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Howdy y'all! You look great, have you been working out?
So right around the start of 2024 I made a state of the noodle address on Patreon, which was meant as a way to let people know about my plans for the year. This is half a re-upload of that and half a progress report on each section.
I'll be going through each of my ongoing and upcoming projects, so feel free to skip around or CTRL-F to see what you want. Since we're talking about my entire backlog of things to do, I have quite a bit to say! Here's a quick table of contents, please note that this isn't a release order or anything like that, they're just sorted by how much I have to say on the matter:
First of all, sorry again that the next update is taking so long! I really burnt myself out on HAA, it turned into a grind and working on other things is revitalizing me. I haven't given up, I promise!
Because the characters are much more flat I've found the most fun way to work on the game ends up turning it into more of a sandbox for fun mechanical ideas, like altering Alexis's body. But doing mechanically complex things with an older engine leads to lots of time spent fixing things.
On the other hand characters in my other games are much more engaging to write, and I can implement new features with much less hassle. I'm not exaggerating when I say that the camboi, who is about as mechanically complex as Damien from HU, took about five times as long to program compared to the jigsaw puzzle I implemented in Syrup, which is pretty disheartening. Updates for HAA take longer with much less of a fun payoff compared to my other games, and the wait time makes me disappointed with how little I can actually show for the time. It's like every inch I move feels like I've walked a mile.
It's an unhealthy mindset but I promise I'll get past it. Thank you all so much for being so patient with me!
As for long-term goals, while I might not be able to get everything done this year, here's what's still on the table I want to do before HAA is totally done. Skipping over Avery since he'll be in the next release, here's what's on the table:
Bodytype differences:
Outside of customizing smaller details like your booty, there are three main bodytypes. The masculine body, the femboy body, and the dickgirl body. As the first choice made in the game, I want this to do more and make that sandbox game vibe feel even better! There are already some scene differences though, so I'm not totally sure what could change. Adding scenes of girls femdom topping you if you're a femboy? Rewrite scenes to have a heavier emphasis on worship for non femboy scenes? What do you think?
Clothes:
To align with the wardrobe changes, I also wanted to add back in the clothing options from previous versions, but engine spaghetti is making that harder that it has to be. In the future I want to add in a first-time-wearing scene for new clothes, especially lewd ones, where you enjoy wearing the new outfit, that way they feel more valuable. You put on the bodypaint outfit and go for a walk on the town, for example, or make Lisa wear it and parade her around with nothing but paint to cover her bits.
The Bully:
HAA's dom route had kind of a revenge motif which justified some of the player's actions, I'd like to take that a little further by having a character who's purpose is that same humiliation focus Kendra had. A bully the same age as you who you alter on the bus ride home is a great way to do that.
The Bully (Sub Route):
This new character wouldn't be a dom-route exclusive. Experience the joy of watching as Jean finds a new target to mess with the same way she messes with you: With copious amounts of teasing and bodily alteration.
I mentioned the last time I went over all this that unless I make some kind of massive breakthrough with AI, sub route content is definitely more constrained. Well, breakthrough is an understatement. Since any kind of deepfake is banned on this website I don't want to do any kind of AI content that uses real porn, no thank you, so the sub route is probably the only area it'll appear, unless I do some kind of 2d version of the dom route. ... Hmm...
The obvious plan for HU is to have a new update in the pipeline. Hopefully this time I'll have figured out the save issue, although throughout all my testing it seems like an error with browser settings, not with my code, since all my games save the same way and HU is the only one with issues.
In any case v33 will continue and finish our lovely massage parlor manager Quinn, that's for sure, as well as fleshing out an alternate route so you don't need to bring anyone in for a massage. I can't promise it'll be as good, but I'll do my best!
Because of the game's very large scale, the game keeps getting clunkier and clunkier. Lots of choices I made working on the engine have made adding new characters slow the game down a lot, so a fantasy version has been in the works. It'll use Syrup Town's fancier engine, so even if you don't care for that game the time I've spent working on it hasn't been wasted!
On top of that because AI technology continues to improve, every day we get closer to a more feasible workflow for decensoring the entire game!
However there's still a ton of work involved. I'll need to: Collect higher resolution image sets than the ones I've already hoarded Redo all the image customization and stuff I did for certain scenes. Oreteki sets for example often have double penetration scenes that I edit into just anal/just vaginal. Blend in the uncensored stuff with the artist's natural artstyle. This will mean making other artist style LoRas.
On top of that each artist presents their own challenges. I uncensored some test images to see how rough they would be:
Oreteki18kin (Lana, Victoria, etc): The girls have beef curtains which the AI really really struggles with. It's pretty rough to try and decensor them.
Silver Radish (Bay & Saffron, Robin, Gekka, etc): The AI can do dicks really well so even though lots of each image are censored the process isn't too bad.
Enoshima Iki (Emily, Tia, etc): Probably the most easiest to uncensor, as dicks often don't take up a lot of each shot and pusses are often smaller innie types or are partially hidden by hair.
Two other artists I practiced uncensoring with are Kuribayashi Chris (aka GFF) and Nacchuushou (aka Amazon):
Because I built a custom LoRa for Nacchuushou, the uncensoring went quite well! If you didn't already know, I made an uncensor patch for their game which you can learn more about here: https://noodlejacuzzi.neocities.org/amazon-gallery/ For this test I used a shot from Yuuka's mansion to see if I could get dicks that actually fit the artstyle, and I can! Doing this is a lot less work than HU as well because Nachuushou separates their game art into layers, so I only need to decensor a few pieces per scene instead of every image.
I posted a step-by-step process of how I uncensored the image here: https://f95zone.to/threads/the-wreck-of-the-spaceship-todoroki-v1-03-natyusyo.104874/post-13161321
I also tried uncensoring a shot from GFF's game Contamination. Success rates here vary wildly. He does beef curtain muffs like oreteki so those are a huge amount of effort, and he doesn't separate his art into layers like Nachuushou, but the dicks aren't too big a deal.
In addition I spent yesterday building a prompt generation tool. While making Syrup I wrote a javascript program that would generate image sequence prompts, essentially it lets me generate a full series of images instead of just one at a time, which is how I was able to create so many. This is meant to be a GUI version of that for people who want to push buttons. While I was fine generating things through console commands via javascript someday I'd like Syrup to have a modding scene, and a prompt generation GUI will probably help with that.
Online link here: https://noodlejacuzzi.neocities.org/prompt-builder/ Download it here if you want to tinker with the code or try adding stuff yourself: https://mega.nz/file/DuQ1wBDI#3YIoumL-cFlnXZfCQk3tT5LsqH11z1PFWlNPHG-rH6E
It's just a proof of concept atm since I only started on it yesterday. I'll add a way to add custom characters/styles/actions later. Let me know if there's any features you'd like me to include!
Compared to my other games, Syrup Town's progress is lightning fast! Every step I take feels like an inch but looking back it's like I've moved a mile.
If you haven't seen it already, the preview I posted on March 29th has the character designs and a link to the preview gallery: https://subscribestar.adult/posts/1230120
Since that post I worked out some kinks with the jiggy game and I've been working on a new logbook system that gradually unveils more information, like how HAA's dom route does it. It's a lot of writing but I think it will be worth it!
I really want v1 to put a good foot forwards as I'll be posting it to Itch.io and F95zone, where lots of small demos have really exhausted people by having barely any content. If I want Syrup Town to stand out I've gotta make a strong showing, which is why I just keep clunking away at it, but I'll release it before the end of the month. Gotta grow this subscribestar big and strong so I can buy groceries!
Once the game does release, I'd appreciate it if you could all review it and share it around. After v1 releases the strategy is to do smaller, frequent, and most importantly consistent updates. My long term plans are already laid out in the preview gallery, I don't expect much deviation aside from how Helena is now a main character. Thank you to everyone who voted in the poll by the way!
As the first project I started exploring AI with, there's two big issues I need to resolve before I can work on the game again:
Because I thought AI would be clunky and broken forever, I assumed that unlike HU I'd need to use images for tone only. If you play Rainy DayZ you'll notice that oftentimes there's just one image to the scene, it's just meant to suggest what's happening. Compare this to HU, where the images are the dominant content, with the text serving as connective tissue between them.
HU's style is definitely preferable. Images are more fitting for the content and the writing process is smoother and faster. Because I have tools for generating image sequences going for HU's style is absolutely feasible.
However! As you can see Argent Science was designed to show off only one image per scene. Meaning that I need to redesign the UI to accomplish this.
All the images I've generated so far for Argent Science are quite old, newer models output better quality and can do more complex things, meaning new images won't match the old ones in style.
My April Fools Day post was the result of experimenting with some of these new models, especially the goblins and other shortstacks I generated afterwards. Results already look really good, so the hard part will probably just be picking a style and sticking with it. If you haven't seen them, I recommend checking them out and letting me know if any stand out in particular:
Now that I'm off patreon I don't need to worry about a rainy update killing my revenue!
I have more scenario ideas and lots of interesting potential images to use, but other things have taken priority lately. Rainy DayZ is really fun to write so I'd love to do a quick update, but due to the interconnected nature of Rainy DayZ campaigns plus the older engine, doing content updates is hard.
What I've been thinking about doing is some kind of list of infected types/logbook I could put on the main screen, alongside a few extra cut scenes from Typhoid Mary. That'd be a nice update, right?
For that logbook I gave AI work a shot and I think the results are really good! I generated a bunch of the infected types who already appear in the game and a bunch of random new ideas too. I tested both some 3d style models and some 2d ones, check them out (content warning for all of Rainy DayZ's tags, but parasite and watersports content are in the second halves, there's a warning you have to click past to see them):
These are saved as .webp files so that I don't butcher your internet. If you want the full ones with all the generation info included, here are some MEGA links for you:
Would you be interest in a full scenario which uses these styles? I know real porn has its advantages but this stuff is much, much easier to work with. Fun fact: I spent longer finding and preparing the dialogue sprite images for every Typhoid Mary character than I spent writing them. I ended up using a set of kinda dusty fashion images from a defunct product line I found on pinterest after several hours of searching.
BM2 is in a tough spot. My initial plan was to save up and commision and work with other authors on medicenter 2, but until I grow more on the site that won't be able to happen.
Plus while a body modification clinic seems like the perfect place to use AI for fun content, I brought it up in the Human Alteration App section but since any kind of deepfake is banned on this website I don't want to do any kind of AI content that uses real porn, no thank you. So if I do go that route it'll be 2d and 3d renders only.
All that said, while I've improved a ton at coding, I don't expect to see medicenter 2 this year. Hopefully my other games will still be fun!