Changelog 8

Happy New Year! While you're all still procrastinating taking down the Christmas lights, here is this month's changelog!

Over the course of this festive season I, along with Obsoletem, have been working towards reviving my Singularity Nexus side project. As part of this unshelving, I’ll start posting its progress here along with that of Project D.R.A.G.O.N.!

Project D.R.A.G.O.N. Changelog:

  • Completed and expanded an existing Easter egg with Obsoletem.

  • Fixed a crash when displaying tooltips during species selection that was caused by a variable name change.

  • Increased granularity of character creation so that players can more easily revisit specific points.

  • Removed some duplicate code for selecting hair color.

  • Updated some texts to better reflect body part counts during character customization.

  • The way that data for players with multiple heads are tracked has been overhauled. Each head can now have different characteristics from each other.

  • Character creation has been expanded.

    • Players can now select the number of eyes they have.

    • Players can now select the type of eyes they have.

    • Players can now select their eye color.

    • Players can now select the color of their head. This should be useful for players that wish to create a mismatch between body color and head color.

  • For players that select species with multiple heads, an extra customization option is made available to customize each of them, or choose the option to have them match the head they created during the main character creation phase.

  • The player body data screen has been updated to display the individual data for each of the player’s heads.

  • Tweaked instances where the player’s head count is checked to work with the new format.

  • Began initial rewrite of text when escaping the [redacted].

  • Updated how companion data is tracked. This has reduced the upkeep to some logic which is used to determine if the player has made any when selecting the chat option at home.

  • Fixed a few variables that were missed when converting skills into an array.

  • Added the chance for slut mode specific text to show when auto losing a combat encounter.

  • Added an option in the perk selection menu to opt for more stat points instead of receiving a perk.

  • Moved some fishing data along with several item categories to their own files to slightly clean up the logic for the player’s inventory.

  • Split companion logic even further to keep things neat as more content is given to these characters in the future.

  • Swapped a font used for [redacted] with one that’s more readable.

  • More intro rewrite progress.

Singularity Nexus Changelog:

  • An inventory system has been created.

  • A system for managing which portals the player has unlocked has been created.

  • A system for managing which endings the player has reached, as well as presenting a way to view them has been created.

  • The logic for players to spend an accumulated currency to acquire random items from a pool has been created.

    • The logic for this system has been expanded to allow players to acquire multiple items at a time to reduce repetitiveness.

  • The randomization logic for the unlocking of new portals has been created.

    • The logic for this system has been expanded to allow players to try and open multiple portals at a time to reduce repetitiveness.

  • The displayed text for both random item and portal acquisition have been tweaked to use bold text to make them more readable.

  • Information regarding the percentage chance in which the player may successfully unlock a new portal has been added.

    • The logic has been tweaked so the displayed value stops after two decimal places.

  • An image of the game’s icon has been added to the side bar.

  • Variants for numerous areas have been written to reflect when the player visits them more than once.

  • New scenes have been added to the portal attached to the ‘Painted White’ story.

  • An intro scene has been added when inspecting the portal attached to the ‘Somnium’ story for the first time.

    • This scene also now provides a related item.

  • A basic game page for Singularity Nexus has been created.

    • Preliminary testing has been completed to ensure that the game can be played in the browser.

  • At the time of this changelog, the internal statistics for Singularity Nexus states that it is currently 10,420 words. Nice~

Changelog 7

The end of November has arrived! Here’s a new changelog for you to look over, assuming that you don’t need to continue keeping an eye on the overfed kobolds from Thanksgiving a few days ago.

This month’s changelog is a bit shorter than usual, but fear not that’s due to some writing work being done in the background.

Project D.R.A.G.O.N. now has a SubscribeStar! There’s a free tier for anyone that wishes to show their interest, along with paid tiers for those that would like to support development in a monetary fashion. You can find it here: https://subscribestar.adult/alpha-fenrir

  • Replaced some instances of player head count logic to use an existing variable tasked with updating its contents based on whether the plural ‘s’ should be used in a specific text. This has resulted in the removal of duplicate text that are only different in their usage of this letter. This also has the added benefit of making the game’s word count slightly more accurate.
  • Added a watersports event variant with Obsoletem that the player can run into when surrendering to the dominant type muskox.
  • Added some lewd text variants for the combat loss against the male wolf based on the player’s top/bottom personality stat.
  • Added a submission increase when begging for food from Glacias.

  • Overhauled game logic for the units of measure used for body size, dick length, dick girth, ball size, and ball capacity.

    • The player’s body size base unit has been changed from meters to centimeters, permitting players to become drastically smaller than the previous minimum limit.

    • The yards unit of measure has been added.

    • The highest units of measure for body part sizes has been increased further, for metric kilometers has been added, while imperial has miles.

    • For ball capacity, the highest unit of measure has been increased to megaliter.

    • In line with previous behavior, the units of measure used will be based on what is most appropriate for the body part’s current value.

  • Finished setting up the basics for SubscribeStar which covers the various tiers, their rewards, and some goals.

  • Added an extra metal door sound to the game for extra variety.

  • Drew a placeholder background for the corridor exit.

  • Overhauled how legs and hands are managed to allow for these counts to be tracked separately.

  • Modified wing logic to allow for numerical amounts. This should grant greater diversity in the event that the player wants a nonstandard quantity of wings, while opening the possibility for events to be created that are capable of giving or removing wings from the player.

  • Modified some minimum limb code to allow for having one leg or one hand for players that would like to have only one of these limbs for better roleplaying.

  • Added variants for existing text to better account for the amount of hands the player has.

  • Updated logic for tracking the player’s flight capabilities when the wing count changes.

  • Added checks to fix negative counts of wings/hands/legs in preparation of future events that modify these values.

  • Drew and added a placeholder for [redacted] that the player inspects during the intro.

  • Updated audio credits.

  • Tweaked some conditionals to use an equivalent version to maintain internal logic consistency.

  • Added head, wing, hand, and leg counts to the player body data screen.

  • Refactored racial and general perks to use arrays. This has allowed for the consolidation of perk code, and drastic code simplification now that they’re not being tracked as separate variables.

  • Refactored the inventory system to use arrays. As part of this refactor, the logic used for player equipment has been modified to allow for multiple copies of these items.

  • Tweaked the formula used for calculating the player’s max health to account for the new base unit so that it no longer gives the player absurdly high hp.

  • Refactored the skill system to use an array. This has allowed for significant code consolidation.
  • Refactored the elemental resistance/weakness system to use an array. This has drastically cut down the number of variables used for tracking these values for enemies and players. This change has also simplified the internal logic used for resetting these values when generating a new enemy.
  • Refactored the variables used for managing quest data into an array. As part of this, the logic used for the quest log has been updated and has resulted in a version with reduced upkeep since its logic no longer needs to be manually expanded when new quests are made in order to maintain the conditional for determining when the ‘Nothing at the moment…’ message appears.
  • Tweaked text in the player equipment section to have a larger font to match the other category headers.
  • Tweaked the call for the elemental effectiveness of spells to receive a string containing the current skill’s element to determine which resistance/weakness checks should be made.
  • The player's elemental resistance/weakness data is now displayed on the stat screen.

Changelog 6

I hope you all got the chance to enjoy Halloween this year! Just remember to take good care of your teeth and fangs after eating all those sweets so you can bite into this month’s changelog!
  • Obsoletem made progress on some salamander and desert content.
  • Tweaked the formula used for calculating ball capacity to treat the existing variable as a diameter value.
  • Tweaked wording used for displaying ball size data to clarify that it is a diameter.
  • Modified the player data screen so the unit of measure used for displaying the player’s maximum ball capacity converts to liters when passing 1000 milliliters.
  • Further modified the player data screen so the unit of measure used for displaying the player’s maximum ball capacity converts to kiloliters when passing 1000 liters.
  • Added padding between the player data and player summary scroll areas.
  • Clarified the wording when the player’s personality reaches the highest dominance/submission tier.
  • Once again fixed the alignment of the name box so it doesn’t collide with the new scroll area used for the text box.
  • Tweaked the scroll area height to fix an interaction with Ren’Py’s input functionality which was causing the text to misalign.
  • Added ‘colossal’ as an adjective to describe the player’s ball size when they are far above average for their particular body size.
  • Modified the formulas used for calculating the player’s ball size level so that rather than comparing their size to the player’s dick to make this determination, it instead makes a judgement based on their body size.
  • Tweaked the scroll area dimensions for player data and summary.
  • Added ‘ass ruining’ as an adjective to describe the player’s dick size when they are far above average for their particular body size.
  • Tweaked player name input logic so numbers and certain special characters can’t be used.
  • Tweaked the player name input logic so the default name is automatically displayed in case the player does not have a desired name to input and simply wish to forgo this personalization option.
  • Replaced some nonworking interpolation code by utilizing string concatenation to allow the player summary to be a bit more dynamic when displaying a random word to refer to the player’s dick.
  • Restored ability to rollback with the mouse wheel, it’s just too useful for pc players.
  • Created new visual assets for the scrollbar.
  • Added new styling for the scrollbar to take advantage of the free space in the text box’s visual design.
  • Increased text box width now that the scrollbar is no longer taking up space in the text display area.
  • Obsoletem started work on various desert events targeting different periods throughout the day/night cycle as well as weather conditions. These events include those that take place during dawn, normal day time, day heat wave, night time, and sandstorm weather.
  • Changed presplash file type so it’s recognized on other platforms. This fixes an issue of the custom presplash not showing on android phones.
  • Reenabled a config that affects text resolution drawing now that the new scrollable text box prevents a text overflow issue that this config previously contributed to. This should make text a little bit clearer on small screens.
  • Converted the text size preferences into radio buttons.
  • Fixed a bug that was causing multiple text size preference options to be highlighted when reloading the game.
  • Modified how the text size preference buttons affect text so that only dialogue in the text box is changed. This prevents unassociated text areas that use the global text size value from breaking under some circumstances.
  • Added additional spacing between some preference options to fix a separation issue that occurs on phone screens.
  • Increased interface text size to make it easier to read and click on smaller screens.
  • Drastically increased the size of the quick menu buttons on phones and mobile devices to make them much easier to click on very small screens.
  • Tweaked save slot text size to be a bit bigger.
  • Overhauled choice menus to give them scrolling capabilities, ultimately removing the issue of too many options causing visual issues. As a result of this change, the player species selection and content blacklist menus are no longer split into pages.
  • Increased choice button text size and height to make them easier to read and click on small screens.
  • Tweaked stat menu text to fix an inconsistent spacing issue.
  • Modified the height of the player data scrollbar area to be smaller to match the smallest default area between male/female/herm players. This fixes a visual issue where empty space was left at the bottom.
  • Tweaked the size of the game name and version, along with their positioning, when they are shown on the main menu.
  • Added a button that leads the player to the game’s (currently under construction) SubscribeStar.
  • Tweaked how ball capacity is displayed when it uses milliliters so that unneeded decimal places aren’t shown, since this unit of measure is treated as the base unit for this attribute.
  • Tweaked where the text tags for modifying the size of the game’s title and version are placed to fix an oversight that caused the text tag to be incorrectly shown on the game’s application window.
  • Added the quick menu buttons to the input screen logic so that they don’t disappear when the player is asked to input text. This fixes a potential issue for those that can’t use the mouse wheel that would have left such players unable to rollback past these points due to the unavailability of the back button.
  • Fixed a bug that was causing the enemy’s health bar to change without completing its animation.
  • Imported the new upload/download save sync functionality that’s available to newer Ren’Py projects. After testing I have verified that it is possible for players to successfully transfer saves between PC and the web builds of the game using this feature.
  • Fixed a bug that was causing some combat ui elements from showing on the first turn.
  • Increased notification text size.
  • Tweaked the dissolve animation used for one of the loss events for hermaphrodite players.
  • Added additional text box dissolve animations where they were previously missing.
  • Removed some no longer useful code now that the various player description screens are not able to be clicked through anymore.
  • Added a black and white variant of the tundra base background.
  • Expanded the tutorial text shown when the player unlocks exploration.
  • Added a black and white background variant for when the player is asked to input a code to the [redacted].
  • Tweaked inventory sprite sizes to fit the updated choice menu option dimensions.
  • Worked with Obsoletem to slightly expand the content shown when the player surrenders to the sub type muskox.
  • Made various typo fixes.
  • Prepared some basic logic for a future skill limit break mechanic once player skills reach level 10.
  • Added skill level up variants when the player increases them to their level 10 limit.
  • Worked with Obsoletem to expand the weather change text that is shown when a blizzard ends.
  • Tweaked the text that is shown when the GUI buttons are first unlocked to cover the player’s inability to advance while overlays are shown.
  • Tweaked some text to emphasize reviewing the content blacklist menu at least once.
  • Changed the name box’s shape to better complement the text box.
  • Added nubby horns as a horn type players can select during character creation.
  • Drastically simplified the internal code used for the player body size category selection during character creation. This simultaneously fixes a related bug.
  • Fixed a misplaced dialogue so it properly appears in the menu asking the player which category of character creation they’d like to redo.
  • Updated slut mode logic so it’s treated like a perk. Added an accompanying description in the perk list so players are reminded of what this mode entails.
  • Added a tooltip for the health regeneration perk and added it to the perk list.
  • Tweaked tool tip width for menus with less than 7 options.
  • Added a scene variant with Obsoletem for fae dragon players to capitalize on a certain character’s poor word choice.
  • Expanded the scene that takes place after player name selection
  • Added numerous easter eggs that can be triggered by using certain names.

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.