NightCity posts
Update
Hey all o/
Happy Halloween. I've been busy for the last few weeks working on the refactoring I talked about previously. It ended up being an even bigger project than I expected due to a variety reasons. I'll give the general gist of what I'm working on.
I wanted to make a single class to enact game state changes. For example, givving a character more lust, or changing how dirty a location is. As I'd add new stats, and systems to the game, how I modified those stats and systems would be added into the game where ever it was the most relevant at the time that I made it, cause...Well I was still learning how to code. But it has become more obvious to me that I need a single method of making these kinds of changes, that I can then just add into any area of the game where a change may need to occur. So rather than having a property in a scene dedicated to increasing lust, and a property in the scheduler for locking a location, instead I'd have a class that could make any kind of change (+lust, locking a location, changing a scene) and I'd add that to the scene, and the the scheduler instead, thus allowing me to remove an excess of properties , and give me more flexibility in general.
In the process of making this new gamestate changer, I realised I'd also need to change the validator system to work with it. The validator system is how I determine if something can happen or not. If I want a button to only be visible if a character is a specific AT, then I'd configure the validator to check for that. But my validator suffered from the same thing my previous game state changer suffered from. It was made by a guy that was still learning the programming language. It was also partially reliant on my old game state changing code, so once I finished the gamestate changer code, I started making a new validator that would work with my new gamestate changer. That's been finished, and I also created a converter to convert most of the old validators into the new validator. I was able to convert almost all of the validators. I've also created converters for the gamestate changers, specifically for converting all the gamestate changes that occur at the end of a scene (-2stamina, +1hour, +5 healthy xp...ect...), but I haven't converted the scenes yet, because all these other changes did not play well with my legacy button code :D So you can see where this is going. I remade the button code to work with the new tech, and converted all the buttons to the new code. Unfortunately there was some lost data in the process (Only about 10%), so I've been going through the buttons in the game, and replacing that lost 10% Data. On the plus side, of this, I've been able to make the tooltips a bit more responsive than they previously were. Now if you don't meet certain reequirements of a button. That specific requirement will show up Red, so you'll know exactly why the button is disabled.
Example of a working button.
Example of a disabled button
Anyways, for the last couple days, I've been doing to each scene, and checking all the buttons for missing data, tweaking some validators to be more in line with the modern tech, and doing some scene cleanup. In the process of doing this I also started working on some minor additions to the game.
New Zoom Toggle on the computer.
The computer screen when Zoomed in
I added this zoom function to the computer. With the amount of photoshoots in the game It seemed silly that Nathan wouldn't keep any copies for himself, so I added this in so that you can do this.
Some scenes will now grant new Backgrounds for the computer, that you can set.
It's nothing huge, but a little personaliztion is cool, plus It works well with some new content I'm making specifically for the Good Brother Focused Start. Such as Gina changing the background on Nathans computer as a prank.
Focused Start Content
I'll be adding a little bit of this advanced/focused start content each update. This update some of the earliest Gina and Becky AT's will get some new stuff for those that start with that Perk. Gina's is already rendered and added to the game. Beckys is finishing rendering as type this. Next Update I'll probably focus on Good Neighbor.
I will probably add a little more to the focused starts in the future. One idea I've been toying with is giving characters that are the focus of the focus start the ability to skip some transitional AT's, for example Becky's first AT being able to skip to her third if you have that perk. Or possibly having alternative AT's that better reflect the different nature of Nathans relationship... for example Diane's Repressed AT being replaced with an In Denial AT, which would be similar to Repressed , but rather than her withdrawing and drinking more, she embraces it, while pretending everything is normal. Either which way I go, the results will still be the same. The cornerstone ATs won't change(Jilted, Resigned, Cosmopolitan, ect...), just the tranistory AT's between will change, and or be skipped. But that's for future me to decide. I just thought I'd share a bit about these advanced starts since I am adding to them currently.
Finally, I've also been working on Charlies new AT a bit and have started rendering the transform scene. I have her other scenes already made. here's a sneak peak.
Charlies new Archetype
Anywho...I' still have a decent amount of work left to do on the refactoring, but I'm not solely focused on that. I'm also working on the content side as well. You can only code so much before you need to give your mind a break, so When I'm feeling cooked, I just switch over to art mode and start making content. It seems to be working ;)
Finally, I'll be doing the End of Month Stream Tomorrow and Saturday. I'd do it tonight and tomorrow like I usually do with the last of the month and first of the month, But it's Halloween tonight. Anywho, gonna get back to finishing up these Becky renders. If you go out partying tonight stay safe.
Changelog(v.0.03.00)
What's New?
Allie's Base Interaction Event
New Maggie Events: Brainwashed Fuckdoll
New Stephanie Event: Brainwashed Fuckdoll
New Stephanie Event: Cocksucker
New Character Feature: Income & Cash
New Character Feature: Kink Granting
New Character Feature: Role
New Character Feature: Nickname
New Social Option: Favors
New Social Options
New Power: Humanitas
New Bright Auras: Psychosism
New Bright Auras: Polymorph
New Aura Type: Merged
New System: Criminal Record
UI Improvements
Bug Fixes
What's It Mean?
Allie's Base Interaction Event
You can find Allie reading in the College Library Mon-Thursday during the Day.
New Maggie Events: Brainwashed Fuckdoll
If Maggie's mind has been tinkered with a bit too much, and now has the Innate Personality: Brainwashed Fuckdoll, You may on occasion find her completely zoned out, waiting for instructions, but it's not always very reliable.
New Stephanie Event: Brainwashed Fuckdoll
Just like Maggie, you may encounter Stephanie in a zoned out state at school, if she happens to acquire the Innate Personality.
New Stephanie Event: Cocksucker
If on the otherhand, Stephanie has acquired the Cocksucker Personality, you may find her indulging in her new favorite past time instead of studying in the library.
New Character Feature: Income & Cash

Characters now have an income rating, and a cash on hand rating. Every week, that character will get thier income added to thier cash unless they have 3x thier income in cash already.
New Character Feature: Kink Granting

Characters can pick up new kinks if they participate in those kink activities. This is the first step in implimenting a system for characters to recieve Fetishes, so it's not very deep right now, but it will become more extensive over time. As this isn't feature complete yet, there's very little information you'll have access to. More to come in future updates.
New Character Feature: Role

You can now give characters Roles. Currently there is only one role that can be given but this will be the basis of building your own Team/Organization/Company in the future. Each character has thier own preferred roles, but traits can add to those preferences. If a character has a role they prefer the benefits of that role will be increased by 50%. You can see a characters preferred roles by mousing over thier name in the character screen.
New Character Feature: Nickname

This is currently just cosmetic, but may not always stay that way. You can now toggle a characters nickname. And traits can manipulate which nicknames are available.
New Social Option: Favors

With the addition of Income and Cash, I added a new social categeorey to characters for Favors. Here you can trade your favor for money, or reputation, or other things (eventually).
New Social Options
I've added a few new social options in general. Maggie has got some new commands you can give her, and each character has got a new MC Suppression that can be given to them to help mitigate them becoming a brainwashed zombie.
New Power: Humanitas

Ive added Humanitas Aura's to the game. There are 3 Bright Aura's and 3 Dark Aura's you can choose from.
New Bright Auras: Psychosism

Ive added 6 new Bright Aura's for Psychosim. Though 4 of them are Sandman Aura's which means they aren't very effective unless the affected are unconscious.
New Bright Auras: Polymorph

Ive added 3 new Bright Aura's for Polymorphism, however you don't get access to these aura's unless the during the previous day, you used one of the Primary Stat Quickshifts such as Godform, or Behemoth form.
New Aura Type: Merged

The 3 new Humanitas Dark Auras and Bright Auras if used together will create thier own additional aura known as a Merged Aura. Which means Humanitas doesn't come with just 6 Auras, it comes with 15 auras. So...yeah. Pretty cool.
New System: Criminal Record


I've implimented a tracking system for when Billy is being naughty. This is the first step in implimenting the Demerit system, but currently it does nothing other than give a rough estimate of how disappointed The Iniitiative would be with Billy if it mattered.
UI Improvements
Far too many to list here. The big one however is the tootip, which has had it's effect section broken into two, so that effects will show on the left while restrictions, and warnings will show on the right. I've added another trait section specifically for innate traits, as well as a counter on each trait section that lets you know at a glance how many of each trait that character has, and an indicator of if they've recieved a new trait. I've also began making the tooltip language and presnetation more uniformed, though I still have work to do here, regarding buttons Tooltips.
Bug Fixes
I've chased own every bug reported and dutifully replaced them with all new bugs.
That's it?
Planned but ran out of time
Hyde Park South Recruit and Patrol Events
More Patrol Incidents in Hyde Park North
Sandra College Event
Next update will focus heavily on the neighborhood watch, and patrolling. Just didn't have the time as the couple of new events, and many new scenes took a large amount of time to render, since I couldn't really use much in the way of already rendered assets for them.
Gimme Gimme
As of Posting this, the Linux versions of the game are still uploading.
Primary Download: Mega
Backup Download: Dropbox <-only use if you do not have access to Mega. Bandwidth is limited
2024-09-25 19:56:06 +0000 UTC View PostUpdate Time
Hey all. After a week off for my birthday, and a week of finishing up SP2 v.0.03.00 it is very close to release. (Probably tomorrow). I have started the Loser cycle. My first priority this cycle is updating the tutorial. It has been so long, and I've remade so many parts of the game that, the tutorial was no longer really useful, so I'm remaking it with all new screenshots of all the new screens I've made since the Inventory update.
Once that's finished in a day or so, I'll be doing some refactoring. No clue how long it will take. There's two big peices of refactoring that need to happen, before my quest to remove all the janky legacy code from when I was learning C# and Unity can be considered complete.
If the first bit refactoring is quick I may try to complete the other. But outside all that business... Once the refactoring is done, I'll be moving to Working on Diane, Gina, and Charlie as I still have AT's of them rendered but in need to writing and configuring. And if time permits, I'll try to squeeze in a Becky AT.
Anywho,
I'm gonna get back to work. I've got another bug pass to do on SP2, and would like it to be tested a bit before I start uploading for release. I may release the changelog for the new SP2 build later this evening.
Also, I'll be doing the EoM stream this weekend on Sat & Sun so feel free to come by and check it out on my discord channel.
TLDR: SP2 v0.03.00 release tomorrow(ish), Remaking Loser Tutorial, Diane & Gina & Charlie getting AT's, EoM stream the weekend
Update Time
Hey all,
I'm nearing the end of the SP2 cycle, and wanted to give an update on where we are and how it's going.
I'm currently writing Allies first base interaction. This takes a lot of time, since I have to write and configure so many buttons and interactions, but I've been slowly making the process easier and easier as I go by constantly modding and upgrading the tools I've built, so This should only take me a few more days to finish, and then I'll move on to purely testing. Outside of Allie, I've added in 4 new events for Maggie and Steph which all have different variations depending on game state and player choice.
I've done a decent amount of work on the UI to unify the tooltip language, though I will need to go back at some point and rewrite some of the tooltips of already created Events. Also, I've fully implimented Humanitas, and the Psychosism auras.
And I've begun the preliminary work on adding in Roles. For those familiar with SP1, Roles in SP2 would be similar to roles that could be given in SP1 with Mindcrafting. Drone, Worker Drone, and the like. This system will play a much bigger role in the future, once Billy can get his own space (base). Currently I've added one temporary role in the game, as well as created a preference system, so that people that have a role that they prefer will be more effective.
I've also added in an income system for characters, so that like in SP1, Billy will be able to mooch off his friends.
Finally I've started the groundwork for tracking Billys criminal activity. Currently there's no punishment for said activities, but it's first step in eventually getting demerits, and being investigated by the initiative( or becoming a villain ^_^).
So while I would have liked to get to add more content to the patrol aspect of the game, I'm still happy with my progress. New Character, Some new events to flesh out some aspects of the the existing characters, a lot of new mechanics, and a ton of setup for future features. Next SP2 Update I will be focusing heavily on adding in more content to the patrol system along with fleshing out Allie and the other characters a little more.
So that's a summary of this SP2 cycle. I'll be switching over to Loser once finished probably next week. Between here and that though There will be an End of Month stream. This Sat and Sun I'll be doing the EoM stream for all my $30 Patrons, but everybody is welcome to join in and watch. You can watch me in my discord channel. Anywho...back to work.
TLDR: SP2 new update next week. EoM stream on Saturday and Sunday
2024-08-29 17:10:00 +0000 UTC View PostUpdate
Hey all, it's a little bit, and I thought I'd give everyone an update on progress.
I'm in the process of finishing up 4 new events for Stephanie and Maggie. These events are tied to specific personality Traits. So if the characters have those personality traits, there is a chance that they could occur. I've also developed a large portion of the Auras that will be available in the game. Polymorph: Bright auras, Humanitas Dark Auras, Humanitas Bright Auras, Humanitas Merged Auras, as well as Psychosism Bright Auras. So, for the moment Humanitas is finished. I'll probably tweak it a bit in the future, but for now, Humanitas is in the game and working :D

Also I've done a bit of tweaking to the tooltip. I've now got two rows of information. The row on the left give statistical bonuses, and the row on the right gives warnings, explinations, and limitations. I've also standardised the language of the tooltips a bit.
So you won't see "Once per phase: +5 Favor" on one trait, and "Gain 5 Favor Every Phase" On another. Now it's (Benefit)+(Timing).
For some added explination to the sample image. A player may have one Bright Aura, one Dark Aura, and one Tech Aura(WIP) active at a time. And Humanitas Aura's can merge with each other to create a Merged Aura that has an additional effect. So think of it as a bonus Aura, that can only occur with specific Aura combinations.
I should be finishing up Those Events today. Tomorrow and Thursday will be the End of Month Livestream, and then Ideally Friday, I'll start working on Maggies Negative Interactions, because I want to get her up to date with Stephanie, in regards standard full interactions. I also plan to add a few more social interactions, such as Borrowing money, Gossiping, and some MC recalibrations to help mitigate some Negative Personality Traits that can be picked up. The negative interactions will probably take most of a week to render, and a day or two to write and impliment, so a conservative estimate says I should be done with that sometime within a week and a half.
Aftwerwards, I'll start working on Allies base interaction in the college library.
TLDR: EoM Stream Starting Tomorrow, New Events for Steph and Maggie, New Actions for Steph and Maggie Next Week. Allie Afterwards.
2024-07-30 18:51:15 +0000 UTC View PostUpdate
Hey all, It's been a while since I gave an update, so I figured I'd do that before starting the End Of Month stream.
So first off. I finally got the Loser update out. It is however a month and a hald late. Partially due to me underestimating the amount of content I would need to render. I thought I had 90% of the content for the update already rendered, but as I went I kept finding more and more small scenes that needed an render or two, or decided to add a scene that wasn't originally planned to begin with. I'm also late because I ended up having to stop working all together for a bit to move cities. But, that's done now. I'm moved, and Loser version 0.11.00 is out.
I will of course give SP2 some extra time to compensate. I will not be promising any specific amount of content going forward, and will from now on, just be listing my priorities of development, because I'm learning that what I might view as a small project, could end up being much larger if there are issues, or I feel the scope is off and want to spend more time adding to something, and that tends to have negative effects on my estimated time tables.
So for this SP2 update, my priorities are in this order:
Add more small events to Maggie
Add more small events to Stephanie
Develop Humanitas Power
Add more non-power interactions to both Stephanie and Maggie
Create Allies Base Schedule
Create Patrol Action for South Hyde Park
Create Recruit action for South Hyde Park
Add More encounters to patrol action for both Hyde Parks
Develop Stephanies Impulsive State
Create Sandras Base Schedule
Now I doubt I will get to all of these things, but that is what I will be focusing on and anything I can't complete by the end of this dev cycle will be added to the top of the list for the next Dev cycle.
That being said, I will be starting my End Of Month livestream here shortly. Which will be happening today and tomorrow. Feel free to join me on Discord if you'd like to watch.
2024-06-30 17:47:50 +0000 UTC View PostChange Log v0.11.00
What's New ?
New Jay Archtype: Mostly A Flirt
New Jay Archtype: Mostly A Babe
New Tilley Archtype: Queen Bee
New Diane Archtype Path: Cosmopolitan Mother(5 star) -> Resigned Mother(5 star)
New Gina Archtype Path: Girlfriend <-> B. Fucker(5 star)
New Gina Archtype Path: B. Fucker(5 star) <-> S. with Benefits(5 star)
New Gina Archtype Path: S. with Benefits(5 star) <-> Bartender(5 star)
New Location: Jays House
New Inventory Feature: Dedicated Clothing Slot
New Game System: Perks
Upgraded Player Skill Screen
Consolidated Menu Screen
New Feature: Advanced Starts
New Advanced Starts 1: Creep, Dealer, Photographer
New Advanced Starts 2: Slacker, Party Animal, Hacker
New Focused Starts 1: Good Brother, Good Son, Good Neighbor
Dynamic Party Screen
New Tag: Jealousy
New Party Mechanic: Jealousy
New Jay Outfit: Naughty
Online Profiles: Jay, Tilley
Crap Load of New Topics
Ghostbar Reintroduced
Tons of under the hood upgrades
What's it mean?
New Jay Archtype: Mostly A Flirt
New Jay Archtype: Mostly A Babe
New Tilley Archtype: Queen Bee
New Diane Archtype Path: Cosmopolitan Mother(5 star) -> Resigned Mother(5 star)
New Gina Archtype Path: Girlfriend <-> B-Effer(5 star)
New Gina Archtype Path: B-Effer(5 star) <-> SWBenefits(5 star)
New Gina Archtype Path: SWBenefits(5 star) <-> Bartender(5 star)
The new AT's for Jay and Tilley are mostly self explanitory.
You can now transform Diane from (5star)Cosmopolitan to (5star)Resigned, making her completely capable of transitioning Between her 3(5star) AT's now. I also updated those AT's with some new 5star specific content.
You can also Transform Gina from (5star)Girlfriend all the way back to (5star)Bartender and back again. I've also added a bit of new content for all the 5 star versions of Bartender, SWBenefits, and B-Effer.
New Location: Jays House
You will be able to unlock Jay's house and visit her on some days. You can get there from the park.
New Inventory Feature: Dedicated Clothing Slot
There is now a dedicated clothing slot for Nathans various outfits, that clearly state all thier benefits upfront, and do not take up one of your precious inventory slots.
New Game System: Perks
I've condensed a lot of skill upgrades into Perks to make it more readable in the skill screen. I will over time be replacing most skill requirement text with perk requirement text.
Upgraded Player Skill Screen
As I kept expanding the game and adding new systems, the skill boxes became more and more crowded, and kept looking uglier and uglier in my opinion (see Below).
So, I created the perk system to allow me to condense some explinations into a tooltip. As seen below, every line item on your skill screen now has it's own Tooltip to explain what it does.
Consolidated Menu Screen
I've done away with all the random little menu's where one screen will let you save/load your game, while a different menu was used to modify scaling, audio, or exit to main menu. Now, if you press esc, you'll get a single menu that will show your current hotbars as well as give you access to the Inventory screen, Wardrobe screen, character screen, skill screen, save screen, load screen, exit to main menu, exit game, as well as volume, and scaling sliders.
Not all options will be visible all the time. This is intended. For example, I don't let you save the game when in a conversation with a character, so the save game option might not be visible if you open the menu.
New Feature: Advanced Starts
This is just the first step of this feature. There are now a few categories of game starts to choose from. Advanced Starts will focus Nathans early game toward specific skills, while Focused Starts will focus on specific people. These starts are recommended for veteran players, as the customary Primary trait (Physique, Smart, Charm) along with it's level 1 Passive skill are not granted, which makes it a touch more difficult in some ways. Stick to basic starts if you're new to the game.
New Advanced Starts
Creep: A game start focused on stealth, Family, and technology...Very explotative.
(Not recommended until I can get more spycams in the house to be honest.)
Dealer: A game start focused on being an entrepeneur...of sorts.
Photographer: A game start that is focused on photography. This Start comes with it's own Permanant topic with the traits (Photography, Social Media, Trendy).
New Advanced Starts 2
Slacker: A game start focused on being the laziest POS you can be. Grants a 10 hour sleep option, let's you rest for 3 hours one additional time, and comes with it's own Permanant Topic with the traits (Oblivious, Chores, Exercise).
Party Animal: A game start focused on being the life of the party. Reds, Blues, and Pinks hit harder and last longer. You also always have access to Perscription drugs, even if you embraced the Healthy Lifestyle.
Hacker: A game start that is focused on being a L33T Ph1 F33Q. It grants some serious xp boosts some of the harder XP's to level, and gives you a permanent topic with the traits (Hacking, Psychology).
New Focused Starts
Good Son: A game start focused on Nathan getting along well with his parents. He'll be able to modify Diane and Richards Preferences much faster, and have some skills that compliment these two characters early game AT's very well.
Good Brother: A game start focused on Nathan getting along well with his sisters. He'll be able to modify Becky and Ginas Preferences much faster, and have some skills that compliment these two characters early game AT's very well.
Good Neighbor: A game start focused on Nathan getting along well with his neighbors. He'll be able to modify Charlie and Jesses Preferences much faster, and have some skills that compliment these two characters early game AT's very well.
As I said previously, this is just the first step. I will eventually be adding in some start specific content. For example a Focused start for Jesse, where Nathan starts the game already dating her, or at least banging her. I also plan to add even more advanced starts called Expert Starts. One example: Paragon- A start where the player is permanently locked to the Tidy, Order, Healthy, and Moral Lifestyles, but get's some real big boosts elsewhere. I also plan to add smaller start content as well, such as the Dealer start possibly having encounters with Lisa when Nathan is drug dealing. But that's content for future me to deal with.
Dynamic Party Screen:
So this was a big one, that took a lot of work and still has a bit of work to go. Over the last few updates, I've been slowly moving the Friday Night Party scene away from being completely Becky centric. Previously almost every trigger, and scene was referencing what AT Becky was and I knew that was gonna cause problems in the future, if I kept doing it that way. So I completely rebuilt the party system from the ground up. The character Avatars at the party will now give a lot more information. For example, the image below shows Jay giving you some sort of look, cause you've been vibing with her all night.
Where as this party pic says Becky and Jay are partying hard, and are currently vibing with each other. Speaking of Vibe... I added a special Tooltip behavior to the party. If you hold shift when mousing over a character action, you'll see the normal experience overlay, but you'll also see that characters current Vibe rating with you. This is the rating I use to determine which character picks Nathan during the Afterparty.
New Tag Jealousy & New Party Mechanic Jealousy:
I've added the new tag Jealousy to Selfishness XP pool. And with the more dynamic Party screen, I decided to make it a more tangible Interest. Currently only Tilley can get an interest with the jealousy tag. If Tilley has the Jealousy Tag in one of her interests, she can become a bit disruptive. Should she ever take the lead in 'Vibe' with 3 or more, she will begin interferring with anybody else that might have vibed with you at the party. The example to left shows Tilley being Jealous of Jay and Nathan trying to start a conversation with Jay. The normal conversation screen doesn't appear, and instead Tilley kinda cockblocks you.
New Jay Outfit Naughty:
I've added Jay to the Boutique, and you can now buy her some new duds, though this is only available for the Mostly A Babe AT.
Online Profiles Jay & Tilley:
I've added Online Profiles to both Jay and Tilley. You can access them just like Becky's. Public Pictures are character specific(for the most part), however private pictures are shared between all posted parties, so if there's a conversation between two characters on a social media post, that post will show up in both characters private profiles.
With two new Social Media Profiles, I've also added two new targets to hack.
Crap Load of New Topics:
With the new tag Jealosy, and a focus on characters that haven't yet recieved a lot of attention, there are quite a few new topics in the game focusing on new, or less prevalant tags.
Ghostbar Reintroduced:
With the all the kinks of the new Inventory system more or less being ironed out, I can now start implimenting some of the features of the old inventory system that I felt were worth keeping. Ghostbar being one of them. When you use a topic, an ghost of the topic will remain on your hotbar, and upon entering Nathans room, your hotbar will attempt to replace all ghost topics, if you have them in inventory/storage. To remove that ghost, you just have to put another topic in it's hotbar slot.
Tons of under the hood upgrades:
I ended doing a lot more revamps than I had initially planned. I've been slowly removing more and more manual character updates from the scenes and creating automated systems for them.
For example, If I wanted a charater transformation to include unlocking a new location, previously I had to add the unlocking of that location to the scene in which the character transformed, which isn't a big deal, until transforms are makeing massive changes to the game, because all those changes have to be proccessed by the scene controller, before the scene ends...which makes the engine drag. By moving some of these changes to the actual function of the transformation, then those changes can happen in the background, and the scene controller becomes less cluttered...i.e...less drag.
I pretty much remade how player data is stored, with the introduction of the perk system. I also built a large framework for a future refactoring I will be doing to give character data the same treatment that player data got this update. This probably doesn't mean much to you unless you're one of those folks that edits your save files.
What was cut?
I had initially planned to have a Diane, Charlie and Gina AT in this update as well, but...time is a beast. And That was honesly way to ambitious of me. The additional content, and transformations scenes for Gina and Diane took almost a month which was 3 weeks longer than I had planned, and with the Party Controller annoying me to the point where I felt I had to remake it, There was absolutely no way I was gonna be able to do 6 AT's and a new location on top of the menu consolidation.
GIMME GIMME
Dropbox Download (Backup-Only use if if Mega is not available)
2024-06-26 02:42:22 +0000 UTC View PostWeekly Update
So I've finished all the refactoring, and additions to Loser, and have also completed all the transform scenes between Diane 5star Cosmo and 5star Resigned, as well as made 3 new sub AT's for Gina 5star (Bartender, SWB, and BF) and made the transforms between them. I've also added a handful of 5 star content for each of the AT's to add some variety to them, and decided I should let you all know what's going on.
This week I begin working on The New AT's. I was gonna start with Diane and Gina, but after all the work I just put into those two, I'm gonna take a short break from them and work on Jay, Tilley, and Charlie first. So, this is a short update. Content is being made. Lot's of new stuff added already. Looking forward to adding more. I'll be back in a week or so with more information. o/
2024-03-18 13:12:45 +0000 UTC View PostWeekly Update
Hey all,
Time for a weekly update! It's been about a week and a half of Development this Loser cycle, and I'm finishing up all the planned "under the hood" updates, and will be moving on to content starting tomorrow.
Regarding under the hood updates...
1. Last update I switched save engines from a Unity asset bundle bought save engine, to one I made myself. This update I'm removing the unity asset bundle from Loser all together, which means any saves that you have that have a Red timestamp will not work. The easy solution to this is to load those games with the current Loser release, and then just save over that save slot. This will create a new save using the new save engine. That new save will work with this upcoming update release.
2. I've done a lot of cleanup to one of my primary systems. The system the tracks skills, and lifestyles. While doing that, I also did a major update to the skill screen. Every benefit granted by a skill or primary stat is now a line item with a tooltip, so that I can give more information, while keeping the skill screen relatively uniform in appearance.

3. In order to make the UI improvements to the skill screen, I've created a perk system. So almost any benefit granted from a skill, will be associated with a perk, that gives that benefit. That shouldn't affect gameplay, but you will begin to see button tooltips that require perks, rather than skill levels.

4. I've created 9 new starting options.

The new Starting options are:
- Creep
- Dealer
- Photograpgher
- Slacker
- Party Animal
- Hacker
- Good Son
- Good Brother
- Good Neighbor
These are advanced starts that specialize in different areas but they do not start with a Primary skill boost nor a rank1 passive like the basic starts, so they are intended for people that understand the game mechanics better. Attached are a few examples.


So that's all the under hood progress I've made. Onto the future. As I've stated before, This content update will be mostly content that was created at the request of my $30 patrons, and as such, I've already rendered most of it. Starting tomorrow in this order:
- 1. Make the transform from 5star Cosmopolitan Diane to 5star Resigned, so that Diane can move between Cosmo, Resigned, and Jilted.
- 2. Make the Transform scenes for Gina to go backward as well.
- 3. Make Dianes Archetype following Immediagram.
- 4. Make a new Archtype branch off of Gina's Bartender Archetype that focuses on Gina getting a second job working with Lisa ;)
- 5. Make a new Archetype for Charlie that begins the process of making your casual relationship with her, even more casual.
- 6. Make 2 new Archetypes for Jay.
- 7. Make a new Tilley Archetype.
If there's time:
- Add a cam option to Nathans room so he can upload all his exploits.
- Add a cam option to the Living Room.
Adding cam's to rooms takes a good amount of time, since I have to render an image of every uploadable recording from the cams perspective, so I'm not gonna go too crazy with the 'if there's time" wishlist.
Anyways...I started the End of the month Stream yesterday and will be continueing it today. Feel free to stop by my discord if you'd like to see how the doughnuts are made.
2024-02-29 21:44:07 +0000 UTC View PostChangelog For SuperPowered2 v.0.02.00
What's New?
- Stephanie's Base Schedule
- New Location Hub: College
- New Location: College Library
- New Location: College Gym
- Added Character: Chelsea
- Added Character: Nikki
- Added Character: Frita
- New Character Creation Options
- New Mechanic: Innate Personalities & Subtraits
- New Aura selection screen
- UI Update for Traits and Flaws
- New Mechanic: Intimacy Threshold
- New Mechanic: Courage Threshold
- New Mechanic: Sexual Preference
What's It Mean?
Stephanie's Base Schedule
You can find Stephanie studying in the college library most weekday mornings. You can find her doing homework in her room most weekday evenings. You can find her sleeping in her room every night. During weekend mornings you can find her watching cartoons in the livingroom. More to come in the future obviously.
New Location Hub: College
Similar to Maggie's living room, the College Lobby connects two other locations, the Library and the Gym. In the future, the Lobby will be where you purchase courses, should you desire to do so.
New Location: College Library
The Library will be a good location to find people to help train your mental and social skills.
New Location: College Gym
The Gym will be a good location to find people to help train your physical and social skills.
Added Character: Chelsea
Chelsea has been added to the game on the back end. She has no content yet, but you can now spend character creation points on her should you wish.

Added Character: Nikki
Nikki has been added to the game on the back end. She has no content yet, but you can now spend character creation points on her should you wish.

Added Character: Frita
A version of Freddy has been added to the game on the back end. This is the version where you had Stephanie distract Freddy, and they became a couple...after Stephanie made some adjustments...

New Character Creation Options
Many new Character Creation Options have been added. All characters have recieved at least one new trait, and Stephanie and Maggie have recieved a couple new traits. The amount of Character Creation Points given in a new game has increased to 60 as well.
Innate Personalities
Innate Personalities, are specific traits that become the default. What that means is, if a character becomes an Innate Degenerate, so long as they do not have any other personality trait (such as Impulsive) active, they will gain the Degenerate Personality Trait automatically.

Sub Traits
Sub Traits are temporary traits that can build into other, much stronger Traits, if you can collect all of the subtraits listed on the character at the same time. All Innate Personalities require Sub Traits. This is the early stages of this system, so don't expect a lot from it yet. More to come.

New Aura Selection Screen
In preperation for adding in Humanitas, next update, I created the Aura selection screen. You can now have 1 Tech Aura, 1 Bright Aura, and 1 Dark Aura active at a time...though, that doesn't mean much currently. There are only 5 dark aura's in the game right now, and they come from Polymorphism.

UI Update for Traits
Traits are such a big part of a character, I felt I needed more room to show them all. I gave temporary Traits (includes Subtraits) thier own tab, and shrunk the traits down to a smaller size. I also gave them icons, and each trait type has it's own color to give more visual clarity.

UI Update for Flaws
The old Flaws list has been changed to list all passives (including flaws). Now all those little passive modifiers that Billy might collect throughout a week will all show up in the passives lists. For Clarity, I've also added some innate flaws for the few flaws that remove gated traits, such as Anilagnia and the Old trait. Owning the power that gives the flaw grants the innate. Regardless of whether you choose to equip the power or not. Equipping the power (and passive flaw) just makes encountering those indvidiuals affect your Willpower much harsher.

Intimacy Threshold
I've changed how a character determines if they'll sleep with Billy. It's with this stat Intimacy Threshold. Intimacy Threshold represents how much Lust that character has to have, in order to be willing to become intimate with Billy. The more intimate the action, the higher the requirement. For example: If a character has an Intimacy Threshold of 30, and Billy wants a blowjob from them, then you'd add the cost of the action (blowjob=20) to the person's base Intimacy Threshold(30). That character would need a lust of 50+ to be willing to give a blowjob. So, the lower the intimacy threshold, the more that character is DTF.

Courage Threshold
If Intimacy Threshold is how easy it is for Billy to talk his way into thier bed, Courage Threshold is how easy it is for Billy to Coerce, Intimidate, or Scare them into his bed. Courage Threshold works just like Intimacy Threshold but rather than using Lust as the stat to measure against, you use Fear.

Sexual Preference
With the addition of Nikki, I decided to give all characters sexual preferences. I've also given Billy the tools to modify these prefrences. Most importantly, Sexual Prefrences determine a characters Intimacy, and Courage Thresholds based off which Gender you are playing at the time(if you're using Polymorphism).

That's it?
When Planning for 0.02.00 I did not know at the time that I was going to get so annoyed with the save engine module I had purchased years ago that I'd decide to build my own save engine, which would then make me redesign the entire structure of the game to resolve some timing issues...so yeah...I ran out of time. But I did get a lot of new stuff and content in the game, and have even more groundwork for a lot more stuff to be added in the future.
Gimme Gimme!
Download: Mega
Backup Download: Dropbox (only use if Mega doesn't work in your area)
Late Update
Hey all...I've been grinding like a crazy person for the last two weeks getting this update finished. The other "minor" refactoring I did at the beginning of the dev cycle besides remove the old save engine, had a whole lot of little gremlins that I needed to work out, but thankfully I won't need to go through that again.
The short of of it was, I had previously used different "Levels" for different aspects of the game. There was a level for the UI, a level for the scene player, a level for the power selection screen, player stat screen, character info screen, skill challenge screen....ect. And I would load these levels into the current active level as needed. The benefit of this being, very easy cleanup. When I want the screen to no longer show, jjust unload it.
The refactor I did was merge all of those levels into a primary level, and then just make them visible as I needed. The benefit of this is, it's much easier to deal with timing issues, if the Objects I need to access are always loaded into the current scene.
The unforseen consequences (which there always are) were that, now that the different objects(UI, challenge screen, scene player...) were always being loaded meant, I needed to go back and make new methods of closeing/removing/and resetting all these objects, since I was no longer just unloading them. And chasing down all the little problems that entailed has taken a bit. But, I think the game is in a very good spot now, and I won't ever have to do this again, which is a benefit. I've learned my lesson about loading multiple levels for the sake of convenience...it's not as convenient as it may appear.
Anywho. I've got the basic schedule for Stephanie made. There are 2 major events and two minor events, so she's almost on Par with Maggie already, even though Maggie has her Implusive state made already, and Stephanie doesn't. As for new stuff, Steph brings negative actions into the game. (Coersion for all you SP1 fans) Next update I'll be going back and added these for Maggie. Stephanie also introduces a lot of under the hood tech, that I did not have previously, for example I can chain events together now, which I could not do previously. Which means I'll be able to make more interesting encounters. You'll be able to see one of these chained events when Stephanie is doing homework in her room.
I'll be making a Changelog with all the changes shortly after posting this, because SP2 0.02.00 will be releasing tonight. Which means I'll be switching over to Loser starting tomorrow. This Loser update will be very content focused with me doing a backlog of already rendered content for a lot of secondary characters + 1 Gina & 1 Diane AT that were commissioned by my $30 Supporters. As well as filling out some newer functions (like adding more spycams). I also plan to update the settings UI, and the tutorial with the new inventory system.
That being said, I should get to it. Keep an eye out for the SP2 release later this evening once I've finished the changelog, and tidied up the last of the bug reports.
2024-02-19 22:34:35 +0000 UTC View PostSP2 Cycle Update
Hey all,
I thought it was about time to give an update. I've done a lot of cleaning up on the back end of SP2, while also building/refining tools to make development faster/smoother as sort of preperation for a big push to get Steph done, and I've had a lot of success there. With that more or less done, I pretty much just need to write and do a tiny amount of configuring, and I should have Stephs first Event being tested tomorrow, or possibly the day after that. In an ideal world, I'll have all Stephs base schedule finished by the end of the week, but I know halfway through next week is the most likely timeframe.
Either which way, That should give me a little bit of time to work on some patrol content before the end of the month. Because my 3 month sprint for SP2 is coming to and end and I'll soon be returning to 8 weeks cycles.
A couple of other things. 1. I made these holiday renders during my End of the month Livestream, and figured, even though it's late, I should share them with you cause I don't know about you, but I like em. And 2. The voting For Loser content has closed. The winners are
Diane : E-Milf (continuation of Immediagram AT)
Gina: Family First (family oriented AT)
Just a reiteration, The next update will be mostly of AT's my high tier patrons have had me work on during the End of the Month streams. So the update after that is when I'll start working on the voting results (that warning more pertains to Gina than Diane, as some of my patrons have had me making Dianes next AT after Immediagram).
Anywho, time to get to work. I got a little bit of coding to do today, before I move on to writing, and I'd like it to be done sooner than later.
2024-01-15 17:28:35 +0000 UTC View PostWeekly Update
Hey all,
As promised. I'm giving an update and it's only been an week since the last update! So I've been busy, both rendering Stephanie Content, while also rounding out the map, tweaking the UI, expanding character creation, and working on core systems. But mostly I've been rendering Stephanie.
As you can see in the attached images, I've added Frita(formerly known as Freddy) to the game. This version of Freddy is only accessible through specific character creation choices. There will be another version of Freddy that still goes by Freddy, and doesn't trigger Billy's Gender Bender Flaw eventually, but I wanted to get this in early so I can willfully build the game with hooks for Frita to be inserted. She may make a small appearance this update, but don't expect something massive. My Character focus is still on the first 5 characters (Maggie, Steph, Allie, Sandra, and Danni) until I have the basic scehdules for them made.
I've also changed the character screen a bit, and added a new function to the game. Some temporary traits have been converted into "sub-traits" They'll still behave as a temporary trait, but they can also convert into a much stronger trait if the character has enough of the subtraits required to create that much stronger trait. If Maggie is always irritated, with a headache, be careful, you might just make her paranoid on accident.
With a host of new traits, I've decided to cleanup the trait list a bit. Now there's two tabs for traits. One for permanent traits, and one for temporary traits. The trait Icons have been shrunk and gained some icons as well. Just me trying to fit more information on screen without you having to go hunt for it.
I'm also in the process of extracting some button functions from the events and making a global call system (techno mumbo jumbo that doesn't mean much to most of you) for a lot of the most common buttons. This will mean it'll be much easier to add more options to challenges in the future(<-that's the important part), for example more buttons that are generated during challenges if the target character has a specific trait. With the Global Call system, rather than having to add these buttons to each Challenge where they are applicable, I'll be able to just add them to a directory that get's checked for valid options during every Non-patrol challenge. So look forward to more buttons like "You Are Mine" (a button that makes loyalty challenges much easier so long as the character has the "Supress Wild Oats" trait.
SideNote. Loser version 0.10.02 has been uploaded. You can download it by using the link in the changelog for v_0.10.00.
Another SideNote... Tomorrow and the day after will be My End of the Month stream. Feel free to stop by the Discord channel and watch how the doughnuts get made.
And finally, I'll be starting up the votes for Gina and Diane shortly after posting this Update. I'll be letting the vote run for 1 month, so if you're a fan of Loser, keep your eyes peeled.
Weekly Update
So, it's been a while. I kinda ground myself down to the nub, getting the last Loser update out, But it is out now , and I have switched over to SP2. As I've stated previously, I will be adding an extra month of Dev time to this SP2 update to make up some of the extra six weeks that the last Loser update got. In the last week of SP2 dev, I've Changed some things.
For starters, the Flaw list is now a passives list and it shows all passive effects that Billy is under, including the flaws. I've also added in Chelsea and Nikki to the engine. They don't have any content yet, but thier character creation options, and basic information is now in. I've also removed the save engine and implimented my own, and finally, I've added the college location hub, along with the very preliminary re-introductions of Terri and SuLynn (as seen in the attached images). Some may notice SuLynn looks much different than SP:1 SuLynn ...that's because I made her closer to her original character back in SP:RAGS. (I used Asa Akira as the primary model back then).
With all the new stuff added, I will begin working on Stephanie content today and for the forseeable future. If I can finish her basic schedule in a timely manner, I will then switch over to working on more Patrol content. And if I can finish 3 encounters for both Hyde Park North and Hyde Park South, I will then start working on either Impulsive Stephanie, or more optional events for Maggie and Steph. Depending on how much time is left.
I do need to hop back to Loser for a moment. I have uploaded a bugfix version(v_0.10.01) for Loser, and may even upload another by the end of the day, depending on how many bugs are reported in my discord. You can download it from the links in the Loser v_0.10.00 Changelog post. While I'm trying to keep the bug list relatively low...I did an ungodly amount of bug hunting during the Loser Dev cycle (about 5 new test builds a week for over a month), and am very much eager to put v0.10 to bed for a while. The month and a half of 60+ hour weeks has caught up with me a bit, and I do plan to be fairly strict with keeping my weekly work hours at a more reasonable level.
That being said. Now that v0.10 is out, Next Week, I will begin a Poll for the direction of both Gina and Diane. Anywho... that's the update. I promise I'll be more forthcoming this cycle. Last cycle I was putting out some many fires in the Loser code, I barely gave myself time to sleep, much less write an update here about how little sleep I was getting T_T
2023-11-21 19:06:25 +0000 UTC View PostChange Log v0.10.00
So, I've finally gotten this update more or less finished. I'm gonna give it one more day to cook (bug hunt) But then I'm gonna release it. Here's a pre-emptive changelog.
What's New ?
- New Becky Archtype: Precarious
- New Gina Archtype: Girlfriend
- New Diane Archtype Path: Scorned Mother -> Resigned Mother(5 star)
- New Diane Archtype Path: Resigned Mother(5 star) -> Scorned Mother
- New Diane Archtype Path: Resigned Mother-> Cosmopolitan Mother(5 star)
- New Character Feature: Livestreaming
- New Character Action: Date
- New Inventory Screen
- New Wardrobe Screen
- Improved Item Tooltips
- New Interaction Functionality
- New Save Engine
- New AT Functionality: Delayed Change
- New Character Stat: Grades
- New Becky Outfit: Skinsuit
- New Tags: Oblivious & Bimbo
- New Functionality: Clothing Auto Change
- Inventory Access: Nathan's House
- Under the hood: Pretty much a whole new engine
What's it mean?
New Becky Archtype: Precarious (self explanitory)
New Gina Archtype: Girlfriend (self explanitory)
New Diane Archtype Path: Scorned Mother -> Resigned Mother(5 star)
New Diane Archtype Path: Resigned Mother(5 star) -> Scorned Mother
New Diane Archtype Path: Resigned Mother-> Cosmopolitan Mother(5 star) You can now transform Diane back to Resigned Mother, though as a 5 star version, it's now a bit different. You can also transform from Resigned(5 star) back to Scorned. You can Transform Diane from Resigned(5 star) to Cosmopolitan(5 star), however currently this is a one way trip until version 0.11.00, so just be aware.
New Character Feature: Livestreaming Some characters may decide to start livestreaming. If they do, You'll now be able to watch thier livestream when they are active. You can find this option in the characters social media screen (currently only Becky).
New Character Action: Date There's a new system available for Diane's Resigned 5 star and Cosmopolitan 5 star Archtypes. You take them on an official date, and are locked into that date for the duration.
Dates Replace your standard stat pools, with date stats. The stats are Fun, Excitement, Romance, Sexy, Boredom, and Anger. Depending on those stats different actions can become available, as can different Endings to date...If you're boring all night, the person you're dating may sudden come down with a headache...on the other hand, if you get them all hot and bothered...fun could be had.
During dates, a characters bans and interests play a major role in affecting the Dates stats as every action you take has 5 tags and interested tags may add to the date stats, while banned tags may piss them off. This includes secondary interests, so you can play with a person's secondary interests just to see if you get different outcomes or possibley different options. The tooltip even gives you hints, if you've got the appropriate skills to see those modifiers.
In the tooltip, you'll see different glows to represent the different stat changes, such as a red glow coming the bottom middle of the tooltip represents anger. You can also look at the pools to see which interest is causing the change in date stat.
New Inventory Screen The inventory screen has been completely rebuilt from the ground up to allow for drag and drop, and as such all the old buttons are gone. Now if you want to add a topic to your hotbar, you only have to drag it into the hotbar slot.
In order to ponder or trash an item now, you just need to drag the item onto the appropriate area. There is also a toggle at the bottom of the screen. When turned on, you can use the slider to set a minimum amount you'd like to keep. So in the example to the left, if you dragged a stack of 5 topics onto the ponder area, while the toggle was set to 3, you'd ponder two of the topics, and keep three. If the toggle is turned off, then you only ponder or trash a single topic at a time.
With the removal of the Query button, I created a filter system so that you can filter visible topics as needed. By clicking on the different tag filters, you can cycle that tag between Visible (yellow), Hidden (blue), and Forced Visible (Red).
Topics with Visible tags will show so long as those topics do not have any Tags that are hidden. Topics with Forced Visible tags will show regardless of if there is a hidden tag.
There is also two buttons above the filters that can set all tag filters to visible, or all tag filters to hidden.
I've also changed the Interest helper to operate with the tag filters. So one simple way to see all the topics that will benefit a certain character is to hide all tags, Press F1 to open the Interest helper, and then press the Force Interests button. Then when you press F1 again to hide the Interest helper, you'll only see topics with tags that your choosen character is interested in.
New Wardrobe Screen Similar to the Inventory screen, The wardrobe has been updated as well to allow for drag and drop. For the most part the screen still operates the same as the old one, though there are a few minor differences. The magnet button in the stash is the new "Pull" action to draw all the drugs into your stash, though it will ignore any drugs you have on your itembar.
The "Pop Pills" button has been replaced with a drop area similar to trash or ponder inside the stash screen. It's the area with the Pac-Man icon. The area next to it is the new cut drugs area where you can turn quarterbags into joints, and bottles of pills into individual pills.
Some items have hidden stats that were only ever visible in the shop, or in specific screens. But I've updated the system to show the bonuses granted, for example what kind of wardrobe bonus your clothing will grant with the clean yourself up action in the Wardrobe bonus screen.
New Interaction Functionality I've added your Item Bar to the Interaction screen, when you want to discuss topics with a character. This more or less represents your pockets, so you no longer need (or even can) move items into your hotbar.
New Save Engine I was previously using a save system I bought in the Unity Asset store, as I was not that comfortable with coding around persistant data. My first save system was a freakin mess. While the purchased save system is a very strong and versatile save system...it's slow. While fixing bugs, I kept running into timing issues, and a lot of those issues came from the fact that I had to slow certain parts of the game down, in anticipation of loading a saved game, with the very slow save system.
So, I bit the bullet and got myself much more familiar with creating save files, and the new save engine is very fast, and much better than my first attempt. Your old saves still work, though I have moved them into a back-up folder in your save folder. You can tell the old save files from the new ones by the color of the time stamps. Red timestamps are the old saves, and white timestamps are the new saves. The new saves are standard JSON format so, for all you cheaters out there. Rejoice.
New AT Functionality: Delayed Change Some Archtypes for one reason or another may be locked into place for a while. When that happens, you'll get a message in the potential AT section of the character screen telling you how long you have to wait. Currently only Girlfriend Gina has this effect, though more will be coming eventually.
New Character Stat: Grades With both Gina and Becky being concerned about the grades, it only makes sense to track em now. Though currently Becky is the only person affected.
New Functionality: Clothing Auto Change You'll no longer miss out on going to a party with Becky, or going on Date with Diane because you're wearing the wrong clothing. Now if an action requires a specific style, and you own some clothing with that style, You will automatically switch to that outfit when you push the button.
Inventory Access: Nathan's House You can now access your inventory from anywhere inside your house. The wardrobe is still limited to your room, as is locations outside your house, but to save on some excessive clicking, I've added the Inventory button to all rooms within Nathans home.
Under the hood: Pretty much a whole new engine By building a new inventory system to add in drag and drop capabilities, I ended up uncovering older buggy systems that I had made when I was still learning unity and C#. While fixing those buggy systems, I had to remove some Code snippets I had been using to help me make the game easier to modify on my end...which resulted in me having to rebuild most of the button logic on all buttons in the game. I also had to redo how the scene player was loaded, how characters were stored, how archtypes were stored, how the user interface was loaded, as well as how unity handled transitions between levels (locations), and how all the data in the brand new schedule system I made last update was dispersed.
...So... Locations, Buttons, Scenes, UI, Characters, Archtypes, Inventory, Save engine, and Schedules...that's pretty much all the major systems my game uses...and I more or less remade about 80% of them in order to deal with bugs, and excessive game delays. That being said...The game runs very smoothly now. It's much faster, and responsive, and saving no longer makes you think the game just locked up. But...it was a lot of work, and required an immense amount of help from my Discord to help me track down all these bugs.
What was cut?
Gina's backward compatibility. Unfortunately I just ran out of time to render the transform scene for Gina to revert back to B Fucker 5 star.
Diane's additional 5 star scenes for her older AT's. With Diane able to return to Cosmopolitan and Resigned Mother as a 5 star. I plan to add some interactions to those AT's that are only available if you've gotten her to 5 stars. I just ran out of time.
Diane's Transform from Cosmopolitan 5 star -> Resigned 5 star. Diane is intended to be able to switch between Cosmopolitan, Resigned, and Scorned...However I need another Date location created for her transition back to Resigned 5 star, and it takes a fairly large amount of renders to make a Date. So I decided to put that transform option off until next update.
That's it?
Yes. If that's not enough, you can die in a fire.
GIMME GIMME
Mega Download: here
Dropbox Download: here <- only use if you cannot use mega please
2023-11-10 08:19:58 +0000 UTC View PostUpdate
So, I took my vacation, worked on remaking the card game(and made a lot of progress in the process as seen in the attached image), came back and began hunting bugs for the Loser release, and uncovered a serious issue that took me all week to resolve. I basically had to rebuild every button in the game to fix it. I'm essentially now having to pay the tech debt I unknowingly accrued when I designed Loser while not really knowing what I was doing. For those that don't know, I knew a little of python, and Ren'py script when I first started making Loser and that was about it, so there were quite a few design flaws from the get go, and now that I know a lot more, I'm having to go back back and fix all my mistakes. So, if you're wondering, why no Loser Update, well, I'm in the process of debugging the new revamped systems. And I'm still finishing up some Diane content. I've made her transform from Scorned back to 5 star resigned, and am almost done with the transform from Resined back to Scorned. After that I still plan to make the transform from Resigned to Cosmopolitan. This shouldn't take much longer But I wanted everybody to know what's going on there.
What about SP2? Well I made a good amount of progress, with Stephanie, but with my birthday vacation, and trying my damnedest to get the Loser update out, I put SP2 on the backburner to get this Loser release finished. Needless to say, I'll be making that time up. SP2 will be getting an additional month of work, to make up for the loss in time. So hopefully, I'll be able to get more content packed into the next SP2 release than expected. We'll see. I did make a lot of tools last SP2 dev cycle specifically to help me build content faster, so I'm optimistic there.
What's next? Well, I'm doing the End of Month stream later today, and then I'm gonna get back to bug hunting Loser, making Diane content, and Ideally, finishing thie update by the end of the week. If I can't finish it by then, then it'll be early next week. Keep in mind that Dianes, 5 star AT versions will only have one addition with this release, and that's the dating mechanic I've added to the game. I'll be adding more 5 star content for Resigned and Cosmopolitan Diane in the following update.
2023-10-03 17:54:09 +0000 UTC View PostUpdate
Hey all...Wanted to give an update on everything going on. I'm still juggleing SP2 and Loser right now. I am coming up on finishing Loser. I just happened to go way overboard with the Diane content. 120+ extra images worth of overboard. Hence the delay. But, It should be well worth it.
I've also finished all the refactoring that I planned for with SP2 and am now rendering Stephanie content. I expect a lot of rendering this SP2 cycle, since I now have most of the base systems in the game, It's time for me to start putting those system to use. So, there will be a lot of Stephanie content, a bit of extra Maggie content. Some new locations, and I'll be fleshing out Hyde Park South for patrols and adding in more patrol incidents to both North and South. But for the foreseeable futue. Stephanie...lot's of Stephanie.
That being said...Tomorrow I will begin the end of the month stream. My birthday is coming up in about a week, and I generally take a week off work for that, so I may stop splitting my time with SP2 and Loser and focus solely on Loser just to be sure I get the release out before my vacation. I'm sorry it's a bit behind schedule, but, it is to your benefit as I'm adding in an interesting system that will be shared across multiple characters once in place. Anywho, gonna get back tow riting Diane. If you'd like to watch to watch the End of Month stream join me on my Discord.
2023-08-30 21:48:58 +0000 UTC View PostUpdate!
So...I've been busting my butt to get this Loser Update finished and released, but...I got a touch ambitious with Working on Dianes new content, and created a new date system...I had planned to add this later, but while planning her new content for her old AT's I realzed that the system would be perfect for her now...Probably not the wisest choice to make right when I'm supposed to be switching over to SP2. But...Oh well. It's pretty much made now, and I'm working out the kinks.
That being said...I will be working on both projects for a short period of time because I need to start work on SP2. So no release just yet. I still to write a few scenes for Diane, and make a few renders as well.
That's the update for Loser. For SP2. I plan for this update to be primarily Content focused. I only one under the hood job planned, and I should have it fixed and ironed out by the end of the week. So Ideally rendering will begin sometime next week. Just a heads up. I've not forgotten to release Loser...I just added a bit too much :P
2023-08-16 19:26:16 +0000 UTC View PostUpdate Time!
Hey all, I've been hacking away at Becky's AT. Part of this update for her is actually finishing some of the content I didn't have time to impliment last update so it's been a bit of extra work. But I'm liking how it's turned out. The third tab on her social media screen will now populate, and if she's Livestreaming, you can watch her livestream.
Anywho, I've got one scene left to write for her, and then I'll start bug hunting, and working on Diane's backward compatibility. But that will start on Wednesday, since I'll be doing the End Of Month stream today and tomorrow. This is the last week of Dev for for Loser either which way. I'll be starting up on SP2 next week, though I may be working on Loser for a bit longer than that, as I've done a hefty overhaul of the inventory system, and want to try to purge as many bugs as possible.
Also next week I'll begin the votes for both Diane and Gina's AT paths that I'll focus on. Anyhow, Time for me to get back to work. Feel free to hop in Discord and join in on the EoM stream. Later all o/
2023-07-31 20:26:55 +0000 UTC View PostUpdateTime
So, I've spent the last two weeks getting Gina's new AT rendered, coded, and bug tested, and it's more or less finished. Though I'm sure there are still some smaller bugs I need to address. I have since begun working on Becky's new AT. Not a whole lot to say here. I expect to work on her for about the same amount of time, and then I'll move onto adding in Backward Compatibility for Diane and Gina. This will be in preperation for thier next Branch direction, which will be voted on by all you fine patrons, after this update is released.
Here's my current thoughts on what you'll be voting on:
Gina-
- Stripper (from Bartender)
- Family Therapist (from BroFucker)
- *some sort of Naughty Schoolgirl (from Girlfriend)
- Lisas new AT
Diane-
- CamGirl (from Immediagram)
- Dommy (from Resigned)
- *some sort of Girlfriend Equivilent (from Scorned)
- Aunt Karen
For your own edification, All of Gina's options this vote lean toward a less monogamous angle, because the last vote held for her gave her the monogamous branch I just finished. So if her stripper (exhibitionist) branch were to win this next vote, then the vote following that would have a monogamous branch, but not an exhibitionist branch. This is to ensure that the AT options become diverse, rather than just following the tyranny of the majority's prefrences. This may be a bummer for some, but the game is designed to have options, if there's only ever one path being developed...there's no options.
Anywho... Once this update comes out, I'll be holding those votes. This weekend will be the end of the month stream, where I make stuff for my high tier patrons. But anybody can join in and watch how the donuts are made. (I mean...I livestream all my work on Discord, so you can always just come in and watch how the donuts are made).
Anyways, gonna get back to working on Becky.
See you cats in Discord ;)
2023-06-26 22:33:46 +0000 UTC View PostWeekly Update
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.
2023-05-31 00:50:17 +0000 UTC View PostSP2 version v0.01.01 Bugfix!
Uploading a bugfix build to the download folder. You can find it here. It is uploading as I post this.
This fixes an issue with Willpower loss, and Maggie sidekick assisting while patrolling getting locked in a perpeutal cycle, and an issue with supressions locking up the game or not giving thier bonuses.
2023-05-12 23:19:49 +0000 UTC View PostVery Late Update
Sorry folks. I know it's been a while, but I've been pulling 12-16 hour days building the Territory control engine for the last 2 weeks, and was super busy rendering and writing the content meant to go into that territory control engine before that. So Where are we now...
I got a test build up, hooray! It will be cooking for a few days while I do the End of Month Stream, and then I'll be going through and cleaning out the bugs, and what not...so tentative release for SP2 this weekend.
The good and bad news for SP2.
The Bad= I had to cut Stephs content this release. As I was building the Engine I realised how much I had underestimated the workload of building a new system that relied on and worked well with all the other systems.
It's a bit unfortunate but...Time slows for no one. I have decided that the next release will be soley focused on adding character content, now that I have a few game systems to add that character content to.
The Good= The things I've added to SP2.
Regions and Territories: add a land control element to the game that I wanted all the way back in RAGs SP.
Sidekicks: You can now make characters your sidekick, and they can help you with patrolling and recruiting in thier home region. Currently this can only be done if you use MC to program them to do this, but I do plan to add other ways to increase your roster outside MC.
Bulletins: Once a month you'll get an update from Jules Vern about the different Regions of Night City. Currently there's only one region, and one event so it's not that impressive, but more will be added.
And finally: I'm beginning to fully flesh out a lot of the powers and make them actually useful outside the social powers. YAY.
Not to mention the tools I've built inside Unity to create this content. Making scenes was previously, a fairly tedious process, without any visual feedback to remind me of what the player is looking at, which made it very easy to lose track of my place when writing a scene, but I've fixed all that with the tools I've made.
As I stated earlier: I will be doing the EoM stream tomorrow and the day after. Once that's done I'll be bug hunting, and adding some final touches. So the release of SP 2 v0.01.00 will be this weekend.
Then I change into my Loser hat. Anywho...That's all for now. Hope to see you in my Discord tomorrow for the Livestream.
2023-05-03 00:15:11 +0000 UTC View PostWeekly Update
Hey everybody, wanted to give you all an update before I start with the End of the Month stream.
I've been rendering like a madman to get the Patrol system in place. Currently I've got about 90% done. I have about half a week left of work before I can say it's in a playable state. Like all systems it'll be bare bones at first, but I'll be adding to it in the next few updates. Once the Patrol system is done, I'll move on to making a few locations, and then start working on Stephanie. I may not have enough time to make a full schedule for her, but I'll at least make sure she has some events active at home.
Outside that, not much to report. Progress is moving forward, and SP2 is starting to look a lot more like the game I wanted to make way back in 2014 when I first started working on it in the RAGs engine.
Anywho...
As I stated earlier, EoM stream will be happening this weekend, so feel free to hop into discord if you want to see how the sausage is made ;)












