NPCs is actually a huge thing. I mean look at major AAA games.
Even skyrim only has 2-5 random dialogues per npc. THOUGH to be fair they have hundreds if not thousands of npcs. They are also a major game studio and not just some dude.
So I think its cool. And definitely something I have never seen done in any of these kind of games before. So I thought it would be a fun challenge to do, kinda like when I made the gacha summoning system.
So right now I have everything done for everyone in the base aside from the sex scenes which I havent started yet. And I still havent done the fetch quest stuff for Rudeus
which is next on my todo list. I am just trying to figure out the "best" way to do that. Like... should his be triggered by you walking into your room and him just thinking to himself?
I mean he has 4 room upgrades. A bed, A dresser, A cabinet, and a couple of loveseats and a coffee table.
Obviously the bed he could think to himself that he needs that. But I am stuck on if he should do internal dialogue for all of the upgrades.
or If some should be locked behind other characters or rooms upgrades. Like when completing Roxys room she comes into your room when you walk in and mentions you could use a dresser too.
and maybe when you complete Aishas she comments on how you cant just keep leaving your staff laying on the ground.
or maybe Kishirika comes in and mentions that you could use a place to entertain guests.... These are the things I am currently struggling with.
Changes I still want to make to the base. I want to have NPCs coming and going into the Rude Merc building, based on the Upgrade level of the Office and the Lobby.
I also want to have times of day where characters are out like shopping or something.
3/10/2025 - 3/12/2025
Took a couple of days off as a break to make sure I dont get burnt out again. Back at it now.
Finished Adding the Rudeus Room Upgrade scenes.
Added a new image for the Map Screen for Demon Base.
To Do List:
Make sex scenes for Upgrades.
Scenes needed:
Rudeus + Roxy for Finishing Roxy's Room. Sex Scene
Rudeus + Kishirika for Finishing Kishirika's Room. Sex Scene
Rudeus + Aisha for Finishing Aisha's Room. Sex Scene ALSO Rudeus + Roxy Anal Sex Scene if Name = Rudeus.
Rudeus + Roxy BJ Scene With Rokari Watching for Finishing Rokari's Room.
Rudeus + Aisha BJ Scene in office for finishing Office scene/replace Aisha with Roxy if Name = Rudeus.
Rudeus + Roxy Sex in Lobby when Finishing Lobby Upgrades.
Rudeus + Roxy/Aisha BJ In Kitchen with Rokari watching for finishing Kitchen Upgrades.
Rudeus + Kishirika and Aisha/Roxy Sex in Rudeus's Room for finishing Rudeus's Room.
Rudeus + Kishirika Sex Scene in Kishirika's Room:
BJ
TJ
Missionary
Cowgirl - Rokari Watching
Reverse Cowgirl
Rudeus + Aisha Sex Scene in bathroom
TJ
Doggy - Rokari Watching
Sitting Cowgirl
Rudeus + Roxy Sex Scene in bathroom
BJ
Cowgirl
Doggy
Mating Press - Rokari Watching
Tavern Scene Where you walk in, talk to the Bar Tender, sit down, and have an image button of the beer mug in front of you. When you click the beer mug show an image of a hand grabbing and lifting drink to camera, then an image of putting it down.
Maybe after x amount of drinks time passes by, and camera gets blurry. Then if you stay too long drinking someone from the base comes to pick you up?
Went through the Ranoa content, to stress test stuff. Basically how the old code works with the new code.
Found around no joke 300 new bugs and crashes. I fixed everything I have found so far. Not going to say I got it all, but I know I got a bunch lol.
Figure out why I can upgrade rooms using the wrong items.
Something is going on with Item tracking.
A big change I just made... and spent the last 5 and half hours doing, During my testing of the old code, I decided to test out battles.
.... which sent me on a spiral of slamming my head against the wall again...
Basically for some dumbass reason. When I took the code out of the game for using items in battle. like BEFORE ALPHA 1 EVER CAME OUT!!!
I left a line of code in there, and forgot to delete it. Basically just a check that IF you used items to make sure to remove them after the battle.
Simple enough right? Well when I added all the code for placing the items in the new base, that made it so I had to make changes to the old code for items.
Which means without knowing it. I completely broke battles. So after many hours, I sorted that out. But that was only 1 issue of many I noticed. Another was whenever a battle ended it would teleport you to the kitchen.
Of the Ranoa house.... No matter.. where you were when you started the battle. This issue is related to using a variable called previous_screen. Basically There is a variable that is changed everytime you move at all in the game.
Called the persistent.current_screen. This is usually used to track where the player is at, for things like the new Nice Name display on the top bar. And for just all around keeping track of where the player is.
The variable that goes with that is the previous_screen one. So lets say you open the book. The game needs to know which screen you were on, BEFORE you clicked that book, so it knows where you place you when you exit the book.
Pretty simple right? I am assuming most of you got that pretty easily. The issue I was having was it was not tracking the previous_screen properly and it thought that the kitchen was the previous_screen no matter what...
SO how did I fix this? 2 hours of placing this exact line of code on EVERY SINGLE SCREEN AND LABEL IN THE GAME!!! $ previous_screen = persistent.current_screen
Now the previous_screen is whatever the current_screen is. So when you open the book it remembers which screen you were on before opening it by being like hmm... what is the previous screen? AH! Its the Market! Cool let me drop the player back there.
That was tedious as ALL HELL but it works now. So 1 ENTIRE day of coding and debugging. Just to get battles to work again... And to get the game back to a working state. Though I did also fix a bunch of other random code.
The following is a TLDR List of everything I have on my todo list that is left before the update is ready to post. But this is not the order I will be doing them in. Just everything that I know of right NOW that needs done. But I will be posting this todo list daily again, with Done tags when things are completed.
OVERALL TODO LIST:
- Add NPCS to town Areas. Market/Tavern/Inn/Docks/Outskirts
- Add NPCS to Merc Base based on Upgrade levels of the Office and Lobby
- Create Tavern Map
- Create Inn Map
- Create Docks Map
- Create Outskirts Forest Map
- Add Sex Scenes
- Animate Kishirika Chats and Dates
- Animate the Final section of the updates story
- Add new tiers of battles for Rikarisu
- Create and add 5 new tiers of Monsters
- Add new skills/unlock already created skills. (I think I already made them before....)
- Add special scenes for Tavern/Inn
Comments
Well that's some dedication man , really appreciate your work , also i wanted to ask and thoughts about elinalise in future updates or next update ? Sorry i haven't been caught up in a while XD . Also I love that you are giving aisha the attention she needs ( she's one of my favourites XD)
Phantom
2025-03-24 00:50:27 +0000 UTCAny update on HF anytime soon?
Jonathan Zimmer
2025-03-21 01:34:12 +0000 UTCActually amazing how much of yourself you are giving to the game. Can't imagine how you still can keep track of the flow with so many changes. Just wanted to suggest that trying to prepare so much in one/two releases might stress you with each new feature you are adding, I would be happy to see even a small updates in separate releases like tooltip or world map. Take care of yourself, we will be waiting, take your time, as pushing it won't make any good too.
Nicky Anonim
2025-03-19 16:48:32 +0000 UTC