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New Location Art! - Frustrated by the non-Euclidian layout of the house and constant perspective issues, I spent a whole bunch of time redrawing some of the oldest bits of location art and giving them some proper art. The upstairs hallway, the MCILF's bedroom, and the backyard are all significantly less place-holder-y! All of the NPC bedrooms also got a little touchup and some new sleeping art!
Nightwear! A Fancy Robe! Night Events! - Disappointed that you couldn't live out the middle-age-mom fantasy of owning a moderately priced lounge robe? Well, be disappointed no longer with the MCILF's comfy new robe! Along with the robe, you can also now visit all of the the bedrooms after dark, checking in on everyone to make sure they're alright - and helping, if they aren't!
New Events! - There are new events beyond the new night time interactions. Check in on the Slacker in the morning and 'help get him out of bed', or spend some time trying to get into the Firebrand's computer so you can snoop like a good mother.
Phone Backgrounds! - Not satisfied by just seeing those new posters hanging up on the wall? Poke around the house or visit the new comic shop at the mall to get some new eye candy for your smart phone.
New hallway, who dis?Getting into trouble without YOU, obviously!The infinite void of suburbia.The wonder of an easy access robe!
And there, the long wait is finally over! What took so long, you ask? Well, a few compounding factors. I feel like it would be irresponsible for me to just not talk about it, so here's what delayed v0.34 sooooo long.
Writers block. Or artists block more generally. There were two or three weeks after the last update where I just could not get my brain to engage with anything. In the end it either went away randomly, or because I started making sure I get enough sleep. Who knows. Could be anything. (I'm being much better about my sleep now.)
Transparent outfits are hard. The translucent fabric of the robe turned out to be waaaay trickier than I was anticipating. Overlaps were super apparent, so I needed to figure out some brand new techniques to make it work. In the end I used invisible driving shapes that shift the robe around but don't let the actual texture detach or overlap. On the plus side I only needed to figure that out once, and now I can apply it to future outfits.
New time blocks are hard. I started this 'night time' update cycle with the idea that it would be super simple to add some new events after the MCILF got ready for bed. When I started coding it, however, I realized how many little edge cases I needed to deal with: disabling chore interactions, adding event variants for a new type of outfit, preventing some events from triggering while NPCs are asleep, not preventing other events from triggering while NPCs are asleep. It was a whole can of worms! It's dealt with now, though, so new night time events should only take a normal amount of development time.
Art takes a long time. I've never been a particularly fast artist, and I decided half way through this update that I needed to update the MCILF's bedroom (so I could add a one-off gift box, of all things). Then I wanted to tweak the backyard art. Then I redrew all of the background art. Then I wanted the upstairs hall to match the backyard view. Tthen the NPCs needed sleeping art for night time events. Each step seemed reasonable, but it all added up to a bunch of (unexpected) time!
Scope creep. Some of this falls into 'art takes a long time', but I also spent some time adding new events that weren't part of the main focus of this update. I think finding the Firebrand's computer password is fun, and buying the Slacker new posters is neat, but it's hard to claim that they're critical gameplay elements for a night focused update.
Tech Experimentation. While drawing the new location art I took a detour to explore some new tech in an attempt to speed the whole process up. As usual with any 'shortcut', in the end it would have been faster to just do it all the slow way from the start! It was good practice and an interesting distraction, but it certainly was a distraction.
Surprise Vet Visit. Specifically, this was a surprise for the last 3-ish days. My cat decided to go pick a fight and get scratched across the eye. Then he decided he really wanted to develop an infection. That was a 'drop everything' kind of issue. Good news: he's fine and fully recovered now!
So, I'll just be avoiding all of those problems in the future and we should be good! Easy!
More specifically, I plan to be more consistent with smaller, much more focused 3 week update cycles. Each cycle I'll aim to add some new clickable art to a location (but not redraw everything!) and add some related content for that clickable, and add some new content to an existing event elsewhere in the game. That should keep progress a lot more steady, give me a chance to get frequent feedback, and prevent things from spiraling into multi-month long updates!
Now you've read enough rambling from me - you've got an update to go and enjoy!
Changelog
(Supporters Only) Added cheat option to change the stats for crowds.
Added robe outfit for the MCILF.
Added an intro event for the MCILF's new robe. Triggers on Friday nights.
Added two different paths to unlock the Robe, one with a monetary cost, one attached to a specific NPC.
Added "default_nightwear" to MainCharacter class.
The MCILF can now "get ready for bed", changing into her sleeping outfit without ending the day. Without appropriately modest sleep wear the MCILF will be limited to her room (for now).
The MCILF's new robe allows her to travel around the house (currently upstairs only) after getting ready for bed. NPCs may be in new locations and new events may be triggered during this pre-bed phase.
has_available_outfit() function now takes an optional `requires_tag`, used to hide some pointless options until you have sleepwear to change into.
Updated Nerd's nighttime visit code to reference outfit tags (`Underwear`, `Nude`) instead of being handed a specific value from the sleep event.
Updated all of the upstairs clickable objects to disable some interactions when the MCILF is dressed for bed.
Redrew the MCILF's bedroom and most of it's assets to correct the room perspective.
Redrew or improved many of the NPC bedroom assets, particularly the beds to put them into proper perspective.
Added NPC-in-bed art for all of the NPCs.
Added a new comic shop location at the mall (in text form at the moment).
Added a new poster that you can purchase from the comic store for Slacker's bedroom. (comes with a digital, phone background version).
Added some short interactions to discover the comic store one with Slacker, one while shopping.
Updated the MCILF's bedroom masturbation event to account for her being able to wear a robe instead of her default outfit.
Expanded the MCILF's bedroom masturbation event, adding different narration for higher corruption values.
Added 'requires_npc_near' as an alternative alias for the existing flag 'requires_npc_at_home' to feel more natural for non-house NPCs.
Refactored logic and disable slug for 'requires_npc_at_home/requires_npc_near' menu flag to make more sense for non-house NPCs.
Allowed you to snoop through Firebrand's computer when she's asleep in her room, as well as any time she's not around.
Split Firebrand's computer interaction into two parts: logging in, and actually searching. Her password can be found multiple different ways.
Redrew most backyard art assets, greatly improving quality for everything there. House layout is now slightly less non-Euclidian.
Updated the MCILF's phone contact image to reflect her new face assets.
Added the Slacker's new door poster as a phone background. Unlocks through a chat interaction with him.
Added short night time and morning events for the Cheerleader on Sunday night/Monday morning, primarily to set up for future content.
Clickables can now be flagged with the 'summonable' flag (default True). If False, the NPC won't be available for events that call for them (usually because they're sleeping).
Fixed dress menus having multiple narration statements stacking on top of each other.
Hey crew, I thought I should check in and give an update on what I've been working on for the last few days!
Something that has bugged me (and plenty of players, based on the comments I get about it) is the inconsistent window placement for the main house in AVFH. From the upstairs hallway it's implied that the order of rooms is: MCILF, Nerd, Firebrand, Slacker. From the backyard, however, there are only two actual windows visible, and the far left one is used as the trigger for the Nerd's events - Something's gotta be wrong there! The old backyard. Those windows don't make ANY sense for the house layout. The answer to why is simple: On the earliest versions of the clickable maps I didn't know where the bedrooms were going to be. For the backyard ,my only concern was making sure the house had a house-vibe. Upstairs, I had intended to have the MCILF's bedroom door be behind the camera (reducing the window paradox by 1) with some 'turn around' clickable like the principal's office has. I found that to be really unintuitive, though, so her room was moved.
So I wanted to fix that. "I'll just draw some extra windows" I thought, expecting to spend 20 minutes getting this done before shifting focus to writing.Have I used this meme before? Absolutely. Will I use it again? Again, yes.Once I got to work, though, I felt like I needed to put in a little more effort. Some of the perspective in the scene was janky (but not as bad as it is upstairs; more on that in the future), so I fixed that up. I took some extra time to make the new windows nicely modular so I could update them in the future. The cleanly drawn windows looked jarring against the rough house art, so I improved that. One by one I started redrawing (almost) everything!
New backyard art spoilers below!
The new backyard background, now significantly less terrible! In the end I think I'm very happy I took the time to get this done. The perspective drawing tools in Clip Studio were super useful for these highly geometric scenes, and the whole space feels sooooo much more polished now. There's still going to be another art quality pass in the distant future, but all of this is useable art and not a clunky placeholder asset.
Next up, I think I'm going to keep the art detour going and redraw the upstairs hallway - the perspective of that hallway is massively wrong. Until I fix that, anything I draw for that space will need to be redrawn and it won't be useful for visualizing where things go in general. That's a much less complicated area, so I don't expect to take nearly as long - hopefully I'll have an update for you in a couple of days!
Hey all, I'm back with another update on work for v0.33!
For the last few days I've been focused on clickable art, particularly the new bedroom clickables that I'm using for the upcoming night time events. Since drawing characters takes me a good chunk of time (even with the rough style I'm currently using) I decided I should improve their bed art as well, rather than have to redraw everything in the future. That involved fixing their perspective, getting the scale right, and giving them some rough shading. I also cleaned up some other clickable objects, like the Nerd's computer, while I was looking at the files for them.
I've just finished the last bit of sleeping art (the Cheerleader; who had the most pose detail AND the most awkward perspective), which means I've now got 100% of the art for v0.33 finished! I've got all of the basic triggers set up for the night time events too, so all that remains is to write the actual dialogue and narration. That always takes longer than I expect, so rather than tempt fate I'm just going to say it'll be done Soon-ish™.
Besides my direct work on AVFH I've spent some time working on art-related stuff. I've long been frustrated with the amount of time I need to spend going from a mostly-finished sketch to clean lineart that I can colour and shade. I went searching for a mechanical solution to produce clear vector lines - which would save me hours of tedious retracing time and let me polish up a lot of my practice drawings so I can share them. I actually experimented with a machine learning method first (more on that another day, when I've got more time to write and make some example images), but the approach that seems to be working actually goes back to my old favourite open source drawing program: GIMP!
The G'MIC library of plugins had some very useful filters that pretty reliably (and faithfully) converted my rough sketch into a cleaner raster image. From there I could take it into Inkscape (also open source!) and vectorize it, but I think the clean raster version will be plenty for what I need it for. Here's an eample:
Starting Rough SketchCleaner Lineart
The final result would still take some light cleanup, but it's much easier to work with than rough lineart from my sketch. The bits that need the most cleanup - the hair, in this example - are also the bits that are the least clear in my original sketch, which feels correct. Hopefully I'll be able to put this all to work in the near future!
Alright, that's enough writing from me, I'm going to go get started with some writing!
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