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.