Changelog 5

This month’s changelog covers a bit of everything from animations to audio additions and even game build testing. Of which, I have been successful in producing both web and .apk builds, allowing Project D.R.A.G.O.N. to be playable on android devices, as well as directly on the game page. To make playing on these platforms easier, I have also spent additional time improving visibility, and ease of play for a greater variety of screen sizes.

Among the technical changes that are covered more extensively below, I have also spent a good chunk of time organizing over 120 ideas and events of various stages of completion in an effort to increase the team’s efficiency as we work on including a new subarea for the tundra. Aside from this organizational work, the intro overhaul has taken some steps forward with some of our old writings being brought up to our more current standards. There’s still much to be done until this overhaul is finished, but steady progress is being made. See you all next month!

  • Overhauled how audio is referenced to reduce the workload associated with making edits to file locations.
  • Added heartbeat sounds of various speeds.
  • Tweaked how these heartbeat sounds play so they don’t cut each other off when the player advances the text.
  • Added audio for a [redacted] during the intro.
  • Added a clink sound to the intro.
  • Modified some animations to fix some visual bugs when using the skip feature and rolling back.
  • Made some tweaks so some longer audio sound effects don’t continue to play when the player clicks through the game text they’re associated with.
  • Tweaked certain screen shake animations to align with the duration of the audio they’re played alongside.
  • Added roaring and screen shaking when [redacted] yells at the player.
  • Added a bark for the male wolf.
  • Added a whine for the male wolf.
  • Optimized space usage of all audio files by re-exporting them as 16bit.
  • Tweaked how the heartbeat audio is played to account for rolling back. This fixes some ambiance audio that wasn’t properly being reverted.
  • Completed some requirements needed to produce .apk files of Project D.R.A.G.O.N. with the Ren’Py SDK. Builds of the game can now be made for the android platform.
  • Added an animated loading splash screen that is shown on the mobile and web build variants of the game.
  • Made small tweaks to visual assets to replace the default mobile application icon.
  • Added some code to prepare numerous placeholder visual assets for use in scenes involving certain types of wolves.
  • Added some code to prepare numerous placeholder visual assets for use in scenes involving [redacted].
  • Tested build web versions of Project D.R.A.G.O.N. and confirmed that it builds without major issues aside from requiring visual tweaks. This has allowed for the game to be playable on the itch.io game page.
  • Transferred some visual assets that weren’t ported to the mobile version of the game.
  • Tweaked the about section.
  • Tweaked the size of the menu buttons to make them easier to click on smaller screens.
  • Fixed the alignment of some social media buttons.
  • Set a width to the various volume preference bars to prevent them from going past the screen’s edge on certain screen resolutions.
  • Tweaked the settings for the game history menu to take up a dynamic amount of space to prevent overlapping.
  • Added a line break between every item in the history menu to improve readability.
  • Modified the alignment for the species choice menu and its tooltips to prevent overlapping with the textbox.
  • Created a new animation for the anger emotion sprite.
  • Created a new animation for the surprised emotion sprite.
  • Created a new animation for the happy emotion sprite.
  • Created a new animation for the nervous emotion sprite.
  • Created a new animation for the confused emotion sprite.
  • Recreated the [redacted] animation in order to fix an issue with the transparency mask desyncing. This has also resulted in a reduction of the game’s size by around 6mb.
  • Modified the base colors used for the icon and combat bar backgrounds.
  • Tweaked the icon and combat bar backgrounds to update their colors to match the player’s.
  • Fixed a visual bug that was causing the muskox to disappear during combat.
  • Tweaked loot description text.
  • Fixed a visual bug that was causing the combat bar background to overlap with multiple instances of itself which resulted in its opacity changing at some points during combat.
  • Fixed a crash by removing a reference to a variable that no longer exists.
  • Tweaked when combat elements are shown so they are still visible when players decide to use the Skills, Use Item, or Surrender options.
  • Tweaked how the weather change descriptions are handled to prevent the textbox from undergoing the dissolve animation twice in a row due to going over the area description afterwards.
  • Added a limitation to prevent the usage of the home, global/local menus, and exploration buttons when the weather change description is displayed.
  • Tweaked the quick menu buttons so they are subject to the same animations that are applied to the textbox.
  • Overhauled how the general GUI is aligned and enlarged its buttons to make them easier to click for smaller screens.
  • Updated the namebox’s alignment to the center.
  • Overhauled the quick menu options into image buttons.
  • Created an additional variant of the quick menu image buttons so they are bigger for mobile builds while removing buttons that aren’t needed on this platform.
  • Enemies that sustain damage now flash red.
  • Added a new mechanic, skills can now gain levels as they’re used, making them stronger.
  • Modified how the navigation buttons are displayed so they are larger on platforms with smaller screens.
  • Tweaked the alignment of main menu buttons to provide greater visual consistency between platforms.
  • Increased the font size used for the interface and labels to improve readability on smaller screens.
  • Modified the player information screens and the intro [redacted] so their scrollbars don’t appear unless they are needed.
  • Tweaked the player information screens so certain inputs aren’t accepted while they are shown.
  • Tweaked the size of labels in the player information screens to reinforce their separation.
  • Improved the implementation of the quest logs in a way that removed some redundant code and variables.
  • The perk section is now a scrollable area in preparation for when players begin to accumulate them.
  • Modified the alignment of multiple player information screens so they don’t move around as much when their horizontal dimensions change.
  • The player summary is now a scrollable area, allowing this category to be expandable if further content is ever added.
  • The player data category is now scrollable, allowing more information to be displayed without bloating the size of its screen to the point that it conflicts with other GUI elements.
  • Reduced the width and borders of choice menu options to fix a visual conflict with the positioning of the new quick menu buttons.
  • Reduced the width of tooltips to prevent them from conflicting with the new quick menu buttons.
  • Added textbox dissolve transitions when the player first arrives at [redacted], and when leaving [redacted] for the first time.
  • Tweaked how player data is displayed for dick length, dick girth, and ball size so that their units of measure automatically use feet once they pass 12 inches.
  • Converted text boxes into scrollable areas, this has now removed the issue of text overflow.
  • Removed the ability for players to use the mouse wheel to rollback since the textbox’s scrollability conflicts with this action when the player’s mouse is hovering over the textbox.
  • The player can now change the game’s font size in preferences. This should allow players to better customize this aspect of the game if they find text too hard to read on certain screens.

Changelog 4

Hello again, it’s finally time for another changelog! This August has been quite the productive month, which you can read all about below.

  • Payments through itch.io have been disabled while the payment processor controversy continues, this will allow Project D.R.A.G.O.N. to be discoverable once the game’s page is made public.
  • Added a frame around enemy names to make them easier to read on light backgrounds.
  • Modified equippable item logic to simplify coding in new items. It should now be able to easily handle scenarios when a player equips an item, unequips an item, and swaps equipped items.
  • Modified some redundant code used for determining max health and max mana into much more compact calls. Additional variants have also been created in the event that the player’s health or mana shouldn’t be refilled.
  • Modified some redundant code used for increasing player stats to use calls.
  • Expanded the text shown when the player meets the [redacted] requirement to gain bonus constitution. This bonus now also comes with a free health refill.
  • Fixed an issue when entering the desert region that was causing the background image to not update accordingly.
  • Fixed a weather check crash.
  • Tweaked when time passing logic is run so it happens at more appropriate points.
  • Modified the amount of time it takes for the player to explore, change regions, and change subareas based on whether they can fly, walk, or slither.
  • Modified some redundant code used for updating area backgrounds to use calls.
  • Updated the desert’s area description so it takes into account if it’s night.
  • Updated the resting area’s description logic to take into account the current time and weather conditions.
  • Added area description text for the resting area when a blizzard is active. Variant text has also been written for when the resting area is illuminated or not.
  • Set up a private GitHub repository for the game. This’ll make tracking changes easier and allow for multiple people to work on the source code at once.
  • Set up a .gitignore file with information on which files Git should ignore to make it easier for people to grab, work on, and test the project with fewer file conflicts.
  • Modified some code so the resting area also uses calls when updating backgrounds.
  • Added a ReadMe to the repository that explains the steps on how to prepare the source code so it can be run with the Ren’Py SDK should it ever be made public.
  • Added logic for starting and ending weather conditions.
  • Added text to state that weather conditions have changed.
  • Tweaked enemy encounter rate to be lower.
  • Tweaked resting hunger cost.
  • Tweaked the width of the game text area to prevent the new line cut off from causing a few words to remain noticeably close to the right of the reading area.
  • Updated the contributor document with the new character limit caused by the change in game text width.
  • Tweaked a config so the skip button doesn’t work while the splash screen plays.
  • Tweaked the splash screen to be shorter to compensate for players no longer being able to skip it.
  • Tweaked a config so certain transition animations can’t be terminated early.
  • Added a transition so the textbox dissolves in rather than jarringly pop onto the screen when starting a new game. This dissolve transition has also been added to a few other areas in the code to make certain things look nicer.
  • Fixed an exploit where repeatedly entering and exiting the resting area could be used to trigger a weather condition update.
  • Replaced the usage of single quotes in all instances of renpy.random.choice() with double quotes which removed the need to use \’ inside them. This should simplify things for contributors so they have something less to worry about if they decide to use these for dynamic text. The random text example present in the contributor document has been updated to reflect this change.
  • Fixed a typo and added some italic text tags for some areas that were missing them.
  • Tweaked two main menu image files.
  • Tweaked two blizzard day backgrounds to be slightly less bright.
  • Added a level requirement before encounters with the dom [redacted] are unlocked due to its elevated stats.
  • Fixed a typo involving the effectiveness of an item.
  • Fixed a bug which would have resulted in an infinite use of the [redacted] item.
  • Split combat logic as part of an oncoming largescale refactoring.
  • Split resting area logic in preparation of companion content volume.
  • Modified how player and enemy stun/poison status effects are reset so this occurs at the start of a new battle, this removes some duplicate code.
  • Added the escape impossible flag as a variable that is reset at the start of a new battle, this removes some duplicate code when used for boss battles that the player can’t escape from.
  • Sorted the .rpy files into folders rather than keeping them all in the same directory, this should help future code contributors in the event that the game’s GitHub or source code is opened to the public.
  • Added variables for use in implementing status effect immunities in the future.
  • Modified dom [redacted] logic further, this enemy variant now generates at a higher minimum level along with a higher maximum level than its weaker variant. The level requirement before they are added to the encounter pool has also increased.
  • Split player skills into individual files to make modifying them easier.
  • Split enemy turn actions into individual files to make modifying them easier.
  • Simplified checking for enemy elemental weaknesses and resistances during combat to a call.
  • Added a missing rollback statement.
  • Simplified how the end of enemy and player turns are handled and converted them into their own calls.
  • Converted combat regeneration into a call.
  • Added logic for the poison status effect at the end of player and enemy turns.
  • Simplified logic for determining escape chance calculations when running away from combat.
  • Fixed a variable typo in the content menu.
  • Renamed variables used for the content blacklist to make them less ambiguous.
  • Refactored code to use the ‘not’ operator rather than ‘== False’.
  • Changed the text color of unavailable choice menu options to grey.
  • Added notifications stating that the player is becoming more dominant or submissive.
  • Added notifications stating that the player is becoming more top or bottom leaning.
  • Added missing content blacklist check to a dialogue option.
  • Added more textbox dissolve animations to the areas that needed them.
  • Added humiliation to the blacklist menu.
  • Modified the blacklist menu to be clearer about what kind of content is being blacklisted.
  • Simplified some existing blacklist content logic.
  • Modified the logic used for a lewd dialogue variant with [redacted].
  • Created two loading animations for use in a future event with the [redacted].
  • Created some animated hypno animations for use in a future event with the [redacted].
  • Added male pregnancy as a blacklist option.
  • Added some extra starting combat text variants with Obsoletem.
  • Added a rare lewd [redacted] starting encounter variant.
  • Tweaked some combat text generation.
  • Updated contributor credits.
  • Added a new main menu button that leads to the Project D.R.A.G.O.N. development blog.
  • Updated the images used for a few buttons.
  • Tweaked the focus mask of a few image buttons.
  • Worked on the game page content and polished it, with Obsoletem adding tweaks.
  • Created a dedicated displayable to show attribution information for content that has been created by contributors.
  • Expanded existing text for the player’s wait action during combat and added extra variants.
  • Started polishing a contribution from a writer that has opted to remain anonymous.
  • Added the dawn/dusk background for the desert region and modified the background logic to check for the dawn/dusk time ranges to determine its appearance.
  • Implemented logic for determining dawn and dusk exclusive exploration events.
  • Tweaked some logic related to determining time exclusivity for events.
  • Added some placeholders for the tundra day/night blizzard events, desert dawn/dusk, and desert heatwave events.
  • Expanded the text descriptions used when weather conditions change.
  • Added a placeholder text description when the heatwave ends at dawn for the desert region.
  • Updated image asset used for the eye overlay.
  • Added watersports as a content type that can be blacklisted.
  • Drew and added placeholder images for the apple food item to the game. It now shows up in the player’s inventory as an item sprite.
  • The logic used for night exclusive events for the desert region has been modified so dawn/dusk is not accepted as valid times.
  • Added musk and paws as content types that can be blacklisted.
  • Drew and added placeholder images for the food pill item to the game. It now shows up in the player’s inventory as an item sprite.
  • Tweaked the positioning of the social media buttons shown on the main menu.
  • Fixed a bug with the resting area’s creation menu.
  • Fixed a bug when closing the global and local area menus which was causing regions to rerun their generation logic.
  • Fixed an improperly indented jump that was causing certain desert events to trigger a return to the main menu.
  • Drew and added placeholder images for the nut item to the game. It now shows up in the player’s inventory as an item sprite.
  • Optimized the game’s snow fall animations by lowering the resolution of the individual snowflake images that are used for them. This should lower the impact of these animations despite the high particle count.
  • Updated how the main menu’s buttons look.
  • Tweaked combat first turn logic so the dominant and submissive [redacted] variants get their own text when they’re faster than the player.
  • Added Obsoletem’s text tweaks to the faster enemy texts.
  • Added and proofread additional heatwave end text for the dusk time slot that was written by Obsoletem.
  • Replaced the namebox and textbox with new versions.
  • Tweaked text positioning and other settings to fit inside the new text/name boxes.
  • Increased the default font size for in-game text and increased the textbox size to allow more content to be shown at once.
  • Tweaked a config to prevent the text from overflowing at certain game window resolutions.
  • Added multiple placeholder images drawn by EmperorBlackHeart along with their accompanying logic so they are shown in the player’s inventory.
  • Tweaked loot generation so the dom [redacted] drops its associated item.
  • Reduced the resolution of oversized item sprites to help optimize the overall file size of the game, around 10mb were saved.
  • Drew placeholder images for when certain items are unidentified.
  • Drew placeholder images for a special item tied to macro content.
  • Added a dissolve animation after [redacted] teleports the player.
  • Tweaked menu choice and tooltip positions to prevent visual issues with the enlarged textbox.
  • Modified how NPC dialogue styles were implemented to remove duplicate code when their displayed name is changed.
  • Added logic that allows for the automatic tinting of the textbox and namebox to reflect the primary color of the active speaker, this covers the player and NPCs.
  • Fixed a visual bug that caused the textbox to lose its colored tint whenever the player is asked to input a string.
  • Tweaked input logic so the typed string from the player changes its font color to match the textbox in which it occurs. 

Changelog 3

It's still a few days until the start of August, but as a little treat for you all, here’s an early changelog on our brand new game development blog! Previous changelogs have been imported here for your convenience.

  • Tested out creating 2d sprites from 3d models and ultimately determined it’d be best to use bone rigging for animating certain static images instead, as well as using particles for creating visual effects. This research has resulted in a new animated emoji server members can use.
  • Tweaked the order in which the player’s sex is checked to maintain code consistency.
  • Created and implemented heatwave animations for all day desert background variants.
  • Fixed the aspect ratio for the game’s icon image.
  • Drew 15 simple snowflakes for snow particle variety.
  • Implemented light snow and blizzard particle visuals for the tundra. 
  • Tweaked the size of tundra combat backgrounds to fix a gap around the edges.
  • Made a tweak to the falling snow logic so the snowflakes don’t instantly pop out of existence upon touching the screen’s left border. They should now sneakily unload when they’re fully offscreen.
  • Falling snow has been added to combat, the game’s introduction and the tundra default area.
  • Reordered the logic in a segment of the [redacted] enemy generation so it matches the checks when determining if it’s the sub or dom variant.
  • Updated combat logic to prevent players from being able to cheat out via rolling back. This simultaneously fixes a visual issue involving falling snow when rolling back between the region and combat.
  • Updated combat starting text to be more compact.
  • Slightly modified combat starting text so there’s a variant when it’s the dom [redacted].
  • Added a notification when the player tries to get out of combat by rolling back.
  • Added additional text for the lust win to announce the player’s success over the [redacted].
  • Changed the logic in a portion of the combat for the male [redacted] to use existing lust levels to determine which image is used alongside vpunch.
  • Fixed a flickering text box bug during combat, caused by a micro pause that was left behind to fix another issue that no longer exists.
  • Modified some male [redacted] animations, should now have him fade away for scenes where he runs away.
  • Started splitting the game’s primary script code into separate files for easier access to certain sections, this should make locating things easier for the rest of the dev team.
  • Further split up the code between variable initialization and visual object initialization.
  • Prepared an animation of [redacted]’s inventory spell for use in a future scene.
  • Recompiled the animated desert backgrounds directly from png images instead of using a gif file as an intermediary. This has simplified and sped up the workflow of producing rendered animations for the game, especially when a mask is also needed for transparency.
  • Split the reaction event logic to its own file.
  • Replaced the font used for the reaction event countdown with something more suiting.
  • Replaced the font used for [redacted].
  • Tweaked a config, the game should now default to fullscreen when opened for the very first time.
  • Tweaked a config, the exit game window now has a short dissolve transition.
  • Tweaked how a new game is started so it smoothly dissolves into the age and disclaimers section.
  • Improved the lust haze overlay, it now pulses throughout the [redacted] scenes and dissolves away once they end.
  • Added an additional label to the internal code of [redacted] so sequential order isn’t relied on. This should allow for this section to be split into different files in the future.
  • Tweaked the character customization confirmation label jump to prevent a potential typo that can happen if the player decided to switch between having hair or not.
  • Fixed a typo found in a few image file names.
  • Added black and white background during character customization.
  • Made small text improvements to the ending of the [redacted] reaction section.
  • Added horizontal screen shaking for the multi-head scene where the player bumps the other heads awake.
  • Added an auto save to the dialogue option before the quick time event takes place as an anti-frustration measure.
  • Added rollback prevention when failing the [redacted] reaction quicktime event.
  • Added notification when the player tries to rollback after failing the [redacted] reaction event.
  • Added an extended eye opening animation to the [redacted] reaction event.
  • Tweaked how the game handles the player pressing the space bar, it now hides and unhides the game’s gui and text box.
  • Tweaked the dismissal logic for notifications, pressing on the left mouse button will now end them early and advance the text. While using other dismissing buttons (like the enter button) will clear the notification early, then advance the dialogue on a second press.
  • Resized the text box so game text doesn’t start in a weird position due to the space needed for character names.
  • Created and set up a placeholder name box.
  • Interest on whether OCs or event writing can be contributed has been voiced by multiple server members. I have written an 8-page document for those wishing to do so containing guidelines, limitations, and helpful information on how player variables can be leveraged to produce dynamic content that other players can enjoy.
  • Simplified some variables to make their usage by contributing writers easier.
  • Added how to code comments in the contributor doc.
  • Cleaned up the usage of two magic numbers used for checking if it’s day/night and turned them into proper variables.
  • Added divinity as the counterpart to corruption.
  • Added some logic so the player characteristic screen shows the new divinity stat.
  • Added some logic for use in the future when the player obtains the angel or demon title, along with additional logic to handle when they get both.
  • Expanded the contributor document’s ‘if statement’ section to include how to use the ‘and’ and ‘or’ operators.
  • Updated the ingame and game page credits section in preparation of using some publicly available Ren’Py code for special image effects.
  • Updated the contribution doc with information about text tags.
  • Updated the contribution document with information about the character limit of the text box.
  • Fixed a crash from an improperly set size text tag.
  • Updated the usage of obsolete image manipulators in snowblossom code.
  • Modified the stat menu so choices are now presented horizontally to make it less cluttered.
  • Added a stat increase chime which was missing from the stat menu that is opened as part of a certain dragon species’ racial bonus.
  • Fixed a potential exploit with the agile racial bonus which could lead to infinite dodge chance stacking, its logic has been modified.
  • Modified the agile racial bonus’ dodge chance buff, it’s now much higher compared to before.
  • Logic for racial bonuses have been modified, it’ll now be possible to display more than one racial bonus in the future. This’ll open up the allowance of ultra-unique events that provide the player an additional racial bonus.
  • If the player has the magic affinity racial bonus, they now automatically get the best event result when learning the fireball spell.
  • Modified character creation logic, serpent and leviathan have been added to the list of races that start with two dicks. (Amphiptere was already on this list.)
  • Added tooltips to the character creator’s race selection section to more easily present their racial bonuses.
  • Choice menus have been repositioned slightly so those with many choices don’t have their top-most option so close to the upper screen border.
  • Buffed the broad back race bonus, it now also increases maximum hunger by 10.
  • Added tooltips when the player is on the stat distribution menu to help them choose which to improve.
  • Tweaked experience gain, the intelligence stat now increases the amount players receive from combat.
  • Tweaked the formula used for determining spell damage.
  • Tweaked some combat reward notification text.
  • Set up a blog for Project D.R.A.G.O.N. in response to the current situation with itch.io. It’ll provide news, ways to support development, and hopefully be an additional avenue to receive a copy of the game if the current payment processor censorship remains an ongoing issue.
  • Added a widget to join the Discord server on the blog.
  • Prepared a google drive and mega folder as alternative game build download locations.

Changelog 2

(Originally posted on 07/01/2025 in the Discord server's updates-and-releases channel. The publishing date for this blog post has been modified to match.)

Nice to see you all again, I hope you all enjoyed pride month! Here's a new changelog to mark the transition to a new month.

  • Exploration notifications have been expanded to take into account the user’s health.
  • A new notification has been added to the resting area to guide players towards using the GUI buttons if they click elsewhere.
  • Fixed a bug where the player could exit from the resting scenes early, resulting in the button becoming stuck as disabled. Now all GUI buttons are disabled during these scenes to prevent similar issues.
  • Added a small tweak to enable the GUI buttons immediately after being teleported by [redacted].
  • Tweaked the local area menu so that region specific subareas don’t appear in other regions.
  • Fixed a bug with the global menu that stopped the player from changing regions.
  • Fixed two visual bugs when entering and exiting the resting area.
  • Reordered some internal button logic, now the content menu for setting the blacklist properly resets to the first page when reopened.
  • Reordered some operations when certain buttons are pressed so jumping or showing an element is done after all other specified elements that need to be hidden have done so first.
  • Added logic to prevent the player from entering the resting area when outside of the [redacted] region.
  • Added a new notification when the player tries to enter their home while in the [redacted] that states that their home isn’t in this area.
  • Added the option to decline fishing as part of a certain event.
  • Fixed a bug involving the quest log.
  • Made changes to the changing area code so that an extra click isn’t needed for the area text to change after selecting an option from the global/local menus.
  • Added a short comment when heading towards the [redacted] subarea.
  • Added time logic for day/night exclusive exploration events.
  • Applied time and weather logic to region backgrounds.
  • Applied time and weather logic to the resting area backgrounds.
  • Updated the conditions where the [redacted] quest is unlocked so that players can’t accidentally lock themselves out of it somehow.
  • Tweaked the number of options on each page of the blacklist menu so that they all had equal amounts.
  • Updated some of the backgrounds used in the intro.
  • Created and added new night and weather variants for region backgrounds.
  • Some emotion icons have been drawn for future use.
  • Rough placeholders for the raw, cooked, and burnt [redacted] meat item have been drawn.
  • Added some sprites to a few food items listed in the inventory.
  • Added some simple animations when some food items are consumed.
  • Created and implemented the night variant combat background.
  • Logic for the resting area has been expanded to account for being illuminated. An extra dark background has been created along with an updated area description when the player has yet to acquire a light source.
  • Tweaked scene logic so there is a fade when changing from the combat background to the region background.
  • Tweaked starting disclaimers.
  • Began overhaul work on the game’s introduction to improve existing writing.
  • Added new first-person animation to the starting introduction.
  • Created extreme weather variants of the day/night combat backgrounds for the [redacted] region.
  • Changed how we organize game development tasks for the game dev team.
  • Welcomed a new writing contributor.
  • Worked on some internal lore notes and two potential characters.