[Broken] Our Apartment v0.0.7.a: Lot of rewriting, reworking, android build will have to wait longer.
Hey everyone! This month was not the best thanks to some personal reasons I posted on twitter and discord. I took about a week off. But I'm past that, and getting back to work.
As a result, this time I'm only able to release a pre v0.1.0.a release and I'm doing it cause i promised to on itch. And things are still very much broken.
On top of that while I wanted to release on all platforms, I'll have to hold off on an Android build for now. Maybe until the actual v0.1 release.
Let me explain...
About Delaying the Android Release
Unfortunately at the moment the android build will not load even on my phone (A Samsung Note 10+) and i know if it won't run on my phone it won't run on just about anyone elses. This is not an uncommon problem, but this kind of issue is the reason android builds are much much slower to release than any other platform.
It is a bit surprising though, cause many asset changes were intended to avoid issues like this. But maybe I'm just not managing it well enough yet.
The usual process here is go through primarily every asset and figure out what's causing the game to not load. It's usually post processing or something. The problem is this takes SO LONG I could spend a week trying to get things in a working condition. And for what? A build that's otherwise broken. On top of this I end up making so many changes to the game it tends to adversely affect the PC version if I'm not keeping track of everything.
This is why in the current release as people have told me, some transparency on clothing and objects looks weird on PC. This is cause the last build release I made was for android (I think), and i changed transparency for some items.
Also considering part of android issues I'm guessing relate to memory issues, and one aspect I'm rewriting should majorly improve that it could be worth the wait on many levels for compatibility to more devices. But we'll have to see.
I understand some users are probably only able to play the game on their android device, but I'll have to ask for further patience until v0.1.0.a. It doesn't make sense to spend time on the android release when things are in this state.
I'm sorry about this. But I hope you understand. Android will always be a priority, so don't worry about that, but from a dev standpoint it's better to get things properly working first.
Rewrites, Reworking, Reconsideration
I mentioned rewrite a bit ago, that's been most of the work at the moment. And the reason why so much is broken in the first place. I want to explain a few things being changed due to some discoveries.
Memory management in Unity is something I have very little experience with, but it's not something done with simple programming. It's done with asset management and programming. Namely Asset Bundles/Addressables, at the moment Our Apartment uses neither of these things. I made some attempts a long time ago, but it resulted in accidentally doubling memory use.
This is because to use addressables, I must also rewrite features of the game like the Outfit system to properly. See the outfit system currently uses "direct references" which means each clothing item is directly referenced in the "level". As a result, apparently, the data of ALL clothing items is kept in memory, scriptable object, model, textures, etc. And when you have 300+ items including variants and growing, you can see why that might be a big problem.
And I was going to wait but it looks like I'll need to push that change ahead. Making a broken release like this, isn't entirely a waste of time cause now I know I absolutely have to.
The next rewrite comes down to scene management and animation. Up until now I don't think I've utilized the power of unity's Animator to a degree I think is possible. And while there won't be sweeping change on everything like sex sim there is room for improvement at least.
This has resulted in some black magic. Now to some extent this vortext might be unnecessary, as I've learned some things, but in my mind I like to do what i know for a fact works, then scale back as a reuse. It may be possible to simplify this more later.
See the issue is this is the simpler option. Cause each of these nodes have more animators INSIDE THEM. The reason for this is due to some analysis on the way dialogue animations are handled in the Ume Musume game. The way dialogue animations seem to work to keep things looking natural is they use "Enter pose > Loop > Start Exit Pose > New Enter Pose" and while it might seem obvious internally it means each dialogue gesture has at least 3 animations.
The exit being the most interesting it basically sets up the next pose cleanly by releasing the gesture. So if i have a pose where Naomi crosses her arms, this exit pose uncrosses them before doing the new pose. This avoids somethings you might have seen in "Ask Naomi" in the preview where Naomi's hands went through her body a few times.
For a while I struggled to find a good clean solution, eventually i realized I haven't use "Sub-states" yet and this is my answer. And thanks to how these work, it may also lead to solutions for adding more animation variation to Sex Sim. Something that was a single node before like an Idle loop, may now contain options to vary that loop randomly OR conditionally.
I'll probably try to contain myself on this and not go too far with it. Cause the way it looks, I could...in theory... easily have a different animation based on Naomi's H-level. And that is a very alluring idea. But also a terrifying one given the animation work needed.
This is called feature creep...I think. And I wanna finish this game lol...
Thanks for your support and patience!
Seriously, and sorry for not getting as much done as i intended this month. But I'm skipping my usual start of the month break to get things back on track.
Massive'ol Update: Development Planning and Scheduling, Delegation, Version Planning, and Other Things That Sound Boring but Are Absolutely Critical
Alright peeps, buckle up cause this is gonna be a long one. Probably the largest post yet...
Hopefully by reading this post you'll get a very solid understanding of how development is planning to go from this point forward. And also potential issues that may arise as well.
As I've been building up to for months now, the transition to the Final Game Format is a significant one. And doesn't just represent a change in the game, but also, especially thanks to the increased support, a change in how development works for the long term.
I'll need to retread some things so bear with me if you've been reading these for a long time. But hopefully it might remind you of some of the context of things until now.
If you've been following Momoirosoft since The Couch, then that's awesome for sticking with me!
But you also may remember that game ended up on a basically indefinite hold due to the programmer at the time needing to find a normal job, thanks to a client of his screwing him over for around $8000 (He's since recovered but generally does not wish to return to ero game development). This left me as an artist with a game project I didn't know how to continue as someone thats not really a programmer and code i don't understand.
The Couch was always a foundational game project to something like Our Apartment, but sadly I could not use that foundation as I intended.
So I came up with a plan for the long term to learn programming, and see if it's possible if I can develop a project by myself. Aiming to return to The Couch in the future to wrap it up in a lesser form when I felt more confident (and I still do plan to). I had already done some experimentation with Naomi 3D, I felt like I could learn what I needed over time. And based on a poll, it seemed people supporting were Ok with that.
Since then Our Apartment was developed with no specific final game in mind. As such there was no version numbers only build release numbers, and I classified the game as a "Preview" as I had done before with The Couch (But Sample Demo was too wordy). The goal was remaking the features of The Couch with a lot of the same mentality. And thanks to 3D being a bit easier asset wise I could expand on some concepts like Adding Outfits.
And through development I've been very very cautious of commissioned programming being made in a way I don't understand or can be easily cut if it's unmanageable. Worried about recreating the situation with The Couch.
But last year I hit a big milestone, I remade a large chunk of Our Apartments features with written code largely removing the node based system Bolt. And not only was everything intact but it was much better than before. I wouldn't call myself a programmer, but this is something I considered impossible only 2 years ago. And from there development has been in written code.
And until build 22 released on new years eve this how development has gone. I've largely worked on things solo, any commissioned programming is largely isolated, and I've had my hands on just about every aspect. And thats brought us this far!
But that has to change.
After build 22 I begun work on implementing the actual game loop, which is the daily system and phases. There was another sex sim refactor behind the scenes done by Kaitou that needed to be implemented, but besides that I decided to setup the basic daily system stuff myself for a few reasons.
I needed to understand the real scale and scope of what I'm trying to make
There is a combination of UI, animation assets and scene asset management that needed to be reworked, cleaned up, and figured out.
I needed to know what worked and what didn't
I needed this done quickly so when I explain to people what I need, I have a close representation of the format.
And thankfully I got what I needed from that work.
And top of that I hired someone to help me work out future scheduling and planning and such. And after talking with everyone working on the project now, it became even more clear the way I've been developing so far isn't going to work.
First and foremost I'm the artist, and there's still a ton of work just there.
And that's not only true, but I also think for people supporting the project, this 'Extended Dev Period' and then a usually relatively short content period is not very satisfying. And I know some people miss when I did more (Or maybe more like any) 2D art.
But still that posed a serious problem, There's issues where art and programming mix, and all this stuff. And I need the programmer, Kaitou in this case, to be familiar with all those aspects so decisions on how things are designed make sense. And this is more of a "lack of documentation" problem.
Often I talk about things i have planned, but also often that stuff is in my head not on paper. And given the previous releases were more played by ear, that meant much of the games features aren't well documented.
So that needed to change, and the majority of this month has been spent typing that documentation both for the writer and programmer. I've written something along the lines of maybe 10k+ words typed across several documents based off what I can actually measure. And I don't believe I'm done yet, but it's at least workable for the main work ahead.
One of those documents is quite critical, a Version Document outlining development milestones for each version, along with explaining the version format. I'll get into that later but first I want to explain why this is important. It's because of a second issue.
Not only was documentation in my head but most scheduling and needs for build releases too. And for a good while it was difficult for figure out a good system, but thanks to the version doc recently we've organized things based on that. It may change upon further review, but at the very least things are clear enough that I feel comfortable talking about future plans.
What's all this mean?
What this means is from now on my objective is to be more hands off with programming, and hands off with writing, and instead focus on overall goals and outlining.
Instead of jumping to program major features myself, I'll outline the goals and review the work. I'll still be implementing most of stuff, I can't really afford to pay someone to do that busy work yet, lol.
Instead of working on writing I'll focus more on the story outline and reviewing written dialogue. Then determine rewrites based on how closely the writing represents the outline. I've also talked with an editor to better help reach my goals with less personal involvement.
And while at certain times I may check and adjust things, it won't be all the time like before. In the end I still need to know things are up to my standards of quality, but I can't be in that mindset all the time.
And that said, a warning...
While this is to help open me up to focus on art so I can bring more content, this does pose some degree of risk. I'm much more confident as a programmer than I used to be, but understand this is remote work over the internet. Shit happens. There may come a time where I have to explain unforeseen delays, or work may fail to be delivered for one reason or another.
But at the very least, even if things come to that, I hope the organization and documentation is solid enough that recovery from these cases isn't too difficult. And in the worst case, we may get a nice period of content updates before I need to return to programming again for some reason.
I still take responsibility for the game.
I don't expect this to happen as people have been reliable so far, but I do need to make it clear further delegating than I have may lead to this problem at some point. But it's a worthwhile risk.
So lets get down into future releases
As I mentioned earlier there's a version doc made which outlines a game plan of sorts for releases. Part of this is possible thanks to a large chunk of the story being outlined, since the story is somewhat paced around features and functions that need to be made.
So let me get some very basic information out the way, and then I'll outline what I'm willing to for now, cause this post is already super long. Understand sooner plans are much clearer than farther plans.
At the moment the story is planned to have 13 Acts including an Act 0, this may change but at minimum the general plot of each act is outlined.
Based on current plans will be likely 14 major milestone releases before the final "completed" release of the game.
Major milestones are likely when releases on platforms other than Windows will be made. So you can expect android releases around then as well as other platforms (Not WebGL though).
Do know we don't use the trello for the actual development planning, the trello is more for brainstorming and maybe quick bug notes. Don't expect this to be reflected in the trello.
Versions work like this:
Versions will be formatted 0.0.0.a
0.0.0.a is generally reserved for hotfixes
0.0.0.a is generally for small content updates
0.0.0.a is for major milestone releases
0.0.0.a is for full final releases
So in short the closer we get to something like v0.14.0.a is how you can determine if we're close to a final completed game. Based on current projections.
So I'll explain a few versions so you have some perspective. I will keep some things vague, mostly far away versions.
Understand these are the milestone releases, there will be multiple releases leading up to this point, it just marks the completion of that version.
Understand what's in these versions especially later ones may change as time makes what's possible more clear. Please think of these not as promises, but as my current mentality, what I believe right now is coming and planned.
This release is coming soon, it's been a bit delayed thanks to the afore mentioned planning but now that things are organized we're trying to work fast on it. In short here, you can expect Daily System and Phases polish, Sex Sim fixes (like I said there was a refactor), and what might not be included in the build release is a prototype implementation of Act 0 (Formerly referred to as chapter 0).
One of the main hurdles here is managing faster loading of phases and scenes, and making sure all scene configuring is done behind a blink.
We'll be upgrading to Unity 2020 LTS, this is mostly for improved SSAO in URP but also some other improvements too.
The prologue (Act 0) will be playable to some degree, better animations and dialogue for daily system, a brand new UI will be implemented.
There will be new outfit items made in two forms. A new "Dream" Naomi, and something I'm calling "The Swim Suit and Under Wear" pack.
One of the main hurdles here is some management with environment loading, as much more is done loading scenes other than the apartment.
After this release we'll be working toward getting a release on steam, and also a free public demo. This should also mark that price increase I mentioned before.
This version aims to implement Act 4 which is a significant area plot wise and content wise. Expect a focus on sex sim content here.
This version is significant cause it's the planned implementation of the "Going Out" feature where you can take Naomi places.
This version will be considered the "Fetish and Fantasy" version. At this point there will be a focus on fetish type content outside the usual, and fantasy/role play scenes which will be very unique.
This version is where we'll get into the story conclusion and other things. This is a major event in the game that includes quite a lot of extra content. I won't go into too much detail since things change but the current concept adds a whole new area that should be quite nice.
Now obviously that doesn't include everything
There's of course much more detail in the actual document, and much more detailed to be added even on top of that. But I hope that gives some perspective, especially if there's things you're looking forward to.
In-between all these versions there's outfits and animations to make and all kinds of stuff, not all is planned yet. It's gonna be a lot of work, but with a lot of features and functions already established, I'm confident we can deliver.
My objective isn't to make this game some super long massive project, but a compelling quality product to be completed and released in a fair timeframe. Something i hope holds up for a long time for what it is, and serves as a foundation for future projects too.
About Side Projects
I've mentioned a few times about a side project released for free and occasionally updated. That's still planned, but I'm trying to squeeze it in and kaitou is trying to segment some code for it. Maybe with a lessened focus on programming for Our Apartment, i can get the ball rolling on this one a little bit.
For now just know, basically people liked Our Apartment Preview a lot as is, and I think there's an opportunity to do more of that but have it go beyond Naomi. I don't want to explain much more until more progress is made. I still haven't finished Alex yet...
About some of the confusion about "Preview"
I think it was a bit of a mistake to do the public release without having another supporter only version ready. As that's seemingly confused some people a lot, both here on Patreon and itch.
Basically people seem to play the public version, then donate or support on Patreon, and wonder where a new build is. Not really aware how rare public releases were in the past, and the big transition development is going through now.
It's completely understandable, and I've been trying to figure out how to fix this as it's given some people a bad impression. But really the only option is to get the v0.1.0.a release out as soon as possible. Which kind of made the need and decision to focus on planning this month a difficult choice.
I'm really sorry about the confusion, but outside of explaining things and getting the next release out I can't really fix it. For me something like making a tiny version update just somewhat separate the public and donation versions seems disingenuous. So please bear with it for now, and the next release will come asap. And returning to the preview version in general just doesn't make sense with how much work needs to be done.
So just please give me a little time.
That said, while I prefer not to, I will release the v0.5.0.a build to $1 supporters since there's an extended wait. But man I would really REALLY prefer the build not go further than that. It is a goddamn mess. Please...
I know I owe some people tier rewards, I'll get to those soon. TBH i want to adjust things, but there's a bit of a problem with editing the page...I'll explain more later but I take issue with the fact Patreon requires adding your name to your account now. Mostly cause there's PayPal people who work at Patreon.
Anyway! I'll contact people soon. Sorry I've taken so long.
Wrapping this post up...
I think I finally reached that point where I've forgotten anything else I intended to say in this post. So that probably means it's a good time to wrap up.
Thanks for your support peeps, I hope this post gave some clarity and confidence, but also set reasonable expectations.
Because of your support I want to be as clear as possible with what's going on in development, and ensure it's success. And hopefully that shows.
[BROKEN] Our Apartment v0.05: Transition to version numbers, Daily System WIP, Naomi doing things, UI rework
Sorry I'm so late with this, but the gravity of the work is just far greater than anticipated.
I figured it would be pretty bad, but I have a good vision of what I want to do. But the problem is the interconnected stuff, one thing causing issues with another. Needing to redo how things were setup. It's just so much and even though I'm working on this every day I only make so much progress.
Thats not the only reason I'm so late with a build though, last weekend my best friend got married and I was both the best man and the officiate. And yes, the irony and insanity of such a thing is not lost on me, rest assured. Anyway, I pushed until the last minute to get a build out before then, and once I realized it wasn't possible I didn't even have time to make a post before I was on my way out of town and was so busy after that it was just impossible.
So anyway that passed and went wonderfully, and after getting home I immediately got back to work.
Note this build is classed as [BROKEN] that does not mean it does not load, it means I do not consider it by any means functional. There's a ton of jank, things there that don't work at all, and probably many opportunity's to completely break the game and UI. As such this build is available to $5 supporters and up. I'd rather not release a build like this at all, but I refuse to wait longer.
Also understand the new assets added have not been optimized for size yet, making this build around twice as large as the previous build. This should be fixed in a later build, but may balloon again as the "Cafe" scene is added.
Well for one no more build numbers! Now we're on version numbers, that means a more predictable track for releases. I'll announce proper dev plans soon with some version number projections and what to expect in those versions.
As I've been saying for the past few months Our Apartment is transitioning into it's final gameplay format. Shifting from a scene viewer the "Preview" game, to a game with progression, story, and a daily format to play with.
So in this build you can see the basics of the Daily system, this portion makes up any non-main story progression segments. Where you can enjoy Naomi's company with short segments in the morning, afternoon, evening, night, and sometimes "late night".
Though these "phases" of the day Naomi or you the player will be doing different things. Naomi will change outfits according to context, usually at Night, and in the afternoon next day.
Now I'm aware changing outfits poses an issue, but the current plan is to save the last customized outfit when ever it changes automatically, then let you switch back to that with a single button. There also needs to be expanded outfit saving too.
Regardless, after an activity (sex sim, watching tv, etc) the game continues to the next phase. At the moment what Naomi does in each phase is random, but I'm looking into a little more influence. At least based on sex sim. Like for example, doing a lot in sex sim will instead end the day at "Late Night" instead of "Night". Something like that.
These are currently not animated but will be once issues are ironed out more.
Ofcourse the daily system isn't only for the selectable activities, there are plans for event triggers as well. Certain phases on certain days, or certain activities. I plan to make indicators for these things so you know when there's new ones.
So another big thing is UI changes I'm transitioning into a final UI and this month I plan to commission that UI once I finish some documentation. You'll note some new popups and such.
There's also new things for the daily system so you know the phase and period of time.
There is no longer the menu on the top right, instead some buttons have been merged into the "scene" menu where some more management needs to be done.
You'll note the apartments assets have been updated, new couch, new kitchen, new bed, and even an outside environment. Optimization is still needed, but the active use is here!
You'll see more utilization in due time...
Under the Hood
I wish I had an easier way to count lines of code modified since the last release but i'm certain it's a TON. Kaitou rewrote the sex sim system a good deal, and I did a ton getting the daily system working.
Bolt has been removed entirely now, but there's still so much work to do and things to replace.
The biggest hurdle is making all these things that can affect one another avoid stepping on each others toes. Once I think I figured one thing out another issue comes. I'm doing my best to get things stable, as I'm really eager to get back into content as soon as possible!
Thanks for your support!
The boost in support the last couple months has been very motivating! I really wanna make this good! It's even been doing very well on steam wishlists!
I'm sorry this all takes time but hopefully posts like this make it clear whats going on.
Happy Valentines Day! Sorry there's no update yet!
I don't think I should let valentines day go buy without a post. And originally I planned to have a big update today but sadly there was just too much work needed.
This is a huge restructuring of the way the game works, and some changes for long term plans. I feels like a bigger under taking than I originally though.
It might be cause at the same time I'm learning new programming concepts, like delegates, coroutines, statics and such. I've delt with some of this a decent amount but that was mostly bolt, much of what I've done otherwise has been trickery using the most basic concepts, but I'm trying to make things more legit.
There's many things I avoided doing by code cause it was confusing to me, but now I'm starting to find case where code is easier to manage, as long as it has the right structure and interface.
Just the functions in the below video taught me a lot about how to move forward.
But there's still a lot to do and manage. To give an idea here's a bit of a list.
Next build release will not include the café yet, but the apartment scene has many updates. But as a result of updating the Bed and the Couch Naomi's placement and maybe some animations isn't quite right. Demonstrated by the pillow in the below video and Naomi sinking into the couch. So some adjustments is required.
Sex sim has had a refactoring of sorts thanks to kaitou, as a result a lot needs to be reimplemented and tested. But now it's more easily extendable and ready for the new gameplay loop.
You might have noticed the time of day is changing but Naomi is just sitting there as usual, that will change. Naomi will be doing (and saying) different things depending on the phase of the day. But that content needs to be made.
Various things with tracking story progression and how that effects the daily system.
Wide range of UI changes, and the changes need to be more or less final so I can finally commission UI design.
So hopefully that gives some perspective on whats going on. I'm really sorry for the wait, it seems the lack of an update since the public release has lead to some confusion about the game versions. Thats unfortunate and I haven't really thought of a solution to that besides getting an update out...but alas.
A Valentines Day Bundle!
In other news, part of the reason I was trying to get things done is a new bundle was being planned for today!
I'm mostly on it just to support some of the newer games on there. There's some completed games in this bundle that had a rougher launch, formerly were only on Japanese sites, or just lacked reputation to make sales before.
Combined there's nearly 40 hours of game content in this bundle at 65% off normal prices, so I hope you support it or just share it around!
As a reminder, "Pieces of my Heart" in the bundle is planned to have some Naomi bonus content in the future!
This will also probably be the last bundle Our Apartment will be in while the game is priced at $5 as the price is planned to increase very soon!
Thanks for your support and patience!
Like I said I'm really sorry there's no update for this day, but please wait just a little longer!
I noticed I've been getting a lot more supporters lately so I really want to meet expectations! And also if I have contacted you for certain patron rewards I will get to that once things are stable, priority right now is getting back on builds ASAP. Thank you for your patience!
Hey peeps, sorry for the momentary silence again. As I said earlier I'd be focusing on story stuff for the first bit of the year. One of the writers I've hired Dakota wrote this intro and then I spent a week or two making it fit my goals more closely. What started as 8k words ended at 11k!
This is just the lead up to when Naomi first lives with you!
There's still some issues to consider as I've shown it to some people and gotten some feedback. So somethings may change a bit but overall the feel is good. It might be hard for some to determine some things until I actually implement all this.
I also put in this work so that I can hire more people to help and ensure my goals are met for the story even if I can't pay as much attention to the writing as I'd like.
I will make this available in PDF form to $5 and up supporters shortly.
From build numbers to version numbers
Should things go well, next build release will no longer be a build number but a version number! This is a very important milestone!
So instead of B23 it will be v0.01 or something! I haven't decided the exact format but I have some milestone planning to do so I have a better Idea of what prompts certain version number changes for the future. Soon I can give more concrete dev plans as far as story chapters and other content.
As for what this means to you, as I've state before "preview" has always meant the game is not in the format of the real game. With moving to version numbers that means the goal is to deliver the final gameplay loop.
There is a possibility of issues, maybe it's not enjoyable to use or some other issue. Some stuff like how outfit unlocking works may be delayed for some time simply granting acess to all items. But we'll be on the road to getting there!
When's the next release?
I don't think there will be a build this month and for that I'm very sorry! I may do an update removing saving for the male avatar to fix an annoying glitch some people experience but thats all for now.
At the moment my focus is delivering a functional build with the core of the daily system, meaning I'm caught up in dev technicalities. And it also means features I made before are due for some refactoring as the whole game is changing it's format. A few things to note:
The new environments called for additional lightmaps to be loaded when initial support was only for one
Still heavy asset management and optimization needed for the new environments and apartment scene.
Kaitou has been working on a refactor of sex sim which should be good for Our Apartment and certain side projects I'm planning based on it.
I kind of really want to try and finish Alex this month, follow on "sac.moe" or subscribestar for news on that! (Not linking to it for safety reasons)
I'm considering using a different lipsync asset due to a lack of updates and functionality issues with the current asset.
Initial builds may not include the intro but should include "daily dialogue" and some new Naomi animations.
I should be posting a lot of updates about daily system dev stuff soon, there should be a build in February though! Thank you for your patience!
I will also soon discuss what to expect as far as store content and future public release behavior. I have a TON of work to do next month!
Thanks for your support!
All this work is coming to a head, I hope to meet your expectations!
FINALLY, I'm doing the public release properly, all platforms, WebGL and all. As of writing it's just windows but I'll be making builds (and probably still fixing stuff) all day today. So keep track of this post for your platform! I may stream today, I'm not sure, I'm exhausted and I'll explain in a bit. But if you see this post, click here to see if I'm streaming.
Originally I wanted to have this released the day Our Apartment page came out on steam but sadly I couldn't get the URL in time. So I figured I'd spend the down time adding some content. That was a bit of a mistake in terms of time. Cause the past week I've had a hell of a time getting this release out. Just problem after spontaneous problem. At first it was a rendering glitch that I lost a day to, and then issues with the saving system breaking a bunch of things. Otherwise it would have just been my usual nitpicks and fixes (Found a big one while typing this post ffs).
But I think things are more or less fine now, and I'm ready to start doing the actual builds like 4 days later than I planned lol.
Also you might notice the build number jumped from 20 to 22, 21 was a preliminary release fixing some issues and I think I forgot to actually post that anywhere but on the discord supporter channel (If you don't have access to the supporter channel please let me know). Sorry about that. This build is so different from that one I decided to up the number again. 21 might have been the public release if I didn't get so ambitious.
There's actually quite a lot new for this build! Mostly dialogue focused! Keep in mind this includes none of the environment updates I've been working on, this is a branch of the last build release instead. The environment stuff still needs a lot of work to be functional even though it looks good currently.
Current outfit now saves! This can be a bit iffy, but should work more or less fine? But basically the current outfit items selected SHOULD load when the game is closed and reopened.
New "Ask Naomi" scene! Taking questions some of you have asked and combining some, experience some character dialogue to get a better sense of who Naomi is. This is also a demo of how some dialogue scenes will play out when a simpler setup is needed. For now Naomi just goes through poses, but in the future she'll be more animated.
New conditional dialogue for Sex Sim! Thanks to some writing help from Valaska a lot of conditional dialogue has been added! Which also means Naomi goes through more expressions during sex sim. This also means I needed to fix how the game tracks values and passes it to the dialogue system. So dialogue, sounds, and voices now change based on "H level" and "Intensity" of sex. Please understand this dialogue is based on cowgirl, so not all of it makes sense in context for now.
New "Conclusion" button for sex sim. A new button added to the bottom left ends sex sim with dialogue rather than simply returning to menu. Dialogue for this changes based on things done in sex sim, and there's 7 concluding dialogue separately for both Cow Girl and From Behind. For now it's a basic scene, but in the future I'd like it to be more in-context with the scene.
Improved audio mixing and SFX triggers. The game may be much louder than before, but also much more balanced. Master volume works again btw.
Wide variety of bug fixes and adjustments, including issues that may have prevented loading and crashes in previous builds. SSAO no longer comes at a major performance cost at 4K.
I've had such a freakish week of discovering issues there could still be something critical I haven't seen yet. If you see something thats especially a big deal please let me know. There is a few notes...
Loading screen/ Splash screen probably won't work like before. Or it might show on first load but not after... but breaking this fixed the rest of the game so ¯\_(ツ)_/¯
I know the "Show me your Boobs" question does not work for Naomi's shirt dress and probably some other outfits. :P But you asked and I'd have to add function to guarantee boobs.
There is a possibility opening and closing the game too quickly will cause the outfit to be saved as nude somehow.
Like I said I'll be working on the rest of the builds, then I'll be back on environment stuff again (probably after a break). I don't have anything else to talk about until thats done or close to it.
The only thing I really have to do is the "driving in car" scene, but thats it. The "Out in Town" scene is option and I can do that further down the line or just over time. Cause besides story stuff I wanna add more outfit content asap.
I also really want to finish Alex to prepare for the side project...
That may come after February but we'll see.
Oh an one final thing is URP 10 now has proper support for SSAO, so that update may come as well depending on when Unity 2020.3 LTS launches. That would allow for a major visual improvement cause right now SSAO is muted else you would see polys on Naomi and I would prefer the effect be a lot smoother.
Thanks for your support and please share!
I know I've been very low key for a while, but now I'm trying to push for more awareness now! So if you enjoy Our Apartment please share it around!
The current goal for an Early Acess release is end of February, the reason it's not coming sooner is because the build that will release on steam will start with the proper final game structure and the first few "chapters" of the story. And new chapters and such will come over the next year.
Ofcourse this currently changes nothing for releases here on supporter sites like Patreon, SubscribeStar, and Itch.io. While I do expect issues with patreon in due time, I'm just waiting for that to happen (I'm really sorry I've been slow on Alex promise it's been worth the wait tho). Build releases will continue on these sites as usual, steam version will just have slight differences maybe due to how steam works.
Besides all those details, Our Apartment is being published by Critical Bliss which has done a fantastic job on other adult game releases on steam. They'll also be helping in some ways in the future.
As you might have seen the last post, the purpose for that is some additional content for this coming release (which I'll talk about in a bit). With the coming story focus and to prep myself for some work I need to do. I decided it would be good to help people get familiar with who Naomi is.
So I figured an "Ask Naomi" preview scene would be good. And rather than simply putting down a bunch of questions and having her respond, the responses are kept somewhat "in context" meaning they play out in a conversation manner than a simple question and answer.
I hope this will give people a better sense of the type of dialogue and character interaction I want to do, while also making Naomi's personality, some details about her, and how you interact with her more clear.
This scene will play out in a simple VN format, one that will be used in the final game, but currently lacks animations beyond poses. I'll improve this with time.
Besides that I'll also be expanding dynamic conditional dialogue for sex sim, giving Naomi more expressions during sex, and some dialogue to read.
This still won't be fully fleshed out, but hopefully how it works makes sense. In the future, I'd like for it to track more things but right now it focuses on "H Level", "Sex Intensity (Based on speed and arousal levels)", how you've ejaculated and how many times, and if you're "Moving" while entered or not.
I would love feedback on this aspect.
Secondly, there's also a "Post Sex" dialogue option now, a new button will appear at the bottom left triggering a VN style scene where Naomi comments on the former events.
Right now this is quite plain, but in the future I would like for these to have Naomi "In context" posed based on the result and scene rather than standing. Not a hard thing at all, just not enough time to do it right now before this release.
Public release is within two days!
Because of the aforementioned content updates, I ask you to wait just a BIT longer for the public release. Should be a day or two after I check some stuff. I've made a ton of fixes and improvements, and also fixed an issue that made the game not run on some PCs and Android Phones.
Some clarification on what this next build release will be.
This build does not include any of the environment updates I've posted about the past couple months, that content is still under development even the apartment scene. To make this build I'm using an older version of the project.
The goal of this build besides the dialogue stuff added is stability and function, there won't be much else new cause my focus has been on the environments.
And I've talked about this a couple times before but one important detail to point out is besides some immediate bug fixes if needed, this will be the last/only public release of the "Preview" version of Our Apartment, after that a "Demo" release will come focused on the final gameplay loop and structure, and from there no further builds will be made public of Our Apartment and will be supporter/bought only from then on. If you're supporter and you want to ensure continued access I suggest redeeming on itch (SubscribeStar supporters can DM me).
But Our Apartment will not be my only project from there, a free and public and related spinoff project will come shortly after that uses aspects of Our Apartment as a foundation.
I'll give news on that when it happens. I just want everyone to be clear on how things will go.
Hey peeps, once again sorry for the silence, but I'm working at getting the environments I need on time. The second biggest environment is (basically) complete!
Unlike the apartment scene the majority of assets here are bought, I've been buying assets for some time preparing for this but I also needed to buy more as I discovered needs. I've probably spent a few hundred total on these. But the thing is even buying assets it's not as simple as just placing stuff in and forgetting it.
Besides the adjustments to the assets made to get to this point. Then entire scene is going to need a MASSIVE optimization phase. Cause some stuff just has insane polycounts, bad lightmapping and other stuff.
Overall the scene as is, is probably fine for PC, but it's mostly unacceptable for mobile in it's current state. So once things are functional on PC with the new story content that will be my next big challenge, not just function on android but optimization too. Same applies to other environments. A possible compromise, is on android environments like this will just be images in most cases. Hard to say really but I'll have some plan when the time comes...
As for the significance of this scene, it's mostly for the intro, this is where you first meet Naomi! I can't really say much more than that, but just know most of the intro takes place here.
As I said before I won't really be doing anything else besides the public release until these environments are at least basically done, and FYI good news on the public release coming shortly (sorry for the wait).
There's three more critical "Scenes" I need to make/complete the "Out in Town" location, Walking through town, and "riding in the car" scene.
Riding in the car is the most urgent need, this scene I think I've previewed a bit, but if not here's a test image.
The background in this is a simple image, but the final will be a real background. The reason is so it can scroll to simulate the car moving. I don't expect this to take too much time but I need to figure out the function of an infinitely scrolling screen. The "walking through town" is similar but a scene walking through town with Naomi.
Out in Town is especially large since it's less centralized to one spot, even though technically it's a single side of a street. Now that I think about it, this might be something I can skip for now since the majority of the intro and start of the game won't need this area. In short, eventually there will be a function to take Naomi to places in a certain area of town, I haven't fully fleshed out where you can go exactly but I have some basic ideas. But that doesn't happen until early mid-story-ish.
It depends, I kind of want to knock out everything at once, but I also need to manage my time and get to having the first set of "chapters" and a "Demo" by February. So it depends but maybe I'll just do the car scene for now then chill on environment stuff for a few months...
Until next time...
I'll have an update on the public release shortly, some small updates and fixes will be made related to that.
I'll do that update as soon as I'm able.
For now thanks for your support! This progress wouldn't be possible without you!
An Update on Environments, With Still Much More to Do...
So like I said last month, this month I'm working on environments to prepare for a focus on story content. This is just a general update on how thats been going!
I'm putting a significant time and money investment into this work, cause I'm trying to get it done ASAP so the new story content can begin. It's thanks to you guys support that this is all possible at this speed.
The Outside of the Apartment
So my initial focus is on the Apartment scene, it's needed an outside environment for some time. This will mostly be used for backdrop and certain scenes, and while it looks good so far, it's still quite incomplete with some distant background details and some stuff needed in front of the doors (welcome mats, other junk).
The idea is a relatively average two story apartment setup. The players apartment is in the back corner which means there's a little more privacy than other areas since less people tend to go past there.
The main objects in the scene are custom by me, with minor assets like the bushes, electrical boxes, and the cars are bought assets.
The players car is a vehicle similar to a mustang, why? Cause I love mustangs, and I'll be damned if I won't take the opportunity to render a mustang in a game. Usually I have restraint for this kind of thing but I let that go just this once. :P
This model is also bought, taking time to model a car like this would likely take up a whole month. I've done it before but not this time.
Updates to the Inside of the Apartment
Inside the apartment is getting some updates too with the goal of reducing material and texture use, and improving the overall rendering.
Now the inside of the Apartment the walls, floors and certain other aspects are all combined into fewer textures, 3 sets for the upstairs, downstairs, and windows & doors. This reduces the number of textures loaded, and means I can add more details.
On top of this, I've commissioned some new assets from 3D artist Oddmore (who you should totally follow if you like story driven content and futa). It costs quite a bit more to commission assets than to simply buy them from a store but there's some needs that simply can't be met otherwise. So far I've had them redo the couch model, and the bed. Soon they'll be reworking the computer area as well and some other aspects.
Other assets in the room will be replaced with time, and other assets added. The goal is giving the rooms more life.
The bed also will have various states depending on scene. Variants of messiness and such.
Besides what Oddmore has done other updates include some new assets for the kitchen with reworked cabinets and appliances. And many more updates to come, the appliances may change depending on what I want to budget for, I'm not 100% happy with them due to some scale issues but I'm not sure if it bothers me enough to commission assets instead...
I'm still far from done with updates! Other things I plan is more props, replacing the carpets, and a variety of other improvements.
I do have some performance concerns but optimizations can be made in time as well. For starters I have re-enabled Occlusion culling, as the number of assets processed at a time likely does need to be managed. But we'll see how things go in practice.
In car scene
I'll have a proper less awkward screenshot at some point. But in short there will be scenes with Naomi in the car. I'm setting up a special scene that allows for a scrolling background to indicate driving.
I've always thought "girl in passenger seat of your car" is a enjoyable thing, so I want to recreate that.
I haven't started working on this yet but I will shortly, the café is a critical location for the introduction of the game. I won't say much but know it's why I have to focus on environments for a bit lol.
Once this scene is complete story content will follow.
In other news there is a hotfix I need to release for something thats causing a crash on some PC's and probably mobile devices. I'll need to roll back to a previous date on the repo, cause all this new stuff isn't ready to be in a build yet.
There's also a shader issue on Mac...
I'll try to get a rolled back update out soon, sorry for the wait it's difficult for me to jump around in focus.
That important thing I'm waiting on I'm still waiting on. Sorry for the wait but as soon as I get word I'll begin shouting from the roof tops and releasing the public build.
I just can't talk about it until it's 100% certain! 😩
Thanks for your support peeps, progress is smooth thanks to your support!
Our Apartment Halloween Build 20! State of Undress, New Preset Outfits, Sex Sim Fixes and Improvements, The Return of "Likes", and More!
Hey peeps sorry for the silence this month, part of it was waiting for a certain thing and when that certain thing happens you all will know about it.
But regardless work was done and as I said this was mostly a polish month. Overall you'll find this build much more functional than other builds since the refactor. There's still issues related to the one new feature, and some oddities I discovered after later testing. Nothing major tho, overall I'm pretty happy with this...
States of undress for most clothing items! The majority of clothing items have a secondary clothing state different for each item! I've been waiting to add this for a long time and it was a lot of work on the asset side!
A range of new items and variants! Thigh Squish socks now available!
Clothing will undress during entry! Now you no longer need to undress the character so things look right!
New preset outfits! More options coming soon, but now you can get right into the action with some existing outfit sets. I hope to have the option to save outfits soon, the function is partially there...
Sex sim has gotten multiple fixes to prevent the oddities that popped up after the refactor. There's one or two issues still. Button toggles during grind animation, "come together" showing when only Naomi's bar is high. These will be fixed shortly.
"Likes" have return! The hidden factors the flip Naomi's switch are back! But this has causes some balance issues so the bars may raise WAY too fast right now, and too slow in other cases. The function is fine, the value increments are the problem.
Pose mode has gotten improvements! The panels now slide in an out, and you can adjust Naomis "wetness", Heart Eyes, and other stuff.
New Scene Menu Functions! You now have a flash light and have the ability to disable the background to make it a solid color! Disabling the background is also added to the outfit customization!
Other things I forgot!
About The Public Release
I'm very sorry but some things changed and I'm waiting for something to happen before I release the official public release. I'm being ab it selfish in this, but I need to make sure this public release has the best impact! In due time I plan make Our Apartment a full time project, until now I've largely avoided making too much money from this project. And I intend to keep that until I fulfil some obligations. But still I need to plan ahead. I still need to be able to live and pay people.
But holding off on the public release is it's more about making sure a certain thing with the game gets promoted properly for the most long term benefit! :3
I'm really sorry about the delay! Thank you for your patience!
About The Couch
Just a reminder I do have people working on this, but it is dependent on Our Apartment at the moment.
About Patreon Rewards
I've been behind on these cause I've been focusing on dev, I promise to catch up soon! It's all tracked. If I owe you feel free to message me though!
I partnered with 16 other devs and artist to offer a big bundle! If you haven't bought Our Apartment or some of these other games in the bundle take a look! There's 30+ fantastic games $100+ value for half off!
At this point the major features I needed are in place and functional. But all this time for a variety of reasons I haven't focused on story. That changes after this month.
There is some story work being done, and one way or another the initial chapters writing will be complete. And this change in focus means a few things.
I'll be focusing on the games environment, there will be a revamp of the apartment space (same structure new assets), new locations, and fantasy locations.
There will be a focus on dialogue animations for Naomi
2D art for some side characters
More art posting than build posting for a bit
A possible period where I'm just writing.
A focus on the final gameplay loop and related features (Saving, loading, daily system, etc)
Most new updates for builds will be made by people I commission. It's difficult for me to shift from art to programming and back so thats why. This is a big art focus really.
Builds will soon no longer be numbered with "b" in increments they will become actual version numbers to better show the state of the game leading to v1.0.
This will culminate in a second final public release (After this next one when the "thing" is ready) for the game that will be called a "demo" and a return to focusing on content (New story, outfits, and sex sim). That final public "demo" will include a chunk of the story and the daily system loop, but the full game will have a cycle of, Story > Daily System > Story > Daily System that will allow expanding the story over time until we hit established goals.
Do keep in mind though free public releases won't end entirely, I have other projects that will be running once Our Apartment hits it's content stride. There's gonna be a lot.
Uhhhh what else...
Not sure, I think I reached that point in the post where I'm too tired of writing to think lol.
This might sound like a weird poll but it's an issue I've encountered where a compromise must be made.
In short I've been considering a nicer thigh high solution for some time. Where instead of the thigh high sitting above Naomi's skin it would squish against it. This requires the sock be merged with Naomis model,
You can see an example in the above image where the Left would be the new, and the Right would be the current.
...but this brings some issues.
It's a bit hard to go into details why but the short of it is, specifically in sex sim with the "disrobe" menu "removing" the socks/Legs slot item makes Naomis entire body vanish. This has to do with the method of how clothing removal is handled. So in short I would need to remove the "remove socks" button.
And while there may be a solution for this, in the interest of moving forward and into other features like the main game loop, and the already existing issue of "state of undress". Solving this problem is "out of scope".
So I'm left with a compromise.
Change the way thigh highs work so that they're merged with Naomis model, but remove the ability to remove socks/leg slot items entirely for sex sim.
Leave things as they are.
Another benefit of the former is it entirely resolves clipping issues. No longer struggling with the legs or toes clipping through the socks. This also works for transparent socks too with a slightly different model, there's still a clipping risk but slightly more manageable.
I also have a somewhat similar question with the werewolf outfit where I move that item to the "body" slot and remove parts of her arms and leg mesh so Naomi's fingers no longer clip through her paws. If I do the changes for thigh highs this would likely be done too.
But also understand the vote on this poll won't be the final say. There's several other possible issues too, like "skin" items. For example the golden flakes effect likely wouldn't work with this new concept. The golden flakes would sit above the socks I think. So there's a possibility you might not be able to have golden flakes and socks on. And this has broader implications.
One final option is "why not both?", which may solve the "skin" item issue but you still can't remove socks cause while it might work for the current socks it won't work for the thigh squish socks... Unless it's considered a "body" item instead of a "legs" item...Then it won't be removeable but you'd get weird stuff like two layers of socks...?
Our Apartment Build 19! From Behind Sex Sim Scene! Pose Mode and Facial Expressions! Cum Decals are back!
Holy moly two builds in one month! New content too!
This build adds the "From Behind" Sex Sim scene, and a new Pose Mode!
There's also some improvements to various things, like for example UI fixes, and fixes to the SSAO effect.
You've seen the animations and now they're in-game! Do understand the balancing for sex sim is still broken but everything does work! I even brought back cum decals which had to be shelved for a bit due to the broad asset changes.
Cameras have been configured but some of the effects seen before are not there yet.
Oh you'll also notice the Balls have improved physics, there might be some issues in some places but the effect is generally nicer.
Under certain circumstances animations may desync, this has to do with the "speed" differing sometimes. If this occurs you can fix it for now by turning off "move" adjusting the "Speed slider" then enabling "move" again.
So until now there have been "pose" scenes, I've decided to change this and expand it a bit and will expand it a bit further in the future.
All "pose" scenes besides "birthday" are now consolidated into a single "pose mode". In this mode you can change poses at will, and see preset camera angles related to the pose. Same as sex sim you can toggle the free camera and undress as normal.
You can also change Naomi's expression and look direction!
This is so you can get a better look at your outfits and such, send me screenshots of your favorite combinations!
Apparently there may be an issue where the cake in the birthday scene does not go away. So FYI about that issue for now.
From here on I'm focusing on polish for the public release, so here's what you can expect.
Outfit saving in some form.
"State of undress" for most items.
Asset improvements to further reduce clipping between items and Naomi's body
Item descriptions and more thumbnails
VA implementation for MM
Reimplementing gestures for "3 Weeks"
Improvements to UI function and design
Improvements to settings
I'll ofcourse also be working on builds for other platforms as well.
[Experimental] Our Apartment B17: URP Build! UI Revamp! New Variants! Time of Day Switch! More!
Hey peeps, sorry this is so late, I just had more issues on the asset side to fix than I expected. So I started later on implementing things than I wanted. This build is considered experimental cause there may be critical issues I'm not aware of. And several critical issues were found already. As promised though some test builds have been released public on the discord, Android and WebGL currently more soon.
Some quick news Hypnolab is released on steam to some unfortunate technical issues with a VR device we don't own causing most of the negative reviews DX. I'll be spending some time at the start of this month doing fixes, which isn't what I planned, this really sucks in general but I need to help make it right. So expect some quiet after this post. But if you have a HTC Vive or some older VR devices, and like hypnotism and trippy/fantasy scenes, maybe give it a shot and leave a review.
Back to Our Apartment...
It is critical that I get feedback on these builds, there's already issues but more info is better! Now lets go over whats done and whats missing...
Whats done, whats new!
Alright I'mma try and list all this off as best I can without missing things.
Now rendering with URP! This was a massive change but it's all functional, and comes with a ton of improvements to shaders too! Performance seems better across the board! Android build on low is at least stable 30fps, max appears to be 50 but i need to uncap somehow. There's a few visual downgrades since i can't use my old shadow asset, but I expect things to improve over time!
New agnostic "profiles", the systems that govern Naomi's arousal, Likes, and certain stats are no long hard coded, and now pull from a "profile" of sorts. This is to prepare for similar projects with different characters (Sorry I've been slow on this).
Converted majority of sex sim code from bolt to written code! This also means the majority of functions are isolated making testing and adding new scenes easier! Also means if I need some help I can hire someone. There may be some performance improvements because of this! That said though there is some glitches, I need to more thoroughly test this and iron out issues.
Completely revamped outfit system, and outfit UI! The new UI is in, using a system that lets me add descriptions and set other information per item! There's no icons right now, I'll work on that this month, at the moment it's just too huge a task (I need like maybe 150 thumbnails or something). Same with descriptions, those might be left out for a bit, but if you have descript ideas for items let me know! There's some new features added too, and more slots, states of undress is functionally missing at the moment but will be added next along with outfit saving.
Preliminary X-Ray toggle! I've been wanting to do this for a long time but I needed some better options. Thankfully the move to URP made this a lot easier. You can now see how deep you're going into Naomi! Next step is adding a symbolic womb with "filled" indication and maybe impregnation indication >:3.
Preliminary day and night toggle! A quick add but I wanted to test possible issues with time of day lightmap switching. You can currently do this at any time! Right now it's just "evening" and "night" but expect "Morning" and "Afternoon" options and maybe others too (Like a lights off late night version?)
New Outfit Variants! I've added a bunch of new variants to existing outfit items. I think you'll enjoy them! I forget how many I added, maybe 20 or so. One of them features Belgerum.
Improvements to male avatar customization and new options! Color selection is now much larger in tabs to make getting the right color easier. There's now Color presets for human and non-human appearances. Hands and head have adjustable transparencies.
New male "bits" options! Wolf bits with various levels of fur, animal heads from Hunt and Snare (Also on Steam), ALL MALE BITS ARE COLORIZABLE!
Reformatted main menu planning to transition into "Day screen" functionally not a big deal, just setting up for the future. Appearance may change.
"Low Quality Shader" and "Sun" toggle to help improve performance on lower end platforms.
Quite a few things from sex sim, jizz decal effects are not re-added for now. Head petting is disabled (GASP!)cause for some reason Naomi looks horrifying. Some jizz buttons work incorrectly.
I removed a lot of options from the settings menu due to how massively different things are handled now. They will be re-added over time.
I have not added the new "From Behind" animations yet, that should be in the next build in maybe a week or two.
Warning to people who play the current build, if you acess the missionary scene. It will break the 360 camera until you reload the game.
Light map changes doesn't change indirect lighting so the rendering isn't quite right.
Occasional odd behavior from sex sim buttons.
Android: Will crash if quality set to medium or higher, if you do this and it crashes, uninstall or clear the app data. You may need to do this to get the build to run at all the first time.
WebGL and other platforms: some materials broke and didn't add proper spec map, making some materials look like a mirror.
There's probably more things but they'll be fixed very soon.
I've basically met all my goals, I just need polish and more variant outfit items and the "From Behind" sex sim scene. Everything from here (Besides the full public release) is a beeline to "Demo" meaning a focus on story content and related functions. The Day System and general event triggering is needed to be completed. Along with more saving functions for outfits, and story progression.
It's been a long road, and with the release of Hypnolab once thats stable, I may shift to focusing more fulltime on Our Apartment rather than splitting my time outside of projects I have a generally lower commitment to. I really want to move forward to faster development from now on and I just need to find a path to make that feasible without overworking a more than I already do.
And thanks to everyone supporting on SubscribeStar, Patreon, and itch.io it seems viable that I might be to give this the focus it needs.