Home Artists Posts Import Register

Content

I've been hammering away at the refactoring project for this build, and I think I got it in a good place. I've completely rebuilt the inventory system. And I've added quite a few improvements along the way.

For starters. The inventory is now drag and dropable. I've also updated tooltips to show more information(as seen above), and I've added a filter system to the inventory screen to allow you to hide, or force show any tags you do/don't want to see, along with adding some buttons to automatically pick those filters for characters current AT, to make it easier to know what to load your hotbar up with. I've added the inventory bar to the interactions creen, so you can use items directly from your pockets(things like gifts and what not). I've also fixed a lot of bugs from the last build. Like a lot of em. Finally I've started working on Gina :D As a matter of fact...about to get back to her now. Okie...Gonna get back to work. Just a quick update to let you know things are moving forward.


Side note. All old saves from Build 6 or ealier, will not work with the new engine. I'm finally removing some ancient code from the days of old. So...if you have any of those very old saves, and you want them to work in the next update, load em up and save em now, so that they have a newer save format.

Other Sidenote, I'll be doing the EoM stream this weekend. Feel free to join us in my Discord. Ok, Back to work.

Files

Comments

Greyson Voigt

Are you improving the load times? I like a lot about this game, a lot of cool ideas, but it's a bummer having to wait like 3 seconds every transition

Greyson Voigt

Damn, played a bit more, and this game would be goated if not for the memory leak issue. Really hoping that gets addressed

Greyson Voigt

Nevermind, figured out how to access the test build, and holy shit is that an improvement