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For those of you who missed my last major update, the big news is that I’m working on Interns as a part-time job for now (my day job has slashed my hours due to the pandemic).
If you haven’t figured out before now, I’m working on a game that would really benefit from a skilled programmer with very little programming skills of my own. On top of that, researching Ren’Py and Python, figuring out the code logic, and implementing and debugging the code tends to be a slow and arduous process for me.
For that reason, having many full days back-to-back is a huge boon for me. I’m able to come back fresh each morning and return to problems that left me frustrated the night before...whereas, previously, it could be days, weeks or months between being able to return to the problems.
So far, I’ve been tackling things that have given me some big headaches, and I’m making progress. I’m sure a lot of this won’t be terribly exciting to the end-user, but I think it should make things for me easier as I go along.
First version of the system actually looks to be working! The biggest hangup is still the update/notification portion; the game detects when you’ve changed clothes and plays an appropriate seen, showing the new outfit. This was easy to do when you only had this option in the morning, but now you can do this at pretty much any time throughout the day.
What’s tricky about it now is that, during free time, the PC can choose to stay in the room, go to the beach, go to the club, etc., and there’s no easy way for the wardrobe system to know if the next outfit will be a swimsuit or not. I think I’ve got a solution for this in the next section.
At the heart of Interns is the code that selects the weighted-random scenes that will play based on time period, previous choices, who the PC has met, etc. It’s always been complicated, and it’s one of the biggest challenges when it comes to allowing players to continue their saved games.
I’ve learned a lot since I made the current version of the code, and I took some time out to learn a little bit more in order to come up with a better solution. What I have still isn’t perfect, but I think it’s a big improvement.
I won’t go into too much detail, but the general idea is that now events are class objects; rather than being a group of separate variables that I need to keep track of, there’s now one name that holds all the information such as whether or not the player has seen it, what the default odds are of the scene appearing, whether or not the PC is in swimwear for the event, etc.
I have this code implemented for the free day event picker and appears to be working fine so far. My next step will be to convert all of the other major day events.
If this system works out, I believe I can eventually add more info into these scene objects, which may allow for things like content tags. The idea being, I could eventually allow the player to tailor their experience by selecting which tags they do and don’t want to see. I’m not promising this feature, but it’s something I always wanted to explore.
I talked previously about cleaning house, and that applied to the art assets as well. The current shower CG ended up being a bit of a fiasco. It turns out, the system I made for showing the PC’s custom body type completely broke down from that angle, requiring me to spend way to much time doing editing in Photoshop (and, even now, I’m catching additional issues with it).
I took a day to overhaul all of the PC models to hopefully avoid this in future CGs, but only time will tell.
I’ve also started cleaning up and organizing models for the NPCs. There are a few that still need to be finished (the maid, Irene, is *way* out of date), but I think most of the characters are to a point where I can do a final pass on them.
Part of this will involve some code; Chastity, May, and Renata already have a preliminary version of this that allows their sprites to change dynamically, but I want something a bit more robust for everyone that will allow their attire to change on the fly to something appropriate for each setting.
I’m also looking into making some special variants for facial expressions. Not sure if these will be made for the sprites, but I at least want them for the CGs. The tools available for facial expressions are pretty weak and I’ve found that, in order to give a character a reasonable smile, I actually need to make a special version for it.
(This one image of Scarlet should serve as a good example of how much more expressive characters can be when I actually alter them specifically for the image.)
Getting my files organized is pretty essential for this, so that I can actually find the models I need when I need them.
(I’m still contemplating if I want to do different variations for different outfits. Case in point: An earlier version of Angel had alternate versions based on whether or not she was wearing a bra. There are other characters I feel could use similar treatment.)
“Look on the bright side, Dad—did you that the Chinese use the same word for ‘crisis’ that they do for ‘opportunity?’” – Lisa
“Yes! Crisitunity!” – Homer
Well, we certainly do live in interesting times. The current pandemic looks like it’s going to hit a lot of industries pretty hard, and my day job is in one of those industries.
Things are still very much in flux right now, but it’s entirely likely that my full-time job may soon become a part-time job for the indeterminate future.
I always thought it would be interesting to try working on games like Interns as a part-time job, but my plan was to hold off until my crowd-funding income made it safe to do so (particularly since nearly half of my total income has been going to medical bills in the last couple years).
As it looks like I’m likely going to be losing the majority of my income anyway, it seems like I may as well take advantage of the new time being freed up to be more productive with my game-making hobby and see if it has any potential to keep me afloat.
Immediate Interns Plans
Sadly, the same “opportunity” that’s given me some time to work on the game has left me in a mental state where I’m not really inspired to write. (I’m in multiple high-risk categories with regards to this virus, and I have close family members in similar conditions, so my mind is a bit occupied.)
That said, I’ve been making solid progress in other areas. The wardrobe menu is in and I’ve been moving forward with revisiting all of the room code to clean and rebuild it.
The biggest change is that the player can now choose to change clothing and other choices between major blocks (so if you want to wear different perfume or clothes in the evening, you can). This ended up being a far bigger undertaking than I was expecting, as I realized that I need to know what the PC will be doing in the upcoming event, which isn’t always clear (such as going to the club vs the hut tub party).
I’m currently building and debugging an updated system for handling the various firsts—playing the scene for the first time wearing a work uniform, swimwear, casual clothes, etc. I had to do this mostly from scratch since the initial version wasn’t made to be aware of the PC’s days off.
Next up will be a more consolidated system for showing the CG of the PC wearing clothes, which I’m hoping will help me finally squash a lot of the bugs people have been hitting with some of the mirror images.
I’ve gotten a lot of really good Python pointers from some helpful people, and it has a lot of potential for streamlining the handling of NPCs and game scenes. For the latter, it could mean a system that makes it a bit easier to add new scenes into the game and assign them to the event pickers and minimizing the opportunities for me to miss a variable, which typically results in bugs where the new scenes are inaccessible, or you’ll have one scene that repeats over and over.
I’m not entirely sure if I want to move forward with that now or save it for the next update, as it’ll mean rebuilding all of the event-picker code. I already need to do a revision to make things like the phone system work, but this would be more of a total rebuild requiring a lot more testing, so I’m a bit hesitant.
The biggest plus side to all of this is that I can have multiple full days in a row to tackle problems. With working mostly on weekends and evenings, there’s a lot of stop-and-start with long periods of time in between, forcing me to try to figure out what I was even doing in the last session before I can even start to move forward again. I can tell I’ve already reaped the benefits of this while tackling a big chunk of the wardrobe overhaul over the last few days.
The TL;DR version: Corona-chan has taken away most of my income, is threatening to make my health condition worse than it already is, but has also given me much more time to focus on Interns. Here’s hoping I can benefit from the opportunity and avoid all of the looming bad things. 😨
Last time I showed off a sample of the new wardrobe menu I’ve been working on. This is a part of the new “optional menus” initiative I’ve been wanting to do forever in order to help reduce the amount of clicking and selecting you need to do while playing the game. For my backers, I’ve got an additional post that touches on some of what I’m working on for that.
I honestly thought just building the GUI for the wardrobe menu was going to be the hard part, but making it work has been headache-inducing.
A part of this is due to the clean-up I need to do, as mentioned in the last update. I’m working on some of that as well, currently focusing on the code that handles getting dressed and ready in the morning, as this is where the code for this menu needs to be called. The whole thing really is a confusing mess that I haven’t touched in a long time, and it seems like each time I discover an issue, I end up pulling on a thread that ties into way more things than I wanted to tackle at once.
General idea here: The beginning of the game plays out as normal, with the player first getting introduced to the perfume through the existing menu, followed later on by the sunscreen menu, likely on the first day off.
(This leads to my first tangent: The scene for selecting swimwear is designed for the first day where the player character needs to work in one. This needs to be edited/redone if they want to wear a swimsuit on their day off.)
After being introduced to these individually, the game will switch over to the wardrobe menu, where you can select perfume, sunscreen, swimwear and casual wear all on one screen. Best of all, you can lock in your choices, so the menu won’t appear again until you unlock it (with a button that appears whenever you’re back in your room).
Challenges this introduces:
1) Figuring out how to handle turning off the perfume and sunscreen menus, and what problems this may have. These are called in a number of different places, depending on whether the PC is handling their morning preparations alone, or have help from Cynthia.
2) Transferring the player choices to the wardrobe menu. The way the menu works is that all of the options are in a double-ended queue which can be cycled through either forward or backward. The item in slot 0 is the selected one. So, the first time this menu is called, I need to cycle through it to make sure the player’s last selection is in slot 0.
3) Handling available options. So far, this really just applies to swimwear. The player can have two to three options, depending on choices made prior to this menu appearing. Additionally, some of these options can be taken away by game events (outgrowing the suit). So, I need to track down these game events and add code that will modify the content of the queue.
4) Applying the choices of the menu. This is like #2...except in reverse. The GUI is a pretty way to select something, but if the selected items in the menu don’t actually transfer to the variables that track them in the game, then it does nothing. I need to write some code to handle checking for changes in selections.
5) Calling the menu. As this is now an optional menu, there needs to be a point it time where it will actually open if the player has selected it. This is easiest in the morning, but, as the menu will be available for activation any time the player is in their room, this means I need to be able to have it activate at other times as well. Right now, for free events, it looks like that will probably be handled after the player has selected the activity they want to do.
Additionally, tying into #4 above, I’d like to add some new code that plays scenes when the player switches their selections, so you’ll actually see the PC in the new swimsuit, etc. In fact, some of this is going to be necessary for certain later events I have planned.
When you're half-assed about doing something, it's pretty easy to make a big mess.
Lately, I've been finding that I've been wasting far too much of my time trying to track things down because I haven't been organized enough. This covers just about everything:
Character model files - There are a lot of them. And the count keeps going up. It isn't just new characters who are in-progress, or the million-zillion files for all of the variations of the PC--there are lots of different versions of the previous characters for different costumes, TF variations, and, (when I'm feeling ambitious) better facial expressions.
Game variables - These have gotten hard to keep track of. I originally had everything in one file, but, with the save updater I created, I started keeping them separated by game update. This makes it much easier when it comes time to initialize them for old saves, but harder when I'm trying to figure out which quest is looking for which flag of variable value. That said, even if I consolidate them, it makes for one big file to scroll through; I probably need to put together some kind of reference guide for the ones I need to check most often.
The code for the game itself is a bit of a mess, too. As I've figured out what I'm doing, some of the recent sections have gotten much easier to manage (I know where to find everything for work events, for instance). Some of the older stuff, however, is confusing; especially anything that took me a few tries to figure out. Morning preparation and the mirror code? The PC's reaction to body changes? Yeah, old and new code are in the game simultaneously right now.
So, one of these months I'm going to need to get organized. General plans:
- Organize the folders for all of the character models. Get all the latest models in the right places and remove the experimental stuff so that I can find what I need easier.
- Create a common variable guide. I did a little bit of this when I set up a guide for people who want to submit content, but I need to take it further and make some kind of reference so I can pull up variables quickly. I can't tell you how many times I've forgotten how to check if the PC is a teetotaler, whether or not they've had their first drink, etc. Lots of times I need to dig back through scenes to figure out what flags were set for events I want to check for.
- Reorganize the game code - I always do a little bit of this each time, but there are a lot of sections that have been overlooked for way too long. I want to put them into appropriate files that makes them easier to find when I want to make a correction or addition.
This is coming up more and more as I make scenes for the game. There are lots of locations and "time blocks" in the game where I feel certain scenes should be valid, but no easy way to make them appropriate.
To clarify: If a scene could work on the beach during the day, or at the club at night, it would require the backgrounds to change, the clothes of the characters to be different, and various pieces of text to be altered to reflect the environment.
That's not to say that I haven't done this with a few scenes already. Over the time I've been working on the game, I've started adding variables that allow me to tell where the PC, if she's working, what time it day it is, and the like, so I've got some of the tools there. For the mini-chat events during work, I even have a function that will call a random background appropriate to the job type.
I think I'd like to take this a bit further.
The Pie-in-the-Sky Version:
The best version would have me create a single event pool and manage scenes by tagging appropriate times and places for them to show up. This would make it so that I wouldn't need to go into each individual event-picker and add the code for the event.
That being said... It's not too likely to happen. Oh, I'm sure it's possible, but right now it's a bit beyond my coding skill level and probably not worth the time I'd need to devote to it. Maybe someday, though.
I've already got a few characters set up to display differently based on their body transformations. I think I need to push this a bit further so that it will apply to clothing as well. I should be possible, though I'll need to do a lot of Search/Replace operations to update all of the existing scenes to the new code.
I've always thought about doing this for backgrounds as well. The PC's room is an instance where there are a few variations based on time of day. And, as I said, I've already done something similar for the mini-events, so why not?
I managed to have a little coding breakthrough for UI elements. The linked YouTube video is just a quick sample of something I've almost got working...
I'm planning to use menus like this to combine perfume, sunscreen, swimwear and outfits into a single menu. Eventually, this should help reduce the number of clicks required to get through the day, and, hopefully, means fewer nested menus for things like choosing which swimwear you want the PC to wear.
On a complete tangent, I've been exploring art options for some other project ideas. Nothing serious so far--literally just some dabbling in different programs, but as I don't have anything exciting visually to show on the Interns front, I figured I'd share some of the doodles and my thoughts on that with my backers in my latest behind the scene post. Click here for that one.
I'm considering this the "Better than Nothing" release! Not amazing, but I've been struggling quite a bit recently.
Content-wise, there are some new scenes for both Scarlet and Rodney (including one WITH both Scarlet and Rodney). There are also a few scenes that hint at things to come.
Code-wise, I did a lot of changes to how Tatum's scenes are triggered, making it significantly easier to get the threesome scene.
Old saves should work for the most part, but some of Scarlet's scenes won't fire if you've already viewed her previous scenes (some new flags were added with this version).
• Hanson's arrival no longer triggers Phase 2, but, instead, now marks the official beginning of Phase 1.
• Changed Phase 1 and Phase 2 start dates.
• New code for handling the arrival of Palmer and Scarlet. Rather than only arriving during the first week, they now have a 20% chance of arriving each day between the first week and the start of Phase 1 (currently day 22). Short version: You now have a better chance of seeing them arrive if you work Guest Services early on.
• Reworked some code behind Tatum's events. You can now learn about her problem just by witnessing a couple of her events, rather than only by eavesdropping. The mini-event where the PC can ask about it has alternate versions for this now.
• The Tatum and Todd scene is available without having viewed the scene confirming Tatum's problem with her. (That was never the intended behavior.)
• PC no longer needs to have been investigating the hotel in order to be able to snoop while delivering room service.
• Scarlet talks to PC after sex on the beach with Clint
• Scarlet, Tiffany and Brittney give Rodney a hard time
• 3 scenes hanging out with Rodney at the club
• Mini work event: Tatum's medication
• Mini work event: Dan and Steve
• Some events, like Scarlet's follow-up to the PC seeing her and Clint, should be able to happen in locations such as Poolside, but the code to fire these scenes isn't in place yet.
• Magic wand and size changes appear to be fairly broken (the change isn't supposed to happen all at once or to that degree).
So, while I'm still struggling with RL stuff (including a restructuring at my day job that's likely to see me with increased responsibilities), I'm trying my best to keep pushing through with Interns. Things have been fairly quiet in our little community, but I have been getting some interesting feedback on the recent builds of the game, which I definitely appreciate. I'm pretty sure I made some story missteps with the Mallory announcement event. I'm not exactly sure what I was thinking with that (other than I was likely mixing up ideas for separate events).
For the next build, I've changed up the schedule so that Hanson's appearance now marks the start of "Phase 1" rather than "Phase 2," so hopefully that won't be quite as abrupt. The Phase 2 start event has been pushed back toward the start of Month 3 (though that currently makes it inaccessible. I may need to move it temporarily).
Working on this prompted me to spend some time thinking about how I might want to handle things like major story events that affect everything in the game, individual story chains and stuff like NPC introductions. Seeing as I've got to give my backers a little something extra for their support, I've explored these things in more detail in my latest Behind the Scene post, which can be found here.
I've had plenty of things left over from last time to continue working on, as well as stubborn bugs to make another attempt at fixing (mirror swimwear, I'm looking at you!). In new content, Scarlet and Rodney are a pair who have been getting a bit of additional love this time around, as they have some scenes both separately and together. I'm finding it a little challenging to figure out how to get the PC interested in following either of their stories, as a smart person would probably steer clear (which is true for most of the crazies on this island), but hopefully I'll come up with something.
Anyway, I'll keep forging ahead. In the meantime, keep any questions and feedback coming!
• Learning the clip trick from May is now recognized by other scenes.
• Cyn shower scene no longer repeats.
• Fixed an error with the first swimwear day with the bikini and skirt if PC's hip size is too large.
Also: Please let me know which Android version is the best to use. Ren'Py has a build for newer devices, older devices and a universal file that's supposed to work on both, but some users have been having issues. (SubscribeStar doesn't appear to have a poll option, but I've created one on Patreon here.)
Sorry, all. I really wanted to have the update out this weekend, but it looks like I'm going to need a bit more time in order to have something that isn't a completely unfinished mess.
Between being a bit overly-ambitious (as usual), creating way more bugs than I intended and other issues, this build became a bit of a mess and it doesn't look like it's going to be presentable by the end of the night. I really wanted to have some more interesting stuff with the PC hooking up with guests, but I think it's going to be a bit more simplistic for another build or so, and, right now, I'm just working on getting the remaining story content plugged in and working.
I feel really bad about this. I'm not sure how well it'll hold you over, but I'm giving all of my backers a sneak peek at some of the renders for one of the scenes from this build (the PC has an opportunity to join Tatum in a threesome with a guest).
Thanks for your patience. I'll keep striving to do better going forward.
Okay, headline is a bit melodramatic, but it's been a lot of struggling in the last month and a half.
Cutting Part of a Feature
So, bit of bad news first: After trying pretty much every reasonable thing I could come up with, I just can't find a way to handle positioning of long hair for the protagonist. If it needs to be moved at all, I just can't get the different color versions and the masks to line up properly, meaning far too much image editing time for each CG that requires it.
Honestly, the game is way overdue for some cutting back anyway, so I think I'm going to eliminate the longer hair lengths. It was an extra that people asked for early on, but it's already taken up too much time in trial and error, and I think it's probably best to drop it and press forward.
Next one that might get the axe is makeup. Really, I only planned on having this show up in close-ups, but I'm having trouble getting it to work alongside tanning. The image above demonstrates weirdness I was getting in my latest attempt. This mirror image was mostly working, but the tanned version of the makeup layer won't match the opacity of the rest of the layer. (On the plus side, the new eye colors were much easier than I expected!)
I've tried getting some help on the coding issue, to see if there's something I'm doing wrong, but help with this sort of thing isn't as easy to get as it used to be. Really, though, the effect is such a minor thing that I don't want to waste too much time trying to get it to work if it's going to keep being difficult.
Stuff That Hasn't Been Cut Yet
As you can see, I've been working a bit on graphics, and I'm hoping to have some more mirror images ready for the next big build.
After those, I want to move on to more CGs with the player character. Specifically, images for sex scenes. As I've been putting a lot of my energy into getting more events with sex involving the PC into the game, I'm sure most players would like to see their character's actual body in those events, rather than nothing or another place-holder image.
Speaking of those events: Part of that work involves making it so the PC can hook up with guests at the resort. Like everything else in the game, I'd like to have a bit of a random element to keep things interesting for replayabilty. This means the guests will have attributes that will change each time. There isn't any of that in the game just yet (it's far more likely that you'll just get a few static guests for a while), but I am laying some of the groundwork for it.
Like the PC, I'll be using a sort of layered-image approach for these characters, so they'll be built from mix-and-match parts. Hopefully they won't be quite to the same level of complexity, though. Instead, I'm looking at a set of body types and different heads for each skin type.
(I'm just thinking "out loud" at this point, but as these guests are supposed to have varying levels of attractiveness, I might do some player polls and let the players rank them for me...)
Gotta give a little something back to my backers (and, also, Patreon forbids "implied nudity" in public posts), so samples of what I'm working are available in a special restricted post: (Here on Patreon and here on SubscribeStar.)
Life...Don't Talk to Me About Life...
I saved this section for the end for people who aren't interested in personal updates. Game development frustrations aside, I'm still struggling a bit with health issues. In general, stress takes a much bigger toll on me than it used to, so I find I can't push myself as hard as I used to.
Fortunately, the holidays mean time away from the day job, which has traditionally been good for Interns development. Hopefully that will be the case for this year.
(But not really... It's really just a regular update.)
Sorry if I haven't been quite as responsive as usual in the last week. Between insanity at my day job and some health issues, I've been pretty tapped out.
I've gotten a lot of great feedback on the last build. There have been lots of story inconsistencies pointed out, bugs and other issues brought to my attention, story ideas and even some scripts submitted, so that's pretty exciting...also gives me a lot to work on for the next release.
I took a little time to explore more of my art options as well. I always figured I'd be looking into Daz3D for future projects, but it occurred to me that it might have potential for creating backgrounds for Interns as well. The method I'm using for backgrounds right now is okay for basic scenes, but if I want a series of CGs in a single location with lots of different angles, it ends up being a TON of Photoshop work for me. I thought I'd explore 3D sets so that I could render the angles I need. Going to take a bit of trial and error, since I'm not really familiar with the software and it looks like it's changed a lot since the last time I tried it out.
You've might've noticed in the last build that I've started adding more events that will eventually lead to hooking up with guests. (They all, sadly, are non-events or lead to placeholders.) I'm still trying to push these forward so that they're actually worth checking out.
Part of this has lead to what's probably the fourth(?) revision of the sex system. I've mostly scrapped what I had and rebuilt it using everything I've learned from the past versions and now have something cleaner, a bit less complicated, and a little easier to predict.
In keeping with the themes of the game, it's all still based on interactions between physical and psychological elements, of course. As such, a part of the process has included addressing some of the lust-triggering events that have already been seeded into the game to start taking the PC's orientation into account. Since the player character's sexual orientation changes over the course of the game, it only makes sense that turn-ons and turn-offs need to be able to reflect that.
Does this qualify as a body TF?
Aspects of body transformation tie in here as well. I've long hinted that there would be more things that can be changed about the PC's body than just the visible traits. A bunch of these apply to the sex system
Here's what's in the current version system:
• Body parts are each assigned a sensitivity value • Sensitivity has a minimum and maximum value that it ramps up to based on the level of arousal
The general idea here is that, the more sensitive an area, the more pleasure can be produced from interacting with it.
Ease of orgasm:
In the previous version of the system, I had a pretty complicated system that handled how easy/difficult it was for the PC to have an orgasm. I've got with a much simpler method that's a bit easier to work with. For those who have found it in the current build, you'll know that there are already the beginnings of how the PC will be able to get some help with this.
Quality of orgasm:
This one is still really in flux, as it wasn't initially planned. I've been trying to figure out a system that handles how powerful an orgasm is, how satisfied it leaves the PC, etc., based on all of the other elements already in the system. (Good ones can leave the PC content for a while, while lackluster ones can end with her being unsatisfied, with sexual frustration making lust more insistent.)
This came about from some of my experiments; I was looking at how changes in sensitivity and ease of orgasm (see above) impacted the quality of orgasm system I worked out, and I discovered some interesting side-effects. Mostly, if it was made *too* easy for the PC to climax, the orgasms ended up being pretty weak.
This introduced another variable with the potential to be changed in-game: a modifier for orgasm quality. Could be fun to incorporate into the story.
Changed from the previous builds...
Sex acts in the game have always had an intensity level (representing how fast/vigorous the action is). In past versions, I had this being used as a multiplier for pleasure, and it didn't quite work out the way I wanted. For the new version, it's being used to add more of a game aspect to the system.
The idea being that, at different levels of arousal and/or progress towards orgasm, different levels of intensity will be more or less effective. So, choosing the right action at the right time will get you better results.
I like this aspect because I can give NPCs skill levels; more skilled NPCs will know when to use the right intensity at the right time, whereas less skilled ones will make less effective choices.
When the PC is in control, the player should be able to handle these choices. I'm still trying to think of a good way to handle this that doesn't involve a menu popping up every "round," however. (The existing mirror masturbation scene should give you a good idea of how it would look if I did that.)
Still to Come...
As you can guess from that last part, there's a need for a bit of an "AI" for NPCs. I have a start on that from a while back. It's not quite as ambitious as it sounds (or at least I hope not) since it's really just a basic structure for sex scenes (much like how the job manager handles the events that fire off at work).
As a way of keeping sex events from going on forever, "stamina" is going to be used to control how many acts the player can take. This will likely be derived from the amount of energy the PC has, though, when NPCs are involved, they'll have their own stamina to deal with.
Penetration, Pain, and Lubrication
The previous version had a lot of this already worked in (and you may be able to see some of it in the sex scene with the man who tries o romance the PC at the club). I feel like it got a bit too complicated, so I'd like to find an easier way to handle it. The general idea is that the PC should be at minimum levels of arousal for certain actions to be pleasurable. If not, being too rough will result in a bit of a penalty and some appropriate flavor text (likely some scene branching or early ends, too).
For those who are really interested in my work on this, I've got a post for backers that goes over a bit of my testing process. Those pledging $1 or more can check out that post by clicking here.
I have no idea what I'm doing, and this is a lot of trial and error on my part, but I'm going to keep trying to refine this as I add more opportunities for the PC to hook up with people around the resort, and hopefully get more of those scenes at least a little more fleshed-out.
With the size of the game growing with every update, I thought it might be a good time to look into space-saving options again.
Ren'Py used to have JCC as an option for images with transparent backgrounds: This would save the image and the alpha channel as lossy JPGs, reassembling them in-game.
Modern Ren'Py now has WebP support, so I thought I'd look into that a little bit...
I can't say I know much about the pros and cons of the format, but from just some tests, it certainly looks promising. It's probably not the best way to do a demonstration, but the above image of May is made from saves at different levels of compression. Clearly, there's zero difference between any of them!
No, don't panic, I'm just kidding. Scrutinizing the images in Photoshop, I could make out some artifacts at 50% compression, but at the lowest compression settings, the differences between the two images was fairly negligible.
The size difference, on the other hand, is significant. Here's what it looks like: 1,422 KB - Lossless PNG 942 KB - Lossless WEBP 441 KB - Lowest Compression WEBP 56 KB - 50% Compression WEBP 18 KB - Highest Compression WEBP
So, as you can see, this is a drastic improvement. Converting the character sprite directory to this format, even at the lowest compression, brings it from 222 MB down to 64.7 MB.
Unless anyone knows some reason why I shouldn't be using this format, I'm seriously considering making the switch.