PROGRESS REPORT #113
Hello everyone, welcome to the 113th progress report!
Wowowow, an other progress report incoming! Brace yourselves, this is an other important one. I'm dividing it again into sections for your reading comfort.
So I found it incredibly difficult to write lately. It's a case of having so many things to do or to think about, you spend all day planning, and thinking about them, and starting work on 3 things at once, and at the end of the day you accomplished nothing. I just can't focus on a single thing, and it's bad. Now, the main problem is that it's not just the writing, as you now, I also have the Blender stuff to allocate time to, and that's not even the only thing holding me back.
BLENDER
Actually, let's talk about Blender for a bit. Learning how to make an animation is easy. Learning how to fix the 10 000 things that can go wrong is hard. Same goes for working on all the details that need to go right to make a good-looking animation, that's just how learning a software works. As you may remember, I said I'd release the loop I had been working on at the time. Well, I've redone it, lit it, expanded it, and now it looks better than ever! Trust me, I've seen it on the viewport, and it looks great. But there are two main issues that prevent me from releasing it. First, unlike my test Shadowheart animation, I can't render it on Eevee. I couldn't make it look good this time, so I'll have to use Cycles. (for those who don't know, Eevee is a real-time render engine, so, a very fast one like you'd see on video games. Cycles is a "classic" render engine, more precise and detailed, but it takes a long time, like Iray on DAZ). Then, even the best animation is ruined by stiff hair. Good hair animation tutorials are surprisingly rare, and for some reason half of them use an add-on (WiggleBones 2) that I couldn't make work to save my life. And that's in all the different configurations I tried using it. Some unnatural jitter, bones sticking to mesh instead of simply colliding, bones sepparating and stretching for no reason... Those are some of the issues I've encountered. So anyway. It's coming along, I'm still working on it (I'll be working on it live this evening), but now you see how that can take a bit too much brainspace.
MUH GAMEPLAY :(
So with the Blender stuff out of the way, let's talk about that other thing.
So, the game isn't very fun, as of now. There are many interactions in the game that are just here to provide gameplay for the heck of it, giving gameovers if you don't pay attention to them.
The mood system is one of them. It's a incomplete system born from a very, very early idea of AHITD, dating back to 0.3 at the latest. When I first started thinking about the game, there was much more to do, on paper. Like fixing the house in a much more detailed way, making it secure... All of that was ditched because of time and technical limitations. But now the mood system is still here, and there's basically nothing to make use of it, or to support it. Nothing gives mood appart from the food system and a few dialogue options, and most importantly, it doesn't reward the player. It's just there as a gameover mechanic, but any game mechanic's importance shouldn't be limited to "if you don't pay attention to me, you lose". The money system works the same: if you click me a few times, you won't get gameover. The money making system (graphic design job) right now is also very dull, so the very few rewards it gets (it has a small advantage over the mood system in that regard) isn't very rewarding either, because there's no challenge to getting money. You don't feel like you earned the reward as much as you should.
So that's one of the things that's been occupying my mind the last few weeks. Making AHITD into a proper game. I've been pondering the idea of taking care of that later for reasons I'll talk about later in this section, but for one, as I said, it's been taking too much of my attention lately to the point that I have trouble being creative in any other aspect of the development, but also, I have pretty clear picture of what I want to do, so I might as well beat the iron while it's hot.
NEW LOOP
So, here's what's going to change moving along.
MOOD:
First, the mood system will be replaced with the horniness system. The goal won't be to keep your housemates happy, but horny. This in turn will dictate how well and how often they do their horniness-dependent jobs. With that the mood gameovers are ditched, and only the money gameover is left.
FOOD:
The food system will be simplified. No more ingredients, no more 1 meal per person, it's just one meal to feed everybody. Meals will be unlocked by finding recipe books here and there around the game world. Each meal will give base horniness points to every girl (depending on how rare/exensive/advanced the meal is) and additionnal points to some girls, depending on how they like the meal.
GOODS:
Money-making will be made less boring.
Okay, I haven't completely figured that part yet. Some key points I have right now is that it should use Alice's horniness system, and that it needs to be horny in nature, and it should be able to be done from her bedroom, ideally. I know, there's an obvious job that crosses all those requirements, but I don't wanna resort to that if I can help it. I'll try finding a more original solution shortly.
LOOKS:
The game's menus aren't very good-looking. Specifically the food system menus, the cooking menu and the fridge menu are particularly ugly. This is not a good thing when you try to make people interact with those systems. And especially when food is involved.
I'm planning on hiring a 2D UI artist to have those menus made by a professional. Unlocking recipes shouldn't just be a good thing from a gameplay standpoint, I think it should also be satisfying to unlock from an aesthetic standpoint, like when you unlock an upgrade on Cookie Clicker (for example). Like, here you go: good-looking meal card, along with a funny description, neat! So there's that. It's not starting well. I came into contact with a 2D artist a year ago that worked on a big adult game name, and when I tried contacting them again about 2 days ago they haven't answered. Well, plenty of fish in the sea.
TIMEFRAME
I'll be trying to release all that like I've done with 0.4.5, within about 3 months time. I'll try to throw in improvements like the gallery system, replacing pseudo-animations with animations, and other things I need to touch up on. Also, if the money system replacement turns out to be too much, or if I can't come up with a satisfying idea in due time, I'll ditch it and focus on those smaller improvements instead. My priority is the mood and food system replacement.
BYE, HAVE A GREAT TIME
Sorry, it's an other lengthy post. I think this just goes to show how full my brain is, and that I need to free up some space by turning all those thoughts into work on the game. Thank you for your support, and for reading all that. See you on the next one :)
I'll be streaming Blender tonight btw, in case you wanna see how the animation is coming along. See ya :)