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Did you know I start to get really anxious when I haven't posted in a while? I mean, sure, $10+ patrons get updates pretty frequently, but I worry you guys might start to think I'm dead or something. I assure you, I'm only mostly dead!

A sickness befell my household over the weekend which I can only assume to be The Plague. It's put an unfortunate damper on the progress I'd hope to have made over the last few days, but that's not to say progress has not been made!

The Creative Process

Allow me to introduce you to my workflow. This was taken Tuesday morning and outlines what's been done, what's in progress, and what's left to do. It looks daunting, but it's actually moving steadily. Dakota's entire conversation structure has been built out, and her room is now fully interactive. Several new home events have been written in and the remaining major initiatives involve updating existing content.

What's that? MCS-X events? No, no. Pay no mind to that :)

So Why is it Taking So Long, Then?

That's why. To make a game that factors in all possible character statuses, means most of the game's events end up using the above skeleton. Not every event needs to get so granular, but many do. I spent the majority of my day yesterday just to write a single handjob scene! This is the main reason I'm releasing character-focused patches. If I went through and updated EVERY event before releasing a new patch, I wouldn't have 5.1 out for, well, a while.

I've thought about creating pre-canned widgets which would allow me to write, say, a handjob scene once, factoring in every possible variance, and just calling <<Handjob>> when I needed one to occur in the game, but doing so would strip the characters of personality, I think, The right way usually isn't the easy way... or something.

So What I'm Tryin' to Say Is...

Thanks for bearing with me. Releases haven't been nearly as frequent as they were when I first started this project, but they're must better than they were when I first started as well. My general silence lately (aside from responses to posts) is a result of my hammering away at getting this release released. I'm really excited to get this out to you guys, and also to the public. I'm looking forward to the shock going from 5.0.2 to 5.1.0, as it's almost a completely different game from a mechanical standpoint!

That's it for today. Stay tuned for updates and please look forward to the official 5.1 release. Thanks for all your feedback and support!

Comments

Anonymous

You got a pretty mouth.

Troqu

Considering what we got with the 5.0.20 build, I can't wait for 5.1 now. I only wish I had the money to move up to the $10 tier at this point.

Twisted Kidney

I never saw 5.0.20 and I'm wondering if relationships are broken in 5.0.19.

Morningfrost

Out of curiosity, is there a tentative timeframe for 5.1? Not looking for anything exact, just an idea of whether it might be out this month, or if it might be next month.

westane

I hesitate to offer exact release dates because back when I used to do that I'd either A) miss them and feel terrible or B) rush to make them, put out an unfinished buggy release, and feel terrible... But you're not asking for one, so, hey! As it is, the most difficult and time-consuming work for 5.1 is drawing to a close, and it's more or less downhill from there, in a good way. I fully expect to have it out before Thanksgiving, barring any catastrophes, though I'm shooting for even earlier.