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Hey everyone,

A huge thankyou to all my patrons. I know the first thing eveyone wants to know is how the demo is progressing. So I'm still sort of target to get it out later this week. But.. I might have to push it to come out on the Weekend.

However, the good news is no matter what happens it will be out before next week at the absolute latest. But I'm still trying my best to push for later this week.

Part of the issue has been building about 13 player abilities. 3 Enemies along with finding a bunch of bugs.

So this is going to be the first devlog talking about the Future of this Project.

The Future

The size of this project is gargantuan. Since the Patreon campaign has grown the scope for the project has grown. The actual project has over 140 000 lines of code. Governing everything form audio to complex combat systems.

We are going amazingly. When I started I had no idea I would be able to build something this big, alone in under a year while working a full time job.

So I'm exhausted. This demo keeps dragging out and I have to say I'm glad to finish it. I'm finally able to re-structure the project in a way that will reduce the stress on me and increase the number of updates for you.

Why Don't you like the Demo structure?

Honestly too much work gets thrown out between demo's so that I can keep things bug free. Instead of fixing something properly I have to do a patch fix to get things out of the door. I also have a problem in that each time I make a demo there is another system on the list of systems, increasing bugs.

Another problem is that each demo by nature has to accomplish something specific. It sort of prevents me from fixing things or adding features that would make the game better, but delay the demo.

What is the new structure?

So after a short break I will be starting on the actual main game. Rather than structuring it as a series of demo's I want to do one continuous development cycle. This means rather than structure demo's to accomplish something specific. Every month I do a series of builds of the game in it's current state.

Every month sounds good!

Yeah this will hopefully mean substantually more updates for game content. However, it will come with a few downsides. The way this works is you will do a single download from Itch.io and can update from that same location for the latest build. Alternatevly you could download the itch.io updater and update just the new content. I've looked into this system and itch.io seems to have a decent patching infrastructure that would let me release game patches rather than whole new builds.

Not all ABDL/Spanking/Wedige content will be in the early full game updates. This is because the plan is not to put the content in to "play" with. But put the content where it should go. This will mean for some of you you may not see your specific interest right away. Rest assured it will be comming. I will be building all the different factions and their locations one at a time. Also the game is supposed to have a little bit of an arc. You don't start in diapers right away but over time they become part of your characters life.

Some content/monthly updates will just be bug fixes. With people playing way more frequently there will be more bugs. Some updates may be essentually the same game but with a number of bug fixes. Similar to this. In the early days you will likely loose save games as file formats change and the final project structure takes shape.

I will be stopping the weekly Cartoons (This won't start immediately) While they aren't super difficult they sap my creative energy. Once a week I have to come up with a semi coherent idea for a comic. I think we would all enjoy it more I used that time to add a new character/dialogue or animation. It it's super distracting that when I'm right in the middle of adding something cool, or fixing an important bug I have to drop that task to create the comic. When I come back from the comic (that could have required new models/outfits or animations). I can loose over half a day a week.

So some final food for thought,

Someone asked if I could add a higher reward tier to give something extra. I "could" hypothetically create a 10 dollar tier to release a more frequent 64 bit windows build. That would be an extreemly unstable build that would have some built in cheats to test things. 

This would cause me a little more work provided the tier wasn't too too popular. All work would be avaliable to everyone later that same month.This would probaby be between 2 -4 times a Month. But it could allow someone who was very eagre the oppurtunity to see the game at its most current state and give early feedback. The warning is that those builds would be far more buggy.

So that's a bunch of stuff to digest. Basically it let's me reduce the stress by re-structuring development so that I can always "release" the game in its current state for people to try, even if I havn't quite completed what I was trying to do. 

Anyway have a great week everyone, I'm going to get my head down and keep punching out this demo.

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Comments

Evan Troti

it's really cool to see how you take the size of the project into consideration and change your way of working, it show how you care and make me feel confident for the development of the future build ^^. Keep up the great work, you're really good and the game will be awesome !

Anonymous

Great move ending the demos and starting the main game. Your demos were great but you shown you can make this game and need no more demos. Make a solid base game and add features as you think of them. i would love a dialogue maker. Plus I like your idea of starting mature and becoming/choosing to be immature.

Quickkiddjr

How do i do library class