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I am making an Adult Visual Novel called Quantum Entanglements and Digital Art
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A Vacation Mode enabled

Postboned has decided to take a break from November 11, 2023 till January 31, 2024, but you can subscribe anyway.

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Development Update


I want to start this post with an apology. I have been quiet on both Patreon and SubscribeStar for a few months.

Part of it was burn out and spreading myself too thin. QE is a passion project for me, I’m not doing it with the aim of being a full time dev. I’m not saying I won’t consider it in the future but I am happy with my professional career. That said my career is a demanding one, I’m an engineer have have been involved in many projects around the world. So I try to balance my work life from my dev life, which isn’t always easy. I also have a few very good friends who are devs and I like to halo them out as much as they help me, it’s really rewarding for me.

The other part is I’ve started to have health issues, and have been taken to hospital a few times over the last 6-8 weeks. I’m recovering and back to work, albeit with some changes and reduced working hours. What this means to QE is that I have less time to work on it. So, I have set my self a weekly target of 20 renders a week to ensure progress is continually being made. So far it has helped me manage what’s going on with me.

Last week was the first week I started this new approach and I managed 25 new scenes posed and fully rendered with some re-rendering done on other scenes. This week I am working on an animation which is circa 240 frames in addition to my target of 20 renders.

Although F95 reports the game as abandoned it is certainly not the case. I appreciate those who are sticking around and supporting me in any way they can. Unfortunately I can’t give approximate release dates until I’m really close, I will start posting progress images again, that way you’ll see how close we are to an update.

Snowy
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Dev Blog #024

Shiiit! The last time I was early by four days; this time, I was late like six weeks!

Pre-Release and V0.06
Honestly, the last six weeks have flown by; I was focused on getting V0.06 out for a few weeks and then had some bug fixes. I have posted pretty regularly on Discord with minor updates on progress etc., in the #dev-blog channel.

As you'll all know, I released V0.06 at the beginning of April; the run-up to that was pretty fucking manic, to put it bluntly. The weekend before release, I had severe issues with code on my custom screen and other areas. I had an army of people in the chat with me working on it; at one point, I totally zoned out Shaddy & Thor's Hamster were having deep discussions about code stuff. Finally, I got it sorted, but that was at 6:30am my time after working on it for 19 hours straight; luckily, it was Saturday, so I could lie in, but no, I was woken at 10am by the kids. 

The update went out to beta testers, and over that week, I made all the tweaks and improvements. I continued making additional tweaks until release day, which bit me in the ass. I should know better, only change things that need changing when you're out to beta; changes should be to fix issues with the release and not to add more stuff. If you do add things, have it retested!

I had decided to add some code for the Achievements system that I'll be implementing, and instead of taking it out, I left it in. I tested it on my PC, but it had everything, all that lovely WIP scripts, etc., so, of course, it all worked. Unfortunately, I was also notified of an issue with my MAC build. The contents were outside the 'app' folder, so I fixed this too. 


Post-Release
I took a few days off and went fishing, three wonderful days beside the water relaxing and catching some decently sized fish. Man, it was bliss! Then, I returned and went deep into developing the next release. 

I decided the bar scene I was using was terrible; it was too upscale for what I was looking for, so I went to look for something more rustic. Finally, I found a bar I mostly like; to be fair, I could make my own, but I have enough custom asset projects on the go. So I just had to settle for something close to what I wanted. I might change it in the future, but who knows? It's not like I'll be revisiting this place, I think.

I've also been busy supporting some of my fellow developers on their games. I made custom Travel Agents for Cr8tive M3dia's OctoPussy Island. Also, made a custom 'Garden' for Shaddy Games; he needed somewhere to park an RV at Rose's parent's house and in true Snowy style, I went crazy! Yep, I took advantage of Shaddy taking a few days away to build him an (in my humble opinion) stunning landscaped garden with yet another custom pool. I also added the basement parking that this particular asset only ever showed the double garage doors too.

I also got a little bored at night and started working on a custom menu screen for Cr8tive M3dia's Limitless. I had talked him into doing an ATL script menu and then coded it for him, and it looks great, especially with the new menu buttons and support link icons 😊. I also helped him code his dynamic menu for OPI too. Also, it looks fantastic.

Hmm, what else have I done? Oh, yeah! I re-wrote the whole code to my custom in-0game menu and redesigned the entire thing. I kinda get carried away sometimes, but visual aesthetics of things is really important to me, so I try to do the best I can with the bit of skill I have. Shaddy was also VERY happy with me doing this, as he HATED working on my bastardised code. So now it's all coded properly using mainly RenPy code. It works even better than before and is now more flexible. This new menu will allow me to change things as and when needed, which is something I couldn't have done so quickly before. It also solves one of my problems: how do I realistically get the player to use this menu outside of the VR world. 

This isn't just an ordinary menu screen anymore either *big cheesy grin* when you open the screen, it will tell what chapter and what scene you are on, and it will also show you a progress bar so you can see how close you are to the end of the current content; I know, you're welcome! I also provide quick controls, so you can quickly change the music & sfx volumes and text speed without delving into the menus. I have also expanded the number of features on the screen; it now has Save, Load, Main Menu and bonus features. This will make it feel more immersive as you won't have to switch between screens now.

Anyway, that's all I have for now; I have to fix a few scenes, so there's a lot of opening, tweaking and saving going on. Once these are done, I'll render them out to put into the next update. I can't wait to get past these few scenes because I want to introduce some other characters, which will also be nice for you guys.

Snowy

 

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Quantum Entanglements - V0. 06 [Extra Edition]

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Quantum Entanglements V0.06 [Public]


Hey guys! I'm happy to say that Quantum Entanglements V0.06 is available to download.


V0.06c:

  • Fixed an error related to a missing label
  • Minor code tweaks
  • Fixed MAC OS package where the game folder and other files were outside the *.app directory


V0.06:
  • Branding update to Quantum Entanglements 
  • Major cosmetic changes throughout the game 
  • New Custom In-Game Menu 
  • Bonus Features added 
  • Additional Options (by Shaddy Games) 
  • 3x Animations (2 menu items & 1 Lewd [Patron/Subscriber only*]) 
  • Re-rendered original animations (x3)
  • Re-worked tutorial
  • Dialogue Tweaks 
  • New Music
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Quantum Entanglements - V0. 06b

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I will be able to continue my project and upgrade GPU from GTX 1660 Super to RTX 3060 to be able to create and release content quicker. Gallery option will be added to PoD.
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I will be able to hire part-time additional help to develop new and exciting content. Older game content will get updated to 4K.
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