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Hobbyist Creating Erotic Games - For details, visit: usagitriplesix.home.blog
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Welcome

  • All backers get access exclusive behind the scenes posts
  • $5+ backers get early access to the latest builds of Interns of Ecstasy Island
  • Backer tiers come with access to special Discord channels.

Recent posts

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usagitriplesix
Public post

Update: June 2020


Interns Stuff
Last time I was able to make some massive headway on cleanup and reorganization. It's done wonders for Avatar images, as I now have a more universal way of calling these images in-game and, on the back end, I've organized the files and folders used to make these graphics, which has streamlined the process of making them quite a bit.

I had wanted to work more on finishing the overhaul of the scene code, but, as I'm no longer on reduced hours at my day job (quite the opposite), I've decided to put that on hold until I have another block of uninterrupted time to focus on it (maybe next work holiday I get).


Instead, it's been a while since there's been some real content, so I'm pushing myself to get into the right mindset for some writing (trying to focus on Cynthia, since she was part of the main reason for trying to improve the morning and wardrobe code).
In addition to that, I'm still chipping away at the two aspects of Interns that I feel are preventing it from being what I wanted it to be in the first place: the sex and mind-control aspects of the game.

I mentioned previously that I was planning on stripping down the sex from the simulation I really wanted to do (maybe a future game when I have more time?) to something more streamlined.

Another big aspect of it is the graphical side of things. As the player character is overly-complex to make graphics of, I need to do it in a smart way, so I've been working on planning that out, with my intent to have reusable assets that can be combined in different ways to make different images. Part of the avatar overhaul was actually intended to help me with that--the ability to color-tint avatar images will make it possible to change scene lighting without needing to render new graphics.

For backers, I've gone into more detail on what I'm doing with this, so if it interests you, click on over to see that post.


Personal Note
Sorry I haven't been very active in the community for a while. At work, I've been assigned to a big project that requires some extra training, and I've just been a bit overwhelmed.

Going off on a bit of a tangent here: I appear to be building up a list of a lot of new ideas I want to look into in the future--maybe not for Interns, necessarily... I'd like to explore adding animation to one of my projects at some point. I've looked at the idea of, perhaps, rotoscoping with a simple art style, but I've also gotten interested in tools such as Spine and Dragon Bones that can be used to animate 2D images. Could be neat.

Ah, it can be frustrating sometimes, as I have a lot of passion for game-making, but find time, energy, and lack of ability make it difficult. Ah well, nothing to do but keep pushing forward.
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usagitriplesix

from June 26, 2020

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Update: May 2020 #2

Well, I’m still chipping away at at things, as always. My current goal is to get enough of the PC’s room stuff squared away that I can start getting more events for Cynthia added to the game without causing issues (as some people can attest, the shower code can cause her to appear in the evenings to get you ready for work...right before bed—so, yeah, it’s a bit of a mess).

As always, I’m doing work on PC avatar images as well, with most of the focus on getting the additional outfits ready. There’s a third mirror pose that’s coming along as well. For those who are backing me, I’ve done a more in-depth post that goes into some of the details of the image-editing work involved in making these paper-doll-like images fit together better.


Kill Your Darlings (But Not Literally)

I’m going to switch into “thinking out loud” (but in text, so, really just “rambling writing”) mode for the rest of this, so fair warning. (I’m more hobbyist than anything else, so a part of what I do in these posts comes down to trying to organize my own thoughts as I tell you what I’ve been working on.)

In addition to what I listed above, I’ve also been working on the sex mechanics for the game. The aspect of it that I've been focused on recently has been more on general scene flow: how events start, what positions are available, how to switch between them, etc.

I’ve got a lot of neat stuff in progress for all of this, but I find myself having to take a step back to reevaluate what I’m doing.

Way, way back in the beginning, I told everyone that I would continue this experiment for a while, see how plausible it is, and, if I decided it wasn’t going to work out, I would look into simplifying things.

Having had the opportunity to work part-time on Interns for a few weeks let me experience what it would be like to really be able to give this game my full attention. Conversely, switching back to full-time work dives home just how little I can get done with the time I usually have.

I really love the idea of having a complex sim guiding things in the background, and I don’t think it’s beyond my abilities to eventually figure it out...but, clearly, that’d take forever with me working a full-time job.

Moving to part-time could be an option in the future, but, clearly, to get that kind of backing from Patreon & SubscribeStar means having updates that include an actual, playable game, making it a bit of a catch 22.

So, in the interest of getting Interns more playable, I’m considering moving away from simulation and going towards more flag-based mechanics. (Perhaps I’ll be able to revisit simulation more in a future project). Sex scenes probably won’t be interactive in the way that I originally planned, but, with flags, what's actually happening might more clearly reflect other choices the player has made.

Anyway, as always, things are subject to change. These are just my most recent thoughts on it. Feel free to share your own thoughts.
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from May 30, 2020

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Download - Interns v 0.251


Interns v0.251 is now available!

IMPORTANT: Do not overwrite your existing directory with this new build! Many filenames have changed, and doing so will leave old files that may prevent your game from working properly.

IMPORTANT 2: Start a fresh game for this version. Interns v0.250 includes a major overhaul in how free-time events are handled, so old saves likely won’t work. (This may be the case for an update or two, as I continue the overhaul of the event-picker code.)

Update notes on this and the previous build can be found here and here, respectively.

Also, don’t forget that Discord is a thing now, too. Feel free to stop by and chat about the game.




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Early Access: Interns v 0.251


Interns version 0.251 is now available for early access to backers pledging $5+. Contains bug-fixes and other goodness (as seen above).

Changes:

• Addressed player-reported errors due to undefined or misnamed labels and variables.
• Optional menus are now disabled when executing one of the optional activities (to prevent nested events).
• Modified save file updater to run upon loading a save, rather than during stat updates.
• More file reorganization – pre-game initialization of variables and functions have a new home.
• More game variables are now initialized after game start, rather than before. Hopefully this helps prevent some rollback issues.
• Corrected an issue in the main schedule that was preventing the evening beach meeting event from firing.
• Tweaked some game menus and transitions for additional fanciness.
• Added PC avatar main menu image after first-time game completion.
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usagitriplesix
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Download - Interns v 0.251


Windows / Linux:
Mega
Mediafire

Mac version:
Mega
Mediafire

Android version:
Mega
MediaFire 
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usagitriplesix
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Update


Just a quick update of things.

COVID-19

With businesses starting to reopen, it looks like I may be back to full-time employment next week. While I’m happy I’ll be able to pay my bills, there’s a part of me that’s disappointed, since being part-time was a nice opportunity to really dig into Interns without as many interruptions.


v0.250 and v0.251

v0.250 is out to backers on Patreon and SubscribeStar, and I have 0.251 well in hand with bug fixes and some additional improvements that weren’t ready last week (such as the revisions for the saved game updater).

For me, part of these builds were changes to address some big issues with the core of the game that’ve been making development a headache. There’s plenty more to do, but with the organization and documentation work I’ve done so far, I’m already having an easier time navigating parts of the game that haven’t been touched since the very beginning.

For players, the biggest changes are some overdue quality-of-life improvements: Not needing to navigate the perfume and sunscreen menus every day; being able to change your swimwear choice at any point; the beginning of optional menus to move item access (such as the “magic wand”) out of a nested menu, and the new phone option which will allow you to plan meet-ups with NPCs.

(I don’t think I mentioned that I also reworked all of the swimwear to create graphics off-duty versions…)


UI and Future QOL

I think the optional menus show a lot of promise for streamlining the game without taking away choices. It seems way better to allow you to make a decision once, and not constantly ask you each time it comes up, instead, allowing you to tell the game when you want to change it.

The next obvious spot I see for one of these is work attitude at the beginning of your shifts. Right now, there’s a menu at the start of each work shift; I thought it might be better to make this an optional menu.

I’d love input on this. My current thought is to represent it with a little drawing of a girl holding a tray of drinks, with plus and minus buttons. Hit plus, and her smile gets bigger and she holds the tray higher. Hit minus, and her expression moves to neutral and eventually angry, with the final version depicting her dumping the tray.

Perhaps, when you hover over the icon, there will be a tooltip that actually says “Work Attitude” so that it’s obvious what it represents?

One of the challenges I see with this one is that it should only be available for a limited time at the start of work, so it may be easy to miss if the player is clicking through too quickly.

Another related item I’ve been considering are status icons. I’ve really tried to keep things immersive by minimizing game-like visuals as much as I can, but it isn’t like I’ve avoided it completely (the Lust and Energy bars have been around for a long time now).

Stats like Perception aren’t terribly obvious to the player. It’s hard to convey that when the PC is drunk or tired or otherwise distracted, they’re not as keenly aware of their surroundings. I was wondering if an icon should display in the corner of the screen at these times to help indicate this.

Thoughts? Let me know what you think.
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usagitriplesix
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Early Access: Interns v 0.250


“One often creates more bugs on the road he takes to reduce them.” – Ancient Proverb (Probably)

TL;DR version: Those looking for a stable experience may want to steer clear. Lots of code changes and no new story content. I recommend trying this build out only if you’re curious about the new “optional menus” for wardrobe, telephone and items. (Or you want to help track down bugs.)

NEW SAVE REQUIRED!

Announcement: I now have a Discord channel! Thanks to Louise for doing all of the work of getting it set up for me. Feel free to come by and chat. I might even be there some times…

Early Access: Interns v 0.250

As I stated a little while back, I know have the crisitunty of working on Interns part-time. While not in the right mindset for writing, it did seem like a great opportunity to get started on the housecleaning I’d talked about even before that.

So, I’m part-way through some major overhauls for the game, which I hope will improve things both for the player, and make creating the game just a tad bit easier for me.

Optional Menus

I outlined this concept in a previous post. As of now, there are two types of optional menus in the game. The wardrobe lock button will make the game show the clothes/sunscreen/perfume menu at a fixed point in the script when enabled. The phone and items menu can be used whenever they are on-screen, at which they will jump you to a new scene before returning to the line of the previous scene where you first pressed the button.

I’d like to know peoples’ thoughts on these, as I think there’s some interesting potential here to reduce unnecessary menu clicking.

Fun note: i figured out how to change the phone graphic based on the menu option the player is hovering over. (Not sure what happens to those on touch-screens…)

Known issues: With both phone and item buttons available, you can use them to get into an endless loop. 

Event Picker

Free day and evening events use a new system that uses a Python class object for each scene. This allows the event picker to know things like whether or not the PC will need swimwear for the upcoming event.

Known issues: I had a lot of unexpected problems with this that may be tied to Ren’Py’s rollback. Some scenes that had previously been viewed would occasionally switch their status and enter the event pool again. Let me know if this happens to you, and which scenes are causing the problem.

Player Avatar Update

The player avatar image system got a big update. It’s moved to WEBP for smaller file sizes, and now allows for color tinting. I’ve greatly cleaned up an organized how calls to the system are done, making it much easier to use on my end. I’m hoping this system might lag less on less powerful devices.

Some new images were added, with one set of new casual clothes and a version of the resort uniform for a different mirror pose.

Note: So far, only the images to use this are the two full-body mirror images. More will be converted over in the future.
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Download - Interns v 0. 250

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UPDATE: April 2020


“Housecleaning” on the game continues on. As everything in the game is interconnected, each time I pull on one thread, it unravels more than I anticipated and I end up with more to fix than I started with.

In this case, part of the addition of the wardrobe menu is showing the player the PC in the new outfit they've selected. There were already a number of scenes for doing this, but they were coded to show up only in the mornings. I've had to revise this to make these show up when the player has chosen to switch clothes. (And this is why I needed to know what clothing type was needed by the following scene, requiring the previous update to the event picker code.)

Well, the next challenge that lead to was the code that handles assembling the CGs of the player avatar. This already needed updating, as there's a bug that prevents the hair from updating properly, and some instances of calls to the code in the game lead to error screens because of missing images.

Since I'm trying to fix some foundational stuff, I figured I would try some revisions to the avatar system as well. For those of you who want more of the details on that, check out my latest behind the scenes post for backers.

I wasn't able to accomplish everything I was hoping for, but the important thing is that after pulling everything apart, I was able to slap it all back together again with some notable improvements.

Biggest thing for end-users is that I've switched it to use WEBP instead of JPG and PNG. (I'd already switched out the NPC sprites and haven't received any complaints about the quality, so I figured it was safe to do this with the avatar images as well.) For one mirror image alone, this reduces the file size by 75%, so that should greatly help prevent the download sizes from getting out of control.

I've also made efforts to help Ren'Py with image prediction. The idea here is that Ren'PY will attempt to load image files in the background while you're reading, rather than lagging the game whenever you get to a mirror scene. I'm not entirely sure how successful I was here (and I notice tremendous lag even on a desktop system when trying to rollback through one of these images), but I'm hoping this will result in a bit of an improvement for people on Android or weaker systems.

One last thing I want to try tackling is that I believe I know how to make the save file updater code run whenever you load a saved game. This should be a much better way to prevent bugs, since I can initialize missing variables immediately, rather than between scenes. I *think* this will be quick and easy to update...

Anyway, I'm hoping I can patch up the rest of what I've been working on with the backend and start adding content that takes advantage of all the groundwork I've laid. Wish me luck!
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from April 12, 2020

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UPDATE: March 2020


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.


Wardrobe:

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. 


Scene Pickers:

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.


CGs:

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.)
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UPDATE: Crisitunity


“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.

Other Things


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.

In Summary

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. 😨
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UPDATE: Wardrobe Menu

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.
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from March 17, 2020

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UPDATE: February 2020

Cleaning House

Oops! I Made a Mess...

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.


Cleaning Up
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.


Universal Scenes
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.


Easier-to-Implement Ideas:
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?


Other Things
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...

https://youtu.be/ZV86DKTuOQY

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.
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usagitriplesix

Doodles

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Release: Interns v 0.241

Interns v 0.241 is now available. Download links can be found on my blog or at TFGames.site.

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Early Access - Interns v 0.240

Interns version 0.240 is available for early access to patrons pledging $5 and up. This versions should work fine with saves from the previous build.


Interns version 0.240
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).


Change List:
• 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.


New Scenes:
• 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 


Known Issues:
• 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).
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usagitriplesix

from February 10, 2020

This post also includes Mega.NZ content links
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A New Decade

Hi, and welcome to the '20s!

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!
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Handling Important Game Events

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Release: Interns v 0.231 & Android Poll


V 0.231 contains the following bug fixes for V 0.230 (Update notes for version 0.230 can be found in the early access release post on my blog).

• 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.

Saves from the previous two builds should still work.


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.)

Windows / Linux
Mega
Mediafire 
Android - Universal
Mega
Mediafire 
Android - For newer Devices
Mega
Mediafire 
Android - For older devices
Mega
Mediafire 
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usagitriplesix

Lighting

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