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MetaMira profile
MetaMira
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MetaMira
I'm working on a lewd game: A Very Full House
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You're stopping by to say hi and see what's going on with development in depth and in game. Not only will you be able to see all of the Patreon NSFW posts, you'll also be given access to the most recent version of A Very Full House. This is the tier if you want to stay perfectly up to date on development!

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Displaying posts with tag Preview.Reset Filter
MetaMira
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Progress in the Background! (No Release Date Yet)

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!
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MetaMira

Even More Poll Action! (and a tiny art based detour)

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MetaMira
Public post

Update Progress: UI work!

Hey everyone! these last few days I've been diving into the wonderful world of UI design, working on improving the interface experience in A Very Full House. Today I thought I'd share with you some of that work, along with my thought process and what I'm hoping to achieve here.

So, let's jump right into it! A huge chunk of AVFH involves clicking through menus, and that means how those menus feel is an important part of how the entire experience feels. Right now menu buttons are all boring grey rectangles with some text (and some requirement glyphs for things like Arousal, Corruption, etc.). That's functional, but not exactly inspiring. My first step was redesigning the actual button art.
Hey babe wake up, new button just dropped!

Here's a new basic button. The transparent background makes sure any interesting art behind it can still be seen, and the outlined white text guarantees contrast on any background so it's easy to read. Hovering over the button highlights it, while a disabled button is both darkened, desaturated, and blurred. Overall, it feels pretty similar to the current system, but a little sharper.

My goal is to use these buttons to deliver more information to the player than the old versions could do with just text. To do that menu options can have "accents" given to them, which attaches some extra art to the button. Here's what a button with the "arousal" accent looks like:
Art subject to change - I'm not sure I like those hearts.
I'm currently planning to have accents for: arousal, control, chores, and money. That should help players find which options complete chores, which ones you can expect to generate arousal, which ones generate control, and so on. It also means I don't have to be as explicit with some mechanics. Eg. instead of "*Tease him*" I can use something more interesting like "*Pay extra close attention to him*" and be confident that the player is still getting the same information. All of these accents will be mutually exclusive and located on the right side of the button.

On the left side of the button I'll be putting accents for mechanical effects the button will have. Right now I'm planning for that to be: change location, time advances, and day advances. Here's an example for what that will look like:
Oh no, the button is eepy!

A button can have left and right accents at the same time, which I expect to come up a fair bit of the time.

There's one more element that I'm going to be taking advantage for the button art: the colour ring. The previous examples have the default grey ring, which I'll be using for most actions. For actions that lead to a corruption tag you haven't yet collected, the colour ring will be set to gold instead.
Stupid sexy button.
It's a subtle effect, but it should make it a lot clearer when an option leads to some type of interesting game progression. I'm also planning to use the ring to show menu options that have been selected before, perhaps with a duller grey, but I haven't implemented that functionality yet.

All of that - plus work on the text bubbles, which I'll talk about another time - leads us to this before/after comparison:
Before (v0.29.5)

After - Note the lingering text from the last person to speak
All of this UI stuff is subject to change - I've made everything as modular as possible so it's easy to change and update elements in the future. I expect I'll be tweaking things for a while until we've dialed into an optimal set of aesthetic and functional art!

Now this post has gone on long enough, and I still have some aspect art to work on, so I'll wrap this up. I'll be back in a few days with some accessory art, and maybe some polls to have you vote on what else my supporters would like to see added!
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MetaMira
Public post

v0.30 Progress Update - I'm Already Sidetracked!

I'm a couple of days into work on v0.30, and I've already gotten myself side tracked - but I promise it's for a good reason! One of the major features I'm working on are themed menu buttons, and while I was doing some document reading for that I stumbled across a new Ren'py feature: speech bubbles! Toggling from the default text behavior to the new speech bubble behavior looked super quick, so I thought I'd turn it on and see how it looked.

Well, I think it looks great! Here are some screenshots using the default assets (which I will absolutely be replacing with something more thematic):
Madison being her usual, pleasurable self

Menus are supported too!

The usual "say" window at the bottom of the screen is still supported and used for narration. I think the speech bubbles do a fantastic job visually separating narration and dialogue, makes it immediately clear who's talking. It also lends itself to having it animated, which looks pretty slick in play. [I was going to include a video, but SubStar doesn't seem to be enjoying mp4's at the moment and I've spent 20 minutes fiddling with it. You'll just have to trust me; it looks good.]

Now that that system is looking good, I'll be getting back to the original project: menu buttons. While I'm at it, I'll be doing other UI art to try and keep everything thematically tied together. Things are going pretty smoothly so far, so I should have some UI previews for you in a couple of days! I'll also be sketching up some potential accessory options and putting that to a poll for my supporters, so stay tuned for that!

That's all for now, be back soon!
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MetaMira

Hey everyone, I've got a treat for you today! While working on some writing for v0. 26 I thought ...

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