Thursday, November 20, 2014

Progress Update

Hey guys, I'm going to try to keep these progress updates going, if not every day than at least three-four times a week. Right now I'm working on getting the breeding animations working; it used to be that I had each individual monster remembering what each of its animations were for each pairing, which was just plain inefficient. As soon as that's done I want to get the new dialog system started finally.

I'll likely be putting up another build around Sunday.

Sunday, November 16, 2014

Alpha Build 5.4 and Animations for Patrons

I'll be uploading a first look at 5.4 for patrons in a few minutes here. This build is still very restricted in what it can do; for the most part it's just a demo of the new breeding menu, but I wanted to put it up immediately just so you guys can have something after months of patient waiting. Sex animations are not displaying correctly yet nor can offspring be produced, but I'm close to having both those functions working. I will be uploading an additional build next week that should have more of the game working, and by the end of the month it should be fully playable. I really appreciate your guys' patience in this and I extremely value your support. You will not be disappointed by the final build; it's just a matter of getting it to work. I've ended up in a situation where I'm rewriting pretty much every last line of code in the game; it has been a trying process but in the end the result will be worth it. Anyone can decompile the .swf and examine my progress, and I absolutely encourage you to do so and offer suggestions if you have them.

Along with this update I'll be uploading .swfs of the new animations that will be available as soon as this new build has progressed far enough into the Creations section of our Patreon. I think you guys will really like them.

Also, I'm continuing to look through the applications for the PM position, and we're about to move forward on that. I apologize to anyone who has been waiting to hear back from us while I've been focused on trying to get this build into working order.

Saturday, November 15, 2014

Progress Update

Alright, the build will be going up sometime around midnight tonight. The new build will not be finished yet: you'll be able to get monsters and breed them, but the requests, consumables, and events will not be working yet, nor will many of the ancillary systems. I want to make sure that I at least put up something for you guys today to mess around with, even if it's not in a fully playable state.

I will continue to upload more builds this month as I complete more of the systems; I'll release at least two new builds before the end of the month. My intention is to have the new build fully playable by the 30th.

Friday, November 14, 2014

Progress Update

Hey all, extremely sorry with the couple of missed progress updates; I kept delaying the next one because I wanted to get the breeding menu screenshots in it and I kept being sidetracked by other tasks, I should've posted something. I have a JSFL script I've been working on that automates the process of dividing new animation pieces into skin and primary color layers and unfortunately I've been struggling with it lately. It has some big issues with some concave shapes and I've been trying to hammer it out so that we can get the new animations prepared in time for the update.

Here's the work-in-progress breeding menu, at least; it's obviously missing some bits still but it should be done in time for the update. The two different folders swap which is in front when you click on the one behind. There's still a lot for me to get done before the 15th, but I'm going to see how much I can power out by the end of the day.

Tuesday, November 11, 2014

Progress Update

Short update today: Still been working away at the UI; I'm in the middle of putting together the new store and breeding menus. I think the new breeding menu set-up should be a lot more intuitive to use: the menu will swap background folders to show which monster you're selecting and you'll be able to switch between them by either clicking on the tabs or hitting the 1 or 2 keys. I'll post up screenshots tomorrow once it's done.

After that I'll either be focusing on the dialog/events system, the requests system, or the new consumable system.

Monday, November 10, 2014

Progress Update

Made some significant UI progress today; got the revamped monster selection menu all finished (just needs a couple of more icons) and I feel like it's a significant improvement over earlier iterations. I also have the ranch building expansion system fully operational. I think the UI should feel all-around much better to use. Note that these are still the old catgirl faces; they have a new and improved look that S has put together that I simply need to get the time to put in:

 I also got to starting implementation of the male breeder sex scenes that we have ready so far, these ones should be in the new build when it goes up:


I'm hesitant about establishing an ETA but the new build should be up by the 15th. I apologize for it being such a massive amount of time between this and the Halloween update I failed to deliver. I was never going to be able to get that Halloween update up in time, but even then I was hoping to at least be able to hack together what I could into a barely playable state so that you guys could at least have something. The problem is that even trying to hack together what rewritten components of the game I had finished with the existing code was just not going to work as the two builds are so incredibly different at this point.

Partly the reason it's taken so much longer after missing the Halloween deadline is that I can afford to make sure things are fully implemented for the release instead of having them sloppily tossed together, and I have been trying to squeeze in a lot more polish wherever possible, though largely I'll admit that there's just so many more issues and additional systems I've found myself having to rewrite than I predicted. There's still a lot of code for me to clean up and implement, but I've come a long way; I just did a count and since the beginning of October I've written a bit over 2,500 lines of code as part of this rebuild (and you'll all be able to confirm this by decompiling the .swf yourselves once the build is finally up). It's not the most efficient coding by far, but it's still a steady pace.

I'm still ashamed I've been so terrible at predicting and setting deadlines throughout this project, but I'm still very proud of the work I've done on this new build and I'm confident you'll enjoy it.

Sunday, November 9, 2014

Progress Update

Finally finished up the rest of the animation display and customization system, then worked on porting more of the UI. The new set up for how animations are customized is by far the biggest improvement to come out of the rewrite so far when it comes to things that will make my own life easier in the future. It'll be extremely more manageable for me to deal with more complex animations and visual variations.

The things that I have left to tackle before I can finally put up the new build: I still have to finish porting the rest of the UI, implement the redesigned traits, implement the new dialog/events system and port the old events, implement the new consumable effects, port the existing monsters/ranch buildings, finish updating the breeding logic, and then add all the serialization methods. The upside to that list is that porting each of those things should go relatively quickly after I get over the hurdle of finishing the major systems.

I'll do another update soon with a much more solid prediction of when the build will be released; I don't want to keep you guys waiting much longer.