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I want to start off by saying that I plan to release that Alpha build style release for 0.6 later this week, probably Saturday. The reason being that I am trying to squeeze in a few more renders so that it doesn't end in the middle of a conversation for dialogue on a branch.
On that same note, I am planning to only make that release available for $10 month, Captain tier, supporters. This is for two reasons, one this isn't a feature complete release so I am not planning on it being made publicly available on certain sites. Nor is it a release that I would necessarily encourage people to play unless they really want to, in which case I would appreciate the additional support if someone decides they are one of those.
Now onto the meat and bones of these updates. This month I was able to spend a fair bit more time working on renders, though admittedly most of them this month were for a branch that probably isn't super popular, so in April I may revert back to a focus on the more important branch and main story line renders before looping back to these later on.
As I have mentioned in the past the script is basically done, so any work there at this point is really just editing which I don't do a great job of tracking.
On an unrelated note, I have somewhat thought about doing a short story set in this same universe, but I haven't made a decision on that. This idea came about because of an event that took place during an ongoing campaign of a certain sci-fi 4x spreadsheet simulator. This event focuses on defending an important choke point leading into Terran space against a hive like alien species similar to how I in-vision the Zuk'ats. But that battle is still ongoing in that campaign and I am not sure yet if it would be worth the delay it would cause for development of Andromeda.
As I mentioned in the Discord server (link) towards the end of February I started having issues with the breaker for the room my computer is in randomly tripping again, which is annoying because it had been a few months since the last time it happened so I was hopeful that whatever was causing it had fixed itself. As a result of this issue I wasn't able to get all the renders I needed done so that we wouldn't be in the middle of a conversation. As evidenced by nothing having come out this past Friday, or thereabouts, I ended up making the decision to hold off because I really don't want a release to end in the middle of a conversation. Linked below are also two extra renders I ended up doing when I had to create a scene to use on a prop for one of the scenes for this update. Proton Drive
Hey all, its been a while. Going to start off with, can we just act like 2024 never existed?
Moving on, I am not going to be pausing payments in February. The reason being that I am finally back into a groove of sorts and so barring anything going really really wrong, my plan is to release an Alpha style build of what is currently completed at the end of February, and hopefully the rest of the update won't be not too far behind. The main thing holding back release at this point is just the renders. I have not had as much time as I would have liked to work on them, add to that sometimes needing to redo renders because they don't quite come out looking like I wanted. The script is largely complete with mostly just some tweaking to improve the flow being needed. Didn't really have anything I would classify as code this month to deal with. With this update, their will be a split early on depending on if you decided to hang out with Birgitta or not back in Chapter 3. If you decided not to hang out with Birgitta then you will spend sometime walking around Starbase 40 by yourself and have a lewd scene early on, the renders for this branch are still baking in the oven so I don't have any previews for it at this time.
Hello Crew, so its that time of the month again. This one is a bit longer due to changes coming from Patreon and some process changes on my end.
Patreon changes:
First, I want to start this off by talking about some changes that Patreon is putting in place. So I had already switched to the Subscription billing model while I was pausing the Patreon, with this you get charged as soon as you sign up and charged again on that same date each month, this only applies to subscriptions made after that change was applied, existing members would continue to be charged on the first of each month. Patreon is forcing everyone onto this by November 2025 and this change is being made due to Apple's Billing Requirements that are now being applied to Patreon. In addition to that, Apple's 30% App Store fee is now going to be applied to all memberships purchased in the Patreon iOS app starting in November 2024.
There are two ways to handle that as a creator, you can choose to either eat the fee so that people that sign up to support you through the iOS app get charged the same as everyone else, but you get less from their membership, or you can choose to charge more for iOS memberships so they pay more and you the creator would earn the same amount as if they supported via Web/Android.
Now I have already decided how I will handle this, I will charge more for memberships through the iOS app, but I would advise that you use Web/Android to actually sign up for a membership so you don't get charged extra for using iOS.
Process changes:
Second, I have realized that I have not necessarily been using the best settings in the app that I use for converting from the .PNG renders to .WEBP for the actual releases. In the past I was using the lossless setting, which when converting the files resulted in a file size decrease of around 33%. As it turns out, I am unable to distinguish the difference between lossless and 100% quality, even compared to the original .PNG. And when using the 100% quality option, the .WEBP files are about 84% smaller then the original .PNG.
So I went through and converted the previous images to use the new settings, I might have missed a few and will deal with those later if I did (stupid Windows Explorer was crashing on me while doing this). As things stand at this moment, we have gone from the PC build (Windows and Linux) being about 1.11GB to being about 437MB. Now I do want to note as well that I haven't done a ton of renders for this release yet, and probably won't have any animations, or they will be very short if there are any. But this release may end up being a smaller total file size for the distributions compared to the previous one, even though it has more content.
Progress Update:
This month I mostly focused on creating some of the Daz3d scene files so that I can more easily just load them each up and render them in turn, I think I've said it before, but one of things that really slows down creating the renders is just the time it takes to import some of the assets as well as then posing them. I would say the script it about 3/4th done, not considering a branching path near the start of the update that I have just skipped over writing for the time being because its not high priority.
It's that time again, and I really need to get back into the habit of doing these before the last day of the month (or at least get it typed up and scheduled). This monthly update is going to be pretty short, unlike the last one I don't have a ton to talk about.
Work:
This month I spent most of the time working on code related changes, mostly how the codex works and some menu layout changes. The renders done this month were mostly focused on the Summer 2024 extras.
Future:
I know I have said this for a while (like the past year or so), but I have been setting aside some of my own money, not just what you all support development with, and I think I am pretty close to pulling the trigger on a GPU for a second rig (or to toss in the server running my Plex server and just toss a Windows or Linux VM on there to run iray server). While there are alternatives like Boost for Daz3D that enable basically the same effect, but without buying the hardware. However, I am a big believer in owning the hardware, especially when it doesn't take much to break even and then after that point you're actually saving money. For example, the card I am potentially considering buying is the RTX A5000, which can be found on eBay for anywhere between $1200 and $1500, closer to $2100 if you buy new from a retailer. Well, Boost for Daz3D charges you $6.52/hr to use a setup that has that same card, using those eBay figures, after about 183 hours (~7.6 days) to 230 hours (~9.6 days) of rendering, you will have broken even on costs (not considering electricity).
Now some of you may be thinking, that is a lot of time rendering, that would take a while to hit wouldn't it? To which I'd say no not really, when rendering animations in the past (and is a reason I don't do too many animations) they can take the better part of a month on my current rig to render, and its not like my current rig is particularly low powered for the GPU (RTX 3080 12GB). And unfortunately during that time I am limited with what I can use my system for, so I often end up needing to start and stop those renders when I want to use my system for stuff, which further makes the renders take longer. But if I can offload those to a second rig then I can more easily just set and forget them, and of course can have my main PC join in as an additional node when I'm not using it. I also won't need to spend quite as much time trying to find ways to speed things up that possibly lower the quality.
So I will possibly be making that purchase closer to the end of the year, potentially as a Christmas present type thing, baring any major changes in my finances, like winning the lottery (in which case I'd buy 4 and that is only half joking).
Hello crew, with us getting back into the swing of things its time for the regular progress updates.
I meant to get this out a few days ago before the month ticked over to July, but I ended up being a bit busy with life finishing out the month.
Life changes
As I mentioned a week or two ago in the Discord server I have started a new position at my job which grants me a little bit more free time throughout the year since I will have company holidays off, while my old position I still had to work those days, with the exception of one of the three major holidays at the end/start of the year (Thanksgiving, Christmas, and New Years).
Technical Difficulties
I had some technical difficulties this month between VS Code and GitHub getting de-synced, is probably the best way to describe it, and that took me a while to fix, turns out the best solution was to make a local backup of my build, delete the original copy, use the GitHub app to download the repository, and then overwrite the downloaded copy with the local backup, and so far that has worked without issue.
Speaking of GitHub, while I haven't seen any bug reports made using the previous methods I have used, in the event people run into them, so I have a way of publicly tracking them, I have setup a public GitHub repository to use for making bug reports going forward, it can be found here. I think I do a reasonably good set of test runs so bugs, at least on Windows, will hopefully be few and far between, though we will see just how messy things could get down the road as things branch out more.
Progress Report
Now for what you all are actually here for, the progress report. But before I get into that I do want to mention that this month I decided to change up how I track the work done, before I would just count the lines in VS code of both dialogue and code as one number, this month I decided that going forward I am going to track dialogue and code separately from one another, and also tracking dialogue a bit more accurately when dealing with multi-line dialogue.
On that note, the numbers. This month was a bit light on work as I was still trying to get into the grove of dedicated work again, so only 33 lines of dialogue and 35 lines of code were done this month, though I suppose in someways that is actually probably not too far off from where I usually am for work in that past when life isn't getting in the way, I just admittedly feel like it should be better. I only got 4 renders done this month, which were the Father's Day renders for Captain tier supporters. I also really need to get to work on renders if I want to try and have this update out by the end of the year. Maybe I'll have July focused on getting some of those done?
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Hitting this goal will allow me to quickly and easily upgrade my existing rig with hardware to help me render scenes faster and as a result be able to update on a more regular schedule and with longer updates. I will also allow me to put some of the money aside to build a second rig.
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Hitting this goal will allow me to be able to speed up building a second rig as a dedicated rendering rig to further improve my ability to render images/animations and create longer updates.
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Hitting this goal will allow me to able to dedicate more time working on game development by allowing me to focus on it on a part time basis as opposed to "just a hobby."
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Hitting this goal will allow me to comfortably work on game development on a full time basis.
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