draite

October Project Official Release

Sat Oct 31 05:32:27 2020

https://draite.itch.io/the-willow

Halloween Horror Game?

Fri Oct 30 04:42:24 2020

Here's essentially it. It's pretty crude and definitely lacks a lot of polish that I would've loved to have gotten to. Particularly in the audio department. I'm going to try and add some final touches tomorrow but I'm pretty beat and need some recovery time.

Controls are straightfoward. WASD to move, right click to examine and left click to interact.

Escape to exit the game.

It's fairly short so there isn't a safe and reopening the came will reveal... things.

So yeah. Just wanted to get a little something out a head of the official release I know I'm cutting things really close and I apologize. The modeling and texturing took a lot longer then I was anticipating when I started things.

HorrorGame_Oct_2020.zip (d)

October Project Update

Tue Oct 27 08:10:41 2020

Very small text update and heads up. First, I'll be streaming a bunch tomororw (ideally). I was going to stream today as well but that got shot because of important personal stuff.

As for the game itself. It's probably not going to be much of a game. I'm going to be trying to get some audio work done and hopefully flesh out the few puzzles for it in time for Halloween. But I don't have time to make it particularly spooky or probably even add a proper enemy. In spite of that, I think this is a really good tech demo and it's something I'm almost certainly going to throw onto future polls to revisit and hopefully flesh out.

This was a really good experience for me. I learned a lot. This is essentially the first time I've really worked with 3D for game development. I did one dinky horror game a few years ago that was technically 3D but only graphically and didn't actually utilize the 3D space mechanically. This new project cheats the 3D mechanically in a lot of ways but actually utilizes the verticality and I'm super proud of it. Especially since I'm using Gamemaker.

Beyond just learning a lot about rendering and manuevering in a 3D space I also learned a lot about shaders which I had very little understanding of. Shaders are still witchcraft to me but I can at least make them do some basic things.

I am definitely looking forward to the break from game dev next month and I'm looking forward to doing some writing. This has been a great experience but it's also been a lot of mathematical problem solving that I'm looking forward to have some time away from.

Anyways. This is my long winded way of say I'm extremely grateful to all of you for the support and for allowing me the opportunity to learn these new things. This has been a really weird but good month and I hope you all have been well.

I will try to have this... I'm going to just call it a tech demo now. I will try to have the tech demo out Friday in whatever state it happens to be.

Thank you again and Happy Halloween

November Project Poll

Thu Oct 15 18:13:31 2020

https://www.strawpoll.me/21106338

What do you think I should work on for November. If anyone has suggestions for future projects please let me know. I have a few others but they're a little shorter so I wanted to save them for December because it could be really busy or coule be like almost every other month this year.

October Project Update

Thu Oct 15 18:05:37 2020

Sorry for the silence the last couple weeks, I've been working hard on this spooky game and it's taken a little longer to get things demo ready. So for now I'm going to just share some screenshots

As far as gameplay goes and the overall experience it's going to be fairly narratively driven. Probably a good deal of journals scattered throughout the area. Ideally I'd also like to have things be somewhat procedurally generated so that way even though it's a shorter experience it'll have some replay value.

As far as what I'm currently working on, I'm stuck on some shaders at the moment but hopefully I'll get a solution to it soon.

(I'm also making a second post immediately after this with the November poll)

September Project End

Thu Oct 1 03:48:56 2020

I had really wanted to do an audio post mortem for this project but everytime I've tried starting it up I cough and get super nervous. I'll try to do a proper post-mortem at some point, possibly in a stream tomorrow.

Over all I'm pretty happy with how it felt doing this. I was excited by the project and motivated knowing I had other projects to look forward to. I wish I'd gotten more done with the inking, text and finalizing of everything, but I'm happy it's at least all readable.

I really underestimated how physically taxing drawing this much is. I'm fairly out of practice when it comes to marathon drawing and this was definitely an eye opener. Several drawing sessions left my neck, shoulders and wrists extremely sore which slowed down progress quite a bit. If I do more things like this I'll definitely rebuild those muscles and get better at it. But it was still pretty surprising.

If I was to do this again I'd definitely do by initial thumbnails as 2 page spreads instead of each individual page. I think that'll help add some variety to my paneling, which I need to practice. I realized when I started doing the proper sketches that several pages were using very similar layouts back to back and it became a bit monotonous. I managed to fix things up a little as I went but I definitely need to keep working on it.

With the first month done I'd love to know all your thoughts on this format so far. And if anyone has suggestions for November's project I'd love to hear them.

Oz_proj_01.jpg Oz_proj_02.jpg Oz_proj_03.jpg Oz_proj_04.jpg Oz_proj_05.jpg Oz_proj_06.jpg Oz_proj_07.jpg Oz_proj_08.jpg Oz_proj_09.jpg Oz_proj_10.jpg Oz_proj_11.jpg Oz_proj_12.jpg Oz_proj_13.jpg Oz_proj_14.jpg Oz_proj_15.jpg Oz_proj_16.jpg Oz_proj_17.jpg Oz_proj_18.jpg Oz_proj_19.jpg Oz_proj_20.jpg Oz_proj_21.jpg Oz_proj_22.jpg

Oz Proj 19-22

Fri Sep 25 05:12:58 2020

Last 4 page roughs for this weird pilot comic attempt. My wrists are extremely sore so there is no way I'll be able to ink this whole thing by the end of the month. So instead I'll be taking a day or two off so I don't do any permanent damage and then I'll ink as much as I can. On the 30th I'll be recording a little post mortem thing and I'll also be opening up for suggestions for what I should do in November.

Proj_OZ_page19.jpg Proj_OZ_page20.jpg Proj_OZ_page21.jpg Proj_OZ_page22.jpg

Pages 11-18

Wed Sep 23 23:13:29 2020

More roughs. I have 4 more pages left to get this pilot all roughed. The next 4 pages essentially will just introduce a couple head members of the police as well as the secondary perspective character. After I get those done it'll be time to start inking as many of these pages as I can get through

Proj_OZ_page11.jpg Proj_OZ_page12.jpg Proj_OZ_page13.jpg Proj_OZ_page14.jpg Proj_OZ_page15.jpg Proj_OZ_page16.jpg Proj_OZ_page17.jpg Proj_OZ_page18.jpg

More Page Mock-ups

Fri Sep 18 04:05:00 2020

Working on this is making me really self aware of my need to learn better panel composition. Getting close to some more character introductions.

Also, text and stuff (particularly the newspaper) are janky because SAI while SAI 2 finally , has text functions it's very bare. So I'll be doing cleaner sfx and text in photoshop after I get things inked properly.

Proj_OZ_page04.jpg Proj_OZ_page05.jpg Proj_OZ_page06.jpg Proj_OZ_page07.jpg Proj_OZ_page08.jpg Proj_OZ_page09.jpg Proj_OZ_page10.jpg

Pages 1-3 Roughs

Sat Sep 12 08:38:48 2020

Fair warning this comic may get into some darker content, like murder. The final comic manuscript is at 22 pages long and is more of a pilot then a start to finish comic. But I hope it'll be a fun read either way.

I'll be doing all of the pages to this level first to make sure I get as much readable as possible, before I start cleaning them up.

Proj_OZ_page01.jpg Proj_OZ_page02.jpg Proj_OZ_page03.jpg

Dorothy Design

Tue Sep 8 23:09:55 2020

Refining some of the designs. I've also got the majority of the manuscript done. I'll be posting that in the next couple days.

Early character concepts

Wed Sep 2 09:51:09 2020

I think I have a rough idea of what I'm going to do for this comic month. It's not going to be a full short story or anything. The comic is based on story idea I've had for almost 10 years now and I'm finally putting some of the concepts down in an art form. Ideally it'll cover the inciting incident for the story and introduce a handful of characters. I hope you all like it, whatever comes of it.

The comic is all going to be black and white, with possibly some screentones. Manga style. Largely because I'm trying to get as many pages done as I can. It'll also be appropriate for the setting which is somewhat noir.

I'm currently fighting my urge to make extremely detailed character designs, and so far so good for the most part. I'll probably give Jack a trenchcoat so I don't have to draw those gun holsters ever again.

Oz_cast.jpg

Important question. What is the value of LMaO?

Thu Aug 20 11:37:20 2020

As I've been working lately I've been feeling overwhelmed by time. Specifically the time it takes me to update LMaO. When I started the project, I was really hoping I could just shoot out little update very quickly. That has proven a lot more difficult. Between art assets for items, characters, (eventual background), then writing, plus all the variation text, and implementing and testing. It's begun to weigh on me the scope of the project and the time it will take for me to complete.

Doing some rough calculations in my head which are likely still drastically on the low end in all honesty. Even if I cut a lot of content I'd been considering and wanting to add. This project will still take me several years to reach 'completion'.

I bring this up with a lot of hesitation because I am very aware that I have a problem with not finishing projects. Picaroon, my skeleton game, etc.

I'm currently feeling a lot of conflict and feel very overwhelmed. You're all supporting me here and I greatly appreciate it and really value your input. So I'd like to leave this to you all. Is LMaO something you think I should spend years working on? Is it going to be something worth that much of a wait?

If I continue LMaO I'll continue to update as frequently as I can, but it will likely be a slog. As I mentioned a lot more goes into implementing and writing this then I'd first expected. There currently isn't much of a way around this. I wish I had a better plan but the time investment for me to work on this alone is just too high for me to being doing bi weekly updates like I'd like.

If I don't continue LMaO I'll release all the currently finished assets to you all under a free use liscense (with credit). That'll include the Ren'py files, and all the art assets, sprites, background, ui, etc. I'll probably also release a PDF of the saucier scenes I've written that I haven't yet implemented. If people want to use any of it for their own projects they can.

As for what I'd do after LMaO. I'd like to improve myself emotionally and help provide creative support for others. I have a very bad track record for finishing projects but I have very strong starts. To take advantage of that I'd start doing 1 month challenges. Each month I'd have a topic that I'd want to learn about. I'd then spend the month creating something(s) to learn about that month's topic and at the end of the month regardless of the state of the project I'd release it. I'd then (assuming I felt them appropriate) would release some or all of the individual assets under a free use liscense.

For example, if one month I wanted to learn Unity I'd likely be creating some kind of game to test things. Any assets I made I'd be able to release under a free use liscense. Another month I may attempt to make a comic. I likely wouldn't release the comic itself under free use, but might release any custom brushes that were used.

That's about all I have to say on it. It's very late, and I'm feeling very overwhelmed by the whole thing so I apologize if this just comes of as nonsense and rambling. I'd really love and deeply appreciate any input you all have. I am very torn on what I should be doing and I'm really torn on what is more valuable.

Thank you for any input you all have.

Background Practice

Wed Aug 19 23:06:47 2020

I've been putting off backgrounds for a long time and finally decided to take a little time to practice and try to figure out a proper style. This was almost entirely inspired by the background art in Toilet-bound Hanako-kun. (Title aside it's got really gorgeous background art.

I also played around with the fringe setting in SAI to give things a blockier more defined shape. This is what the 4 version are for. First has 0 fringe, second has 25%, third is 50% and the last in 100% fringe.

So yeah, this scene isn't for anything in particular. I just wanted to throw something together that would like me, "quickly" practice a bunch of environmental elements that I might want to use. Plants, rocks, walls, and floors primarily. Plus some dramatic lighting and shadows.

It's definitely no where near perfect and I have a lot of issues with it. I think it's a step in the right direction though. I'll probably try and do some more stuff like this eventually.

If anyone has tips or suggestions please let me know, and let me know what fringe ya'll think looks best.

Have a great week. <3

Hanako_background_study_fringe_comp.jpg

Siren King Preview

Sat Aug 15 06:16:29 2020

Another character preview. Almost done writing this next little arc thing. Then I just have to implement it.

SirenKing.jpg

Little Text Update

Tue Aug 11 21:45:05 2020

Working hard on this next update. It'll include the beginnings of 4 main quest arcs that will lead you off the island. This doesn't include side quests which will be necessary for escaping safely. This update is going to take a little bit for me to implement, it involves a lot of new locations and a bunch of new monsters. I'm sorry this is taking as long as it has, but I want to keep you all as informed as I can without spoiling things too early. Because of the nature of the encounter I don't want to release it to you all half finished. I'm hoping to have the main story elements written by the end of the week. That'll just leave the encouter text to be finished before I start implementing everything.

I'll be sure to post some art updates soon as well.

Guards update

Thu Jul 30 05:59:00 2020

Little update of the guard boys. Getting back to writing tomorrow.

SharkGuardWIP.jpg

Guard WIP

Tue Jul 28 20:05:51 2020

I've got a rough layout for the first real 'dungeon' for LMaO. These two still need names but they'll be a part of one of the encounters you'll have throughout the dungeon and questline. I gotta clean up some proprotions and such but I'm enjoying how they're coming along.

SharkGuardWIP.jpg

Next NPC

Fri Jul 17 20:58:22 2020

I've been steadily getting back to writing again but I'm at a crossroads. The next area I'll be working on requires a guide/assistant and I need to decide on a race for them. So I'm starting up this poll

https://www.strawpoll.me/20611540

I'm still ill

Fri Jul 3 20:10:38 2020

I finally got in to see the doctor the other day and I'm still feeling pretty shitty. They're going to do a CT soon *fingers crossed* so hopefully I'll be able to get back into things soon, but it might be a little bit. Until I can really get back into things properly I'm going to try and post some little art things here and there when I feel up to it and can.

Sorry for the huge delay again.

Minor break

Tue Jun 23 02:19:04 2020

I over extended my wrists recently so I'm going to be taking a few days to just stretch and rest before I get started on the next build update. I do my best to keep you all posted if thing end up taking longer then expected to recover.

Demon First Pass

Mon Jun 8 18:46:33 2020

Early look at one possible demon design.

CoCLike_lesser_demon.jpg

Demon Roughs

Sat Jun 6 06:46:24 2020

So the last poll went SUPER well. So here's another to help me narrow down what people enjoy. I'll probably try to do more polls as I finish fleshing this Alpha release out.

Whatever of these designs are most appealing to you at a glance please pick and I'll start fleshing them out after some votes get in.
https://www.strawpoll.me/20275605

A - Big beefy demon
B - Hunched, hairy skull faced demon
C - More of an anthro skull faced demon
D - More of an imp
E - Spiny lizard like demon
F - Classic human with goat legs and horns. A more standard incubus style
G - Humanoid skull face
H - Diablo style beefy armored demon

Demon_roughs.jpg

Player Character Feedback

Fri Jun 5 01:52:23 2020

I'm working on getting things ready to go into an official Alpha. And with that I want to clean up and figure out player races.

I have a strawpoll uphttps://www.strawpoll.me/20264499with a few races, ideally pick your top 4. I'll likely start off the alpha with 4 main player races and expand those as the game develops. The way I have combat and character system set up should mean I can pretty easily add and tweak player races as the game goes. Which means the 4 initial races will almost certainly get expanded over time.

I'm also super open to suggestions so please feel free to drop a comment here if there's a race or creature you'd want to play and don't see it on the list.

Thanks for the help!

I've fallen ill

Wed May 27 19:38:01 2020

I was feeling pretty crummy the other day. Since I couldn't focus on editing or writing I ended up drawing a comic page instead. No promises this ever becomes anything but I figured it's worth sharing anyways.


Minor Text Update

Thu May 21 21:48:53 2020

So when I said 10-15 new pages. It's now turned to over 20 pages of new content. I'm starting to implement what I have written though it's not complete. The new questline is a little bit more detailed then I was originally intending so it'll take a bit to get it finalized. However I'll hopefully get some kind of build out soon. At least to preview the new characters and locations.

New Character Introduction

Wed May 13 01:43:19 2020

Just a little update because it's been a while. I'm currently working on this guys' introduction. He'll play a major role in freeing other prisoners and as well as sell spells and magic items. Currently I've got 10 new pages of content I need to implement though it'll likely be pushed to about 15. I'm also going to try to get some bottoming scenes written up before I post another build.

CrawlerPrev.jpg

Rocket Raccoon

Wed Apr 29 19:10:22 2020

Textless version of a recent picture I uploaded to FA.

I'll be doing some LMaO streams hopefully over the next couple days if I can get my sleep schedule back on track.

RocketSciFiPinup2.jpg

Update coming tomorrow

Sat Apr 18 01:50:03 2020

I had a bit of a rough week sleep wise that threw me off a little, but I have finished all of the introduction text for the new orc character. I'll be spending tonight and tomorrow implementing it, and hopefully posting a patreon build Saturday evening. Then doing a public version on Monday once I've gotten to stress test things a little more thoroughly.

In the meantime here's some preview art

Unrelated to LMaO (which I still really need to rename)

I couldn't sleep and started working on a parody image of this sci-fi pinup in and effort to relax and unwind. https://i.pinimg.com/originals/4c/f4/81/4cf481f9e668d51309a85f3efb03e4f3.jpg

It got a little out of hand and I'll probably stream myself finishing this up after I get this build out.


New Character

Wed Apr 15 20:12:35 2020

New Orc character I'm working on adding. He'll be able to sell you skill books to learn new abilities. He might look a bit intimidating but he's quite mild.

Dorzakk.jpg

New Character and Monsters

Fri Apr 3 18:25:45 2020

With all the changes I've started I need to add some new content to go with them. One of those things is Agatha a catfolk alchemist who will sell the player potions.

I've also started roughing out some new enemies for the beach since that area is extremely lacking atm.

Agatha.jpg CoCLike_shark.jpg

West Marches & LMaO

Wed Mar 18 07:02:43 2020

Due to the world shutting down recently and many people being trapped in their homes I'm going to be doing my best to get updates out more regularly. The next LMaO build should hopefully be out either Friday or Saturday. It'll probably be similar to the last build, just a few new scenes here and there. But it will also add XP values to items. Monetary and XP values will generally be identical for items. However, this change will let me have unique items that are explicitly intended for leveling as quest rewards. It'll also allow me to lower XP value for equipment.

Also in regards to everyone being trapped inside. I feel like people could use an outlet to hopefully destress and have some fun. So I've (finally) started taking in applications for a West Marches game. For anyone that doesn't know what a West Marches game is, allow me to explain.

West Marches is a style of D&D game where there are dozens of players who form small groups of 4-5. The DM (me) will then run them through a small adventure that will (hopefully) take 4-5 hours. Essentially doing some kind of quest or mini dungeon crawl. The groups and players all rotate and gradually gain experience and loot and do their best to survive in a hostile environment. The thing that's great about this style of game is that the world is persistent. If one group goes into a crypt but they get chased out before killing the wraith inside, another group can go in and try to beat that wraith. Additionally a group might clear out an area which allows a new group of creatures to take up residence there later on.

If you haven't played D&D before and are interested I would love to have you jump in. It's a really great time and I love teach new players and introducing people. If you're a veteran you're also totally welcome to jump in. Anyone who is interested can do so by checking out the announcements and West Marches tabs on discord https://discord.gg/b2gStF
(That discord is also used for the D&D game I run on twitch Sundays with Fek and a bunch of other wonderful folks. Everyone is very nice so please feel free to stop by and say hi.)

Aside from just trying to help with everyone getting a little stir crazy, this West Marches game is also really important for the future of LMaO. I'll be setting the West Marches game in a similar world to LMaO (minus the sexual overtones because that'll just get weird and unpleasant in a D&D setting) This way I can use West Marches to help flesh out encounter ideas, potential quest lines, traps, dungeons, environments and NPCs (again minus the thirst). It'll also let me see how other people respond to those traps, dungeons and NPCs and hopefully help me write better scenerios with more desireable options.

So if you're at all interested in D&D please jump in and feel free to message me. If not there should be a LMaO update in the next couple of days. I got a lot of writing done today and a little bit of coding fixed. I'm feeling pretty good about getting a build out Friday or Saturday at the latest.

Also just in regards to Covid-19 and all of the craziness. I'm sure people are sick of hearing about it at this point but I just want to extend my thoughts very quickly. I hope everyone stays safe. I know this is a hard time for a lot of people with work and money might get tight so if you need to drop support here it's totally understood. Please take care of yourselves first and stay safe. I'm so grateful for all of your support. Thank you. <3

LMaO Bug Fix Patch

Thu Feb 27 17:34:21 2020

I believe I have fixed the saving and map issues *knock on wood*. This is just a tiny patch to update that as well as some changes to the inventory screen to make it more consistent with future updates. Now that, that has been updated I'll be getting the shop keeper UI sorted out next.

I've also started working a design for the daytime bar keeper at the Bloody Lip who will likely be this fella.

With that said and uploaded, I got super sick over the week so I'm gonna go lay down and hopefully sleep for 48 hours.

LoveMonstersandOrder-1.2-mac.zip (d) LoveMonstersandOrder-1.2-pc.zip (d)

LMaO Build

Sat Feb 8 03:02:16 2020

Like I mentioned in my post yesterday here's the latest build. I did fix the map issue (I think) so fingers cross this should be relatively stable.

The biggest changes to this build are largely in the writing department. I've essentially rewritten the entire introduction as well as added some new flavor text. With this I've also started work on the calendar and weather systems. Essentially the game will follow a Stardew Valley style calendar of 4 seasons, each season has 30 days. This will mean I'll be writing a lot of extra flavor text and descriptions for locations, but it'll also let me add a lot of secret events and things.

With that I've also started a weather system. The system is currently cranked up so that there's a 1/3rd chance of rain and a 1/6th chance of storming everything else is clear. Weather is this high for testing purposes but in the final build it'll be much lower. Currently weather doesn't do anything mechanically but I'll be adding some buffs and debuffs for the weather effects going forward.

The big mechanical changes are I've started working on quests, currently only Squeeb has one available but it does seem to function as intended.

I also added a unique dialogue option that allows player input. This way I don't need to add dialogue options for every little thing and it'll hopefully encourage people to take note of important topics. Going forward I'll likely try adding some bold lettering to keywords that NPCs may know about to make it easier to know what to ask for.

Going forward I do need to decide on the daytime bartender for the Bloody Lip, so if anyone has suggestions for that let me know.

And as always, if you run into any bugs, spelling or gramatical issues please let me know.

LoveMonstersandOrder-1.1-mac.zip (d) LoveMonstersandOrder-1.1-pc.zip (d)

LMaO Is Broken

Fri Feb 7 02:20:49 2020

So I've been working on cleaning up the introduction to LMaO. Specifically reorganizing my writing to make things a little easier to work with going forward. Over the last two days I've been working to add the new scenes and update the writing, etc. My plan and goal was to get a new playable build out tomorrow. Which I'll be posting regardless of how stable or more likely unstable it is. However currently it's completely broken. The map system is a total mess, it's not functioning in any sort of reasonable way and I have no idea what's wrong. Which is making fixing it very difficult.

I'm kind of at a point tonight where I don't even know where to start looking for the problem because I haven't directly messed with the map system. Which I think was working last I'd tested it.

This is basically my long winded way of saying, expect a build out tomorrow. Fingers crossed that I'll have it functional by then.

Back To Work

Thu Jan 30 10:11:20 2020

I had wanted to get back to work earlier but each day something new issues have cropped up because of this fraud scam. I can see the light at the end of the tunnel currently so I feel comfortable saying I'll be back to a proper schedule soon.

I have managed to get a little writing done, specifically rewriting the introduction for the CoC-like. This is to help flesh out some characters and the setting, and to help me get things more organized on my end.

During this break I have been doing some personal work that I'll share. I've recently been really enjoying fighting games, specifically Under Night In-Birth and so I wanted to try my hand at some fighting game animations. These were a ton of fun and I've definitely learned a lot doing them. It also makes me really want a proper animation program.


Taking a break

Thu Jan 23 05:41:26 2020

Over the last 48 hours or so I was hit by a SIM scam. Essentially because of the way phone companies work here someone was able to have my number switched to a new provider. They then used that to access my e-mail accounts and from there gain access to my paypal and amazon accounts as well as limited access to banking information.

Because I had no phone it was near impossible for me to prove my identity and figure out what had happened. I spent 20 straight hours gaining access to my accounts slowly. I've finally updated most of my security and filed police reports. This entire situation has been devastating emotionally and physically with nearly 2 straight days of little to no sleep.

Due to the toll this has taken on me I'm going to be taking the rest of the week off to recover and let things finish getting sorted out. I'll likely stream sometime on Picarto but it will be doing personal work to try and recharge.

This whole situation has been incredibly scary and stressful and I urge you all to contact your telephone providers and have them block the porting of your number. This may be different for each country but currently in Canada at least it's a serious security issue. It essentially allows people to swap your number to another provider with minimal information and no background checks. Stay safe. I'll be back to work as soon as I can and thank you for your patience.

Small Werewolf Update

Wed Jan 15 23:48:55 2020

With the death of Windows 7 I'm being pressured into upgrading to Windows 10 (which I'm so happy to do right after it had huge security issues) but alas I must and the soon the better probably. As a result the next few days might be a little rough for me work wise. I'm not entirely sure how much I'm going to have update or change or redownload etc. etc. So just in case I get stuck rebuilding my work setup I want to post something now while I can.

Because tis the season for updating everything a new... stuff in general. I'm also going to update to SAI 2 and try that out.

This isn't a huge update, I've been mostly doing art assets and having coded or written a lot, but I did write enough to add in a werewolf enemy. They're real tough, you'll probably have to grind to beat them. But they have art and a bunch of battle scenes, and a new attack that I hope to god works correctly. But fair warning if you get any bugs or crashes. This is a really rough build.

Only other big update to the game is male siren art has been tweaked. The head was too big so I shrunk it down a little. Beyond that a couple of rough scenes have been added to fill space.

As a whole I think I've plotted out a rough in narrative arc for the main story of the game. I be streaming pretty regularly over the next few weeks or so over on my picarto channel - https://picarto.tv/Draite so if you're interested in seeing what I'm working on in real time give me a follow there. I do mostly art there but I've been trying to do some writing as well so if you don't mind spoilers or want to yell suggestions at me it's a good time.

Speaking of suggestions, I feel really guilty even posting this to be honest, but I've had a couple of friends offer to help with writing. I can't pay people to do that unfortunately but if anyone does want to do that you can submit writing here https://forms.gle/FbqyPM1ow8xj1z6cA

The reason I'm doing the form submission is so that I can first of any submissions in one place with the original authors info for crediting purposes. And most importantly to make sure that anyone who wants to submit stuff knows what they're getting into and getting out of it. Which unfortunately you aren't getting a lot out of submitting stuff especially with how much work writing is. If anyone does submit stuff I am so grateful for it but please feel no obligation. I'm only posting this because a couple people had asked me about it.

With that out of the way, as a thank you for getting all the way to the end, here's some preview art


LoveMonstersandOrder-1.1-mac.zip (d) LoveMonstersandOrder-1.1-pc.zip (d)

Love Monsters and Order Pre-Alpha 0.2

Tue Dec 24 02:09:27 2019

In an attempt at getting more consistent about posting updates I bring you whatever the fuck this is. I would like to state that this is still very much pre-alpha. Things are gonna change a lot, tons of stuff is still missing. With that said, I have made some progress getting this thing closer to an alpha state, all the change details I'll put in a changelog.

If you want to help me figure out what to work on next, please take a moment to write a comment and/or answer this little poll https://www.strawpoll.me/19127742

I don't promise that the results will be the next thing I work on as there's still come back end stuff that needs to be fixed and built first, but I'll be keeping this in mind going forward.

Noteably there is still a pretty big lack of content, I've added a few things here and there but it'll be a slow process for the first little bit while I get the framework and mechanics ironed out.

Changelog

- Completely changed damage calculation during combat

- Changed how buffs and debuffs are calculated

- Added new buffs (primarily used for determining enemy interactions during combat)

- Added siren enemies and siren art

- Added siren song ability which charms the player. History log output for it is currently bugged but otherwise seems to function correctly

- Added new loot

- Added a level up screen and system

- Added a goblin outpost which can be looted

- Added factions and alignments with those factions (currently don't do anything but it's there for the future)

- Changed the map layout

- Made changes to the map and inventory menus to allow more flexibility when accessing and closing them

- Fixed player name not being displayed correctly when talking with Squeeb

- Added saving in your room when you are at the inn (don't recommend using this a ton, because I don't know how well saves are going to transfer between builds. At least for the first little while until all the framework and core mechanics are ironed out)

- Added new bugs that will crash the game (I don't know this for sure, but I can assume pretty safely that these are there somewhere. So if you come across any, I apologize and please send me the crash log.)


I will be busy for the next couple days because of Christmas but I will be doing my best immediately after that to get some content written up and implemented.

I hope you all have wonderful and safe holidays. Thank you so much for your support. <3

LoveMonstersandOrder-1.0-mac.zip (d) LoveMonstersandOrder-1.0-pc.zip (d)

Leveling And Bartering Update in the Works

Sat Nov 30 02:07:10 2019

With MFF just around the corner I'd wanted to get a patron build out before it, but that's not looking like it's going to happen, or at least there won't be enough new content that I'd feel it's worth posting. So instead I'm just going to post this little text update and hopefully get a build out early December.

This month I've been mostly working on updating combat and adding a proper level-up system. Turn based RPGs are something I've always kind of enjoyed but I've also had a lot of problems with them. I find there are a lot of traps with them that make them a little boring and monotonous. A lot of the time turn based RPGs end up as 'Press A until encounter ends, if you win proceed, if you don't go to an earlier area and press A until your a higher level.'

A lot of really popular RPGs have done different things to correct this or improve on it. Things like Pokemon add in status moves, and type advantage/disadvantage which means there isn't going to be a single attack that works in all situations. Super Mario RPG has psuedo QTEs to keep you engaged during the fights. Undertale has the bullet time sections to add a level of skill to the encounters.

Because of the nature of this game, QTEs and Bullet Hells don't really fit and elemental typing doesn't quite suit the solo hero playstyle.

To deal with this and hopefully avoid the "spam A until I win" trap, I'm working on a system that takes some pokemon elements with my own spin. Mobs all have 4 stats Combat, Survival, Acumen and Glamour. An attack will have a base damage and accuracy similar to pokemon. However each attack will also have an attack stat and defense stat which determine the stats used by the attack and defender for calculating damage.

Generally the attack and defense stat will be the same, this means an enemy with high combat will be less vulnerable to combat attack. This means instead of having dedicated attack and defense stats players and enemies will almost always have a situations they are strong in and situations they are weak in. My hope is that this will encourage people to try different builds and attempt encounters in different ways.

On top of the stats, enemies and potentially the player will have vulnerability or resistance (or possibly immunity) to certain damage types. There are two basic types of damage, Physical and Mental which are broken down further into different types
Physical - Magic, Fire, Radiant, Poison, Cold, Lightning, Weapon
Mental - Humor, Crude, Lewd, Passion, Calm, Intimidation

Some enemies will have resistances or vulnerabilities by default based on their race.

On top of all of this is the Condition system which is in the current build and some of you may have seen it in action. Though it's quite fully fleshed out the idea is that occassionally enemies will have a Condition, which will be shown in their name. So instead of fighting 3 Goblins in a row you might fight 2 Goblins then an Angry Goblin. These conditions will have an impact on the fight. Because I don't want every fight to be entirely random and unpredictable because that's just bad design in my opinion, these conditions will have more of an impact on AI. For instance an Angry Goblin will be more prone to physical attack actions and less likely to flee then a standard Goblin. Alternatively a Cowardly Goblin will be more prone to fleeing. In the future I'd like to add rare Conditions that add minor but intuitive resistance/vulnerabilities and stat increases or decreases. For example a Wounded mob may start with 3/4 of their max HP. While a Brutish mob might have a higher Combat stat then normal. Or an Aroused mob may be vulnerable to Lewd or Passion attacks.

That's essentially what I have planned for the combat system, and a lot of it has been implemented, the main thing I need to do is add some extra types of attacks which should be relatively straightforward to do. Then just test and make sure things are balanced appropriately for what I'm going for.

With that said, the other thing I'm working on and the thing that I've been struggling with for the passed two weeks has been a level-up and bartering system. So unlike most RPGs you won't have XP here, instead you'll meet a trainer or instructor who you can trade items to in order to level up. Which extends into the bartering system. As a bunch of prisoners stranded on an island no one really has a lot of use for gold, so everything is done through trade. Items will have a base value and can be given to merchants in exchange for other items.

My hope with this system is that it will create a Dark Souls-ish progression where you can choose to either save items to buy a new weapon or a fancy piece of armor or use it to level up your raw skills or even purchase new skills. Additionally I hope this adds some immersion and flavor to the world.

As of today I have the basic level-up screen working, which should (in theory) mean that I can repurpose this code for merchants which I'll be add in after this next build gets done.

Last little update, I finally found what was causing the player name to not display correctly when talking with Squeeb.

That is everything for this update. I'm really sorry I couldn't get a proper build out, but I just don't think I'll be able to get enough new content in before December. Hopefully in the next two weeks I'll get enough scenes fleshed out to put out an Alpha ver 2

levelup_screenshot_wip.jpg

LMaO Delay

Sun Nov 17 22:25:46 2019

I just wanted to post a little update to let you all know I am still working on Love Monsters and Order but due to some personal life challenges there will be a bit of a delay on the next update. I had hoped to get something out this friday but that's likely not going to happen.

So you know what I've been up to. I've currently been working on rebuilding the combat system, specifically the way damage is calculated as well as working on getting a shop and level up system in place.

Sorry about the delay, I'll try to keep you all posted.

Mimic PV

Thu Nov 7 05:09:47 2019

Some more character and concept art. Here's an currently unnamed mimic who will likely appear as either a merchant or banker.

Mickey.jpg

Sirens

Tue Nov 5 05:15:13 2019

Here's some concept art for the next build, working on some Sirens for the beach area before I get Vergesseneburg started.

Sirens.jpg

Love Monsters and Order project

Sat Oct 26 20:39:05 2019

So as usual been a while since I've updated anything, but I have a build of a thing I've been working on. I'd wanted to have this out for patreon on the 15th and do a public release for halloween but the process of learning RenPy took a lot longer then I was expecting and even now this build is not near where I'd been hoping it would be. But that has been my biggest weakness with patreon and game dev in general. I get very caught up in a need to have everything fully functional.

I miss having a project like SMS where I could add a new tool or two and post an update a lot more easily. So that's what I'm going to try to do with this new project. Love Monsters and Order (working title) is going to be a text adventure/rpg game where you play as a monster who's been exiled to a prison island to live out the rest of your days. This game is inspired by a lot Fenoxo's content, CoC, TiTs, CoC2 as well as Hyao's Lustful Desires.

My current hope is to make things fairly modular, enemies will have different mental states which will apply different modifiers during and after combat, as well as access to randomly determined equipment to keep encounters somewhat varied. That way when you fight your 20th goblin (as you are want to do in RPGs) it's at least a little unique.

So currently this build is pretty short, bland and is likely full of game crashing bugs. If you come across any please send me the bug report as well as information about you were doing, it'll help me a ton to get this polished and playable.

If you enjoy this kind of game or are interested in this please let me know. I think this will be a good potential project for me because I'll be able to add scenes, items and encounters steadily and a lot more modularly which will let me post updates or more regular schedule.


Specific mechanical features I want to add:

Alchemy, ideally similar to Elder Scrolls, different ingredients will have different effects that when combined will create potions with those effects if at least two of the three ingredients share an effect.

Leveling up, to level you'll go to a trainer who will increase one of your four stats, Combat, Survival, Acumen, or Glamour. When you level up you'll get access to unique skills and buffs in those skill trees.

Bartering, since this is an island and everyone is mostly just trying to survive, money doesn't have a ton of value. So instead it'll use a bartering system where you trade items you've gathered or crafted for other items of similar value.

LoveMonstersandOrder-1.0-mac.zip (d) LoveMonstersandOrder-1.0-pc.zip (d)

Mini Art Pack

Sat Dec 22 00:28:20 2018

Been on a drawing kick recently and figured I should upload some of the stuff I've been working on. Mostly just a handful of pin-ups and some older stuff I never posted.

ArtpackPreview.jpg December_Art_Pack.zip (d)

I need your input on Picaroon

Fri Oct 5 20:47:46 2018

Currently, I've had very little input on Picaroon. A big part of that, I'm sure, is the lack of updates, but I also feel like people are not interested in it as a game. In the time I've been working on it, I can see why. I personally haven't enjoyed it, and no matter what I try to do with it, it never feels any better. Ultimately though, I make games for people to enjoy, not just myself, so I'd really like to know what you guys think of it as it stands. Would a strip liars dice game be fun? Is it something you'd enjoy playing? What could I do to make it better?

Over the last month I've been working on a prototype for a game I've wanted to make for a very long time. However, it's drastically different from most of the stuff I've posted here and on FA. It's an action platformer inspired by Legend of Zelda titles, Dark Souls, and a handful of metroidvanias. I've attached a small demo of it; it's lacking several animations and a decent amount of polish, but should get across a general idea of the mechanics.

You've all supported me for a very long time and I want to make sure I'm producing my best content, and content that you all want to see. So for that, I ask that you all please try out this demo, and the latest picaroon build, and let me know what you'd prefer I work on. I'll leave this for a week or so to let everyone give their opinions and comments.

Poll : https://www.strawpoll.me/16588710

Again, I want to make sure I'm satisfying your needs. If I scrap Picaroon to work on this action platformer or vice versa, and anyone feels unsatisfied with this, please contact me and I'll do my best to refund you however I can.

Thank you all for everything.


Keyboard Controls:

Left Click - Light Attack

Right Click - Heavy Attack

WASD - Move, Crouch, Guard

Space - Jump

QE - Dodge

Controller Controls:

X - Light Attack

Y - Heavy Attack

Left Stick - Move, Crouch, Guard

A - Jump

Right/Left bumper - Dodge

ZII.zip (d)

Picaroon Alpha Build

Thu Aug 23 20:55:53 2018

It finally happened, I actually finished a build of this game. This is by no means finished, I have a lot of characters to add, I have to improve the ai, add a bit of polish to animations, add audio, proper menu screens, a story mode, etc. but this is a playable build that I'm actually fairly excited about.

The game is starting to look the way I want it too, and from a mechanical standpoint it's at a place that I'm having fun with. I'm happy with the art style over all, and I think once I clean up some particle effects it look really nice.

So part of the reason this build took as long as it did is because I really want the UI and the game to teach you how to play without explicit instructions. I don't know if that's fully been accomplished and I think it's getting close. So the UI has gone through multiple changes along with several changes in art style.

I hope you guys enjoy this, I know it's a lot in it's current state but any and all feedback would be very welcome.


Controls:
Left Click increases bid amount, dice amount
Right Click decreases bid amount, dice amount


How to Play:
All players start with 5 dice. All dice are rolled in secret, and one wild die is rolled.

One player starts by making a bid. They select a face value of the die, and an amount, attempting to guess equal to or below the total number of die among all the players that show the selected face value, including the wild value.

The next player can choose to increase the bid, selecting a face value and an amount greater then the previous bid, or the player can choose to call the previous bid a lie. If a liar is called all dice are revealed. If the bid was equal to or less then the total the player who called the liar loses one dice. If the bid was higher then the total number of die the player that bid loses one dice.

Play repeats until one player is left with dice.

LiarsDiceBuild01.zip (d)

Working Out Graphical Bugs

Mon Aug 20 00:51:38 2018

So I've been plugging away at this update and it's turned into a cycle of 'just one more thing'. I've made some big changes to the rules of the game. Now each player can choice their own die number, as long as the dice amount is always increased. This required me to overhaul a bunch of the previous code to accommodate the new rules. That change caused several issues and took a while to fully rework, but *knock on wood* it seems functional atm. With that I've added new sprites to the game, as well as some new animations and multiple changes to the UI systems.

Currently I'm working on fixing a few graphical bugs that are being caused by some of the new animations. I'm hoping to have the next prototype out sometime this week, and I should be streaming most of tomorrow to finish fixing these bugs.


PicaroonScreenshot01.jpg

Kipp and Tommie

Wed Jul 25 09:39:29 2018

So after struggling to decide on an art style for this game I think I've finally settled on one. Here the first two characters that will be available in the game. Gonna be updating Kipp's strip sprites and then he'll be ready for implementation hopefully this weekend.

KippTommie.jpg

Request Stream

Wed Jul 4 21:07:33 2018

https://picarto.tv/draite

Doing some requests to try and improve my drawing speed and develop a simpler style for animations and comics.

RequestStreamBanner2018.jpg

What's been going on?

Fri Jun 1 05:49:15 2018

I've been more dead then usual and there are several reasons for that. All of which I should've mentioned earlier. First and foremost, Picaroon is not dead, it's still in development, though I did take a small break because I have two big things going on right now. First I bought a place, (several months ago) and have yet to move in. The place was a bit of a fixer upper and I bit off more then I could chew. Short version is in order to fix one thing I needed to fix another and then another and another, etc. etc. But that's finally at the finish line. I'll be officially moving in tomorrow (weather permitting and so long as my plumber shows up today, fingers crossed). Once that happens I'll be working fulltime on Picaroon (like I wanted to do months ago).

On a more positive note then moving stress, I started a collab project with Fek. This thing isn't the main priority for either of us, but Fek is handling the programming side of things so of course because he's a coding god, it's essentially playable already. The game is still in the design phase so I don't want to say too much because it's all subject to change. But what I can say is that it's a multiplayer browser game, inspired by Catan, Monopoly, Munchkin with a heavy dose of furry trash. If you follow either of our streams you might notice us working on it and get a glimpse once in a while of it. No ETA on the release or anything like that.

Picaroon is still in progress, a few things hung me up programming wise but it should be stable, and now it's mostly a matter of getting the art assets and UI ready. Which I will be working on tonight for the next few hours (after I eat). If anyone is up feel free to come by and say hello.

https://picarto.tv/draite

Picaroon Title Screen WIP

Thu Apr 5 22:49:28 2018


LiarsDiceMockup.jpg

LIAR!

Sun Mar 4 09:23:09 2018

Just a little preview of some early animation tests for Picaroon. Kipp calling the liar~

LIAR.gif

Picaroon Pre-Alpha Build 0.0

Sun Feb 11 03:17:43 2018

As promised, here's the early pre-alpha build for Picaroon.

WARNING, the game is very ugly and crude, this is in no way representative of the final product. It's simply to show off the general mechanics and gameplay for testing purposes only. The game lacks any UI and has almost no assets except for a few to show off one of the main draws of the game (the stripping).

As with SMS the aesthetics of the game will evolve as development continues.

How to Play:

To play, each player rolls 5 dice secretly. Other players dice are currently represented by question marks. A wild dice is also rolled, represented currently by the red number. Players then take turns placing 'bids' a bid consists of a number of dice and a value on that die. The next player can then increase one of those values, either the number of dice, or the value of the die. If they choose not to bid, they can call the previous bid a lie. At this point all dice are revealed. All wild dice, and dice of the bid value are counted together. If they are less then or equal to the bid number of dice the bid is valid and the player who called the lie loses one dice. Alternatively if the bid exceeds the number of dice in play, the player who bid loses a dice. The player who loses a dice starts the next round. If you lose all of your dice you are removed from the game and the next player in line starts the next round.

Left mouse click to increase and confirm bids,

Right click to decrease bids.

The top left corner shows the current bid. Number of Die / Value of Die

The red number is the wild value for that round.

Alt Link:

https://www.dropbox.com/s/b4oojm0orisgvcv/LiarsDice03.zip?dl=0

LiarsDice03.zip (d)

Picaroon Alpha Coming Soon

Sat Feb 3 04:49:48 2018

Picaroon is steadily coming along, the basic functions and most of the turn order stuff is functional. Functional and playable are two different things unfortunately so I'm not quite comfortable releasing alpha builds until I have at least a basic UI and screen resolution set in stone. What this does mean is that the alpha should be right around the corner. The first build will only have Kipp as an available opponent but I'll be working to add new characters with each build after that.

Each build I'll also be working to improve the AI which is currently lacking, again it's functional, but definitely lacks a lot of the nuance that I'd like it to have.

I don't have an exact ETA for the first alpha, but I'd like to have something out next week, even if it isn't as pretty as I'd like. Don't expect a masterpiece with this, it's just a very rough bare bones, no polish version to show off the general concept of the game and how it'll play.

With that said, I am also moving, which is a time consuming thing and has been taking up most of my mental processes for the past few weeks. However I don't need to move immediately, so I'll be taking my time with it and likely won't officially move until sometime in late March. The new place (assuming all goes well) will let me stream more regularly, stream with voice, and just be generally more active with streaming, because I'll have some actual privacy.

Just wanted to post a bit of an update to let you all know what's going on and what to expect. I know I'm terrible about that. Hopefully this new game will be worth the wait. Even if it is really ugly at the moment. I promise it'll improve over time. Just like SMS' visuals changed this one will be updated regularly.

Kipp Sprites

Tue Nov 28 15:31:59 2017

These are pretty late, but I finally got around to getting some of Kipp's sprites ready for Picaroon. I'm hoping to have a early test build out in two weeks or so. The build will only have Kipp available, and will likely be missing most graphics, but it should be enough to give an impression of what I'll be doing with it.

Sorry for being dead the past couple weeks, had some relationship stuff to deal with that kept me pretty occupied mentally, but I should be back to my normal streaming and work schedule now.

I also really wish Patreon had a better system for multiple image posts...

KippPreview04.jpg

Happy Halloween

Tue Oct 31 01:52:17 2017

My trip to visit my bf has been going great, but I have had some downtime, so I've been using that to play around with a short game in honor of Halloween. Couldn't do a ton with it (doing this from my laptop without a mouse is a bit of a pain) but it's a fun silly little thing and let me play with Gamemaker Studio 2 some more. Learn the interface, play with some of the 3d functionality, etc.

I hope you all enjoy. And Happy Halloween!

Download - https://www.dropbox.com/s/oqar6k63jnuwgg0/3D%20Dungeon%20Crawler.zip?dl=0

Music - http://incompetech.com/

SFX - https://www.freesoundeffects.com/

Sprites from - https://opengameart.org/content/32x32-fantasy-tileset

POP

Mon Oct 9 06:04:48 2017

More color testing and character design concepts. Still working on it. I like elements of it, but I'm still trying to figure out how to make the look feel a bit more natural.

TwoGals.jpg

Traveling plans

Tue Oct 3 19:35:02 2017

Starting on the 11th I'll be leaving to visit my boyfriend for several weeks. During that time updates will be minimal. I won't be able to do a ton of art related stuff because I'll only have my laptop with me. However I will be getting GameMaker Studio 2 set up on my laptop so I'll still be able to do some coding updates. My laptop isn't very powerful however so streaming will be unlikely but I might still try to get some in if I get the chance.

I'm going to try to get a good base set for my next project's engine, and hopefully when I'm back I'll have something to send out for testing. This may be wishful thinking depending on how the trip goes, but it's high priority for me while the bf is at work and such.

So yeah, just a heads up about where I'll be at and what I'm gonna be doing for the next little while.

More WIP stuff

Fri Sep 22 21:56:17 2017

Just a few more inks that I've been working on. I gotta arrange them all and get the heights aligned properly, but making slow progress. I've been having some shoulder and neck issues so I have to take frequent breaks to stretch which is why I've been working privately instead of streaming very much, but I am making progress.

Only have a couple more characters to ink before I get to coloring and doing expression alts, which should be fun ^^

PirateVNLineup01.jpg

More shading styles

Fri Sep 15 02:44:40 2017

Attempted to combine a couple of the previous styles and this is what came out so far. Not 100% satisfied with it yet, but I'm at least liking the direction so far.

Let me know what you guys think if you have any suggestions or critiques they're always welcome ^^

LynxAndOtterComp.jpg

Art update

Wed Sep 13 00:11:44 2017

Just a little art update as I work out some of the neutral positions for the pirates. I plan on having some short little visual novel scenes between the games which these will be for.

Also started working on some potential shading and coloring styles using Otter guy as a model. I want to go for a pop-art/comic style with it, so I've been playing with halftones and lineart thickness. I'd love to hear peoples opinions and suggestions on what to do with it ^^

PirateLineupRough.jpg

Patreon Update

Tue Aug 29 22:04:28 2017

Hello everyone. Just making a small post to notify everyone that I've started to update my patreon for my new project(s), including updates to the front page, and patron rewards. All these updates are based on my feelings on the successes and failures of SMS to ensure that my future projects run more smoothly. All of this is still a big learning experience, I'm incredibly grateful to everyone for sticking with me through it all. Overall the changes are fairly minor, but I will continue to make updates as I can.

If anyone has any questions or concerns please let me know here or in a note and I'll do my best to make improvements.

PiratePromo.jpg

New Project

Fri Aug 18 04:26:29 2017

I've been steadily working on getting the ground work ready for my next game project. Here's some of the early concept art I've got going. I'll be attempting to do a big update of my patreon page with more details about this new endeavor within the next week or so.

PiratePromo.jpg

Sexy Mad Science : 1.0.1 Patch

Mon Jul 3 21:15:33 2017

Download : https://mega.nz/#!eExSnbqJ!_I6igeUSR1ER3BILLpP28aZdfZpqLZ0-22gFs0DRkqU

Mirror : https://www.patreon.com/file?h=12448118&i=1177873

As promised here the first patch which should fix the major issues people have been having. The biggest of which is changing a handful of requirements for the more troublesome endings.

Patched notes:

- Fixed several graphical issues with changing equipment

- Fixed a bug that prevented several items from being unlocked

- Changed requirements for two endings

- Slightly increased research cost for items

- Jesse's capacity now saves properly

Thanks everyone that's been playing. Sorry for the issues with the previous patch. If there are anymore bugs please let me know and I'll get them patched out as quickly as possible.

SexyMadScience_1.exe (d)

Sexy Mad Science : 1.0.0

Mon Jun 26 22:47:08 2017

Download : https://www.patreon.com/file?h=12140141&i=1156837

Download : https://mega.nz/#!OBJ2kTaI!suBCHIk5x2CWWzxYanG6EbFyhvpRy5ybaUn6J2Gq-pI

Here's the 'final' version of Sexy Mad Science. I say final loosely as I'll still be doing bug fixes and small patches as needed. I will be attempting to fix the web version as best as I can, though it will still be inferior to the .exe due to some limitations with HTML5. Afterward I'll be working on some other collaborations and projects.

Web Version : http://sms.furry.science ((Incomplete and buggy))

Thanks everyone for all the support on this project!

SMSReleaseCard100.jpg SexyMadScience_1.exe (d)

New Build (About damn time right?)

Tue Jun 13 22:02:47 2017

https://www.dropbox.com/s/ekkygv6miqhednk/SexyMadScience_PatronBeta071317.exe?dl=0

As is usual for me, go forever with little activity and then finally push out a tiny update. This is effectively going to be the 'final' build of SMS. I wanted to do more ending cards and things but there have been a lot of conflicts with that, so I'm just gonna push this out as complete as I can get it. I apologize for the limited number of splash screens, I had really wanted more then this but the scheduling conflicts are getting too extreme at this point and I'm not willing to wait any longer.

When I say 'final' I will still be doing edits (because I'm sure I've messed up some grammar and spelling somewhere) as well as bug fixes. I may also add more stuff in the future if I get in the mood. However this project has been a bit of a drain on me, as is probably apparent from the lack of activity on it.

This is still a beta build, as such it's got some bug testing features. Pressing the keys 1-6 will automatically play an ending for the sake of convenience, however all are legitimately accessible without using the debugging keys.

I'll be leaving patreon up as I work on other projects, likely doing a lot more art streaming, and hopefully start some more collaborative projects. But if you were just here for SMS, this is probably going to be the last month that SMS will be this patreon's focus.

Thank you all for the support on this project. In spite of the bumps I learned an amazing amount from this and I'm so grateful I got the chance to do it. I hope you'll all continue to support my future projects as well as many others in the community. <3

Sexy Mad Science : Beta 0.6.3

Fri Dec 9 21:29:02 2016

Download: https://www.patreon.com/file?h=7453542&i=715350

Mirror: https://mega.nz/#!eN5A2ZiT!XGz9cT7Y2CtRI8nMftkeeNZNWi5dPI7FIjPTLyuGo3c

Hey guys, finally back from my trip which means I've been able to (hopefully) fix some bugs from the last patch. This patch is purely bug fixes, and should make the game playable for those of you who enjoy the growth/shrink ray.

Bug Fixes:

-Hyper/Micro jizz shots should no longer crash the game

-The layering issue with portal dick swapping is now correct

-Jizz now appears when Jesse is wearing portal dicks

SexyMadScienceBeta06v3.exe (d)

Sexy Mad Science : Beta 0.6.2

Fri Nov 25 22:31:44 2016

Download:https://www.patreon.com/file?h=7330675&i=691154

Mirror:https://mega.nz/#!mRZTQABb!6-CCcrseZKv3QJKxjZHCX-j90Vwc4hCXnu5mk6dpLOo

Web Version:http://sms.furry.science

Patreon:https://www.patreon.com/draite


I bring you all Beta 0.6.2 because my numbering convention makes no sense. In this build I've changed a lot of mechanics, both adding and replacing things to make the game a bit more engaging. This includes a complete change to the desire system. Instead of having a cap of 10 pips, you can now get up to 20, but to do so you must use different tools to keep Jesse engaged. The less tools you use the lower the max desire is, and as a result the lower science earned.

Kinks and Fetishes can now be gained naturally through gameplay. Kinks are developed simply by using tools and equipment on Jesse. After he orgasms these kinks imprint on him, giving you benefits for them in the future. This system is still in early development and may need balancing so all input in this regard will be greatly appreciated.

There have been a couple of graphical updates as well including cursors being swapped while hovering over UI for ease of use. The electro wand now has a new animation, and jizz can now be splattered on the screen.

Added several minor Easter eggs in there as well, good luck finding them, I won't be informing anyone of them personally, so you'll have to go to the comments and work together to find them. (Or just watch my streams where I frequently do bug testing on these features and probably spoil the whole fun of it) That said, do save often as one such Easter egg will cause you to reload at the last save, which may be pleasantly or unpleasantly surprising.

The web build is still in testing, so it's likely far more bug filled then the download. I'll be doing what I can to fix issues, but testing is difficult for the web version so that's secondary to the .exe version. I recommend saving often if you're playing the web version in case of bugs and errors.

Have fun, and happy fapping.

SMSReleaseCardBeta6.jpg SexyMadScienceBeta06v2.exe (d)

Streaming (Offline)

Tue Nov 1 20:51:45 2016


https://picarto.tv/Draite

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Halloween Stream (Offline)

Mon Oct 31 19:10:20 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming (Offline)

Thu Oct 27 19:31:30 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Oct 24 17:50:13 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming (Offline)

Thu Oct 20 18:21:48 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS (Offline)

Tue Oct 18 18:12:24 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming (Offline)

Wed Oct 12 17:45:21 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming (Offline)

Tue Oct 4 19:49:52 2016

https://picarto.tv/Draite

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Streaming

Tue Sep 27 18:21:47 2016

https://picarto.tv/draite

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Streaming SMS (Offline)

Wed Sep 21 20:12:45 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Art (Offline)

Tue Sep 20 00:36:18 2016

https://picarto.tv/draite

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Streaming (Offline)

Thu Sep 15 18:12:01 2016

https://picarto.tv/draite

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Streaming (Temporarily Offline)

Wed Sep 14 18:34:59 2016

https://picarto.tv/draite

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Streaming W/Fek (Offline)

Tue Sep 13 17:39:00 2016

https://picarto.tv/draite

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Streaming RAC/2 (OFFLINE)

Sun Sep 11 19:49:48 2016

https://picarto.tv/Draite

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Streaming (Offline)

Fri Sep 9 19:34:06 2016

https://picarto.tv/Draite

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Streaming (Offline)

Thu Sep 8 18:35:20 2016

https://picarto.tv/Draite

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Streaming (Offline)

Wed Sep 7 18:52:41 2016

https://picarto.tv/draite

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Streaming (Offline)

Tue Sep 6 20:23:59 2016

https://picarto.tv/Draite

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Streaming (Offline)

Mon Sep 5 21:08:38 2016

https://picarto.tv/draite

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Streaming .5ACK

Fri Sep 2 17:07:47 2016

https://picarto.tv/draite

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Streaming

Wed Aug 31 21:18:11 2016

https://picarto.tv/draite

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Streaming .5ACK

Tue Aug 30 19:49:42 2016


https://picarto.tv/draite

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Streaming

Sun Aug 28 21:35:54 2016

https://picarto.tv/draite

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Mini Stream

Fri Aug 26 18:30:13 2016


https://picarto.tv/draite

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Streaming

Wed Aug 24 18:09:37 2016

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Streaming

Tue Aug 23 17:55:02 2016

https://picarto.tv/draite

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Multistreaming (w/ Fek and MissyArt)

Mon Aug 22 18:17:58 2016


https://picarto.tv/draite

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Streaming SMS

Fri Aug 19 18:18:55 2016


https://picarto.tv/draite

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Streaming Junk (Offline)

Wed Aug 17 16:45:01 2016

https://picarto.tv/draite

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Streaming (Offline)

Tue Aug 16 16:17:22 2016

https://picarto.tv/draite

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Streaming (Offline)

Mon Aug 15 17:04:51 2016

https://picarto.tv/Draite

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Streaming (Offline)

Sun Aug 14 01:25:16 2016

https://picarto.tv/Draite

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Streaming Random Junk (Offline)

Thu Aug 11 22:15:14 2016

https://picarto.tv/draite

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Random Stream (Offline)

Tue Aug 9 19:32:21 2016

https://picarto.tv/draite

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Streaming Random Stuff (offline)

Mon Aug 8 23:05:42 2016

https://picarto.tv/draite

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Streaming Random Stuff

Mon Aug 8 02:49:32 2016

http://www.picarto.tv/draite

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Streaming SMS Work (Offline)

Sat Aug 6 20:04:28 2016

https://picarto.tv/draite

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Streaming SMS Work (Offline)

Fri Aug 5 19:41:22 2016

https://picarto.tv/draite

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Streaming (Offline)

Tue Aug 2 19:43:55 2016

https://picarto.tv/draite

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Streaming (Offline)

Wed Jul 27 18:40:21 2016

https://picarto.tv/draite

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Resisting Pokemon GO Stream (Offline)

Tue Jul 26 17:35:32 2016

https://picarto.tv/draite

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Streaming Junk (Offline)

Mon Jul 25 20:46:18 2016

https://picarto.tv/draite

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Streaming (Offline)

Wed Jul 20 19:02:47 2016

https://picarto.tv/Draite

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Streaming SMS Work

Tue Jul 19 18:58:05 2016

https://picarto.tv/draite

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Streaming Random Work

Wed Jul 13 21:28:40 2016

https://picarto.tv/Draite

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Streaming SMS Work (Offline)

Tue Jul 12 17:17:18 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Jul 11 20:14:16 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Sexy Mad Science: Beta 0.5.0

Mon Jul 4 19:36:58 2016

Download: https://www.patreon.com/file?h=6024399&i=476192

Mirror: https://mega.nz/#!SBgSHY6Z!58_g9N190xqZuERCfk68DfR652DXbgPc4bZYwgTwJs4


Browser Version: sms.furry.science


Howdy folks, long time no see. I finally have an update for you guys. Although it's not a huge content update, mostly just some UI tweaks, as well as a few options menus, the big update is the new browser version.


Fek being the awesome guy he is helped me out and is currently hosting the HTML5 version of SMS over on his site sms.furry.science The browser version does have some limitations so certain elements of polish may not be present on the browser version, such as custom color palettes for equipment, this is because of limitations with HTML5 and the way GM converts games to HTML5. I will do my best to work around these limitations moving forward, but the exe downloads will always have the full functionality.


I've tested the browser version, and it appears stable in my tests, but they have been limited. Your experience may be different depending on your browser of choice, your computers, OS, etc.



Thanks everybody for your patience and I hope you have fun with the new updates. Also anyone with a Mac, if you're able to use the browser version I'd love to know how it runs and if it's a functional substitute for a download version.

SMSReleaseCardBeta5.jpg SexyMadScienceBeta060.exe (d)

Back To Work

Mon Jun 27 17:36:09 2016

Just a little announcement to say I'm back to work on SMS . I had wanted to have an update available with this announcement but as always with coding things are never as easy as you suspect or want. But I'm hoping to have the update available in the next week or two at most.

I'm still not at one hundred percent, so I won't be able to stream very often, but I will be slowly getting back to work. Just a little post to let you all know what's going on.


Thank you all so much for your patience and support! Keep your eyes open for another update soon.

SMS and Health Update

Mon Jun 13 20:20:39 2016

Been a while, so figure I should post some kind of update. Short version, wrists are still pretty fucked up. They seem to get better, then get bad again, so it's hard for me to really tell how much longer I'll be out for.

Long version, I'm sick and tired of not being able to do anything, so I'll be doing minor work here and there. Don't expect any updates, streams or anything like that, it'll only be a few minutes here and there. However, thanks to Fek I'm gonna be working towards getting a browser version of SMS going. Don't know how long it'll take to get it running as there are some bugs and limitations I'll have to work around, but it's a start at the very least.


I'd also just like to thank you all for your patience, I'd really be lost without all of you here supporting me. Thank you so much <3

Message to my Patrons

Mon May 16 20:27:21 2016

Hey everyone, I'm sorry for how silent this account has been the passed two weeks or so. I just wanted to post a small update about my current situation to keep you all as informed as I can. My day job has been really busy recently, and at some point between that, and streaming I damaged my left wrist very badly, as well as strained my right. I went to physiotherapy for a consultation late last week, and will be going again hopefully this week. But because of this I can't do much work, even just typing this is straining.

I'm really sorry to all of you, but I'll likely be on a hiatus for an unknown amount of time. I will try to do short streams whenever I can, but I'm also scared to push my luck any further. I'll make a public announcement on FA, IB and Patreon whenever I'm back in working order, so if you wish to drop your subscriptions until my return I encourage you to, and thank you for the support you've shown. Those of you who do stay thank you so much, it's greatly appreciate, I couldn't do this without you guys, but no hard feelings if you don't. I full understand and appreciate it if you can't support a project that isn't being worked on.

I'm in no way canceling SMS or any of the other projects I have going, I just need to take care of my physical health first. I'm very sorry for the sudden hiatus and hope you all understand. Thanks so much to all of you. I'll do my best to keep you all informed as I get more information.

<3

Catch Up Stream Attempt

Sun May 15 20:40:36 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

No Stream

Mon May 2 19:49:18 2016

Sorry for the lack of streams recently. Work was very busy last week, and I got pretty sick over the weekend. I likely won't be streaming for at least another day or two. I'll do my best to get back into my regular routine as soon as I can.

Title Screen WIP

Fri Apr 22 03:15:36 2016

It's taken a while, but I'm finally getting around to having a proper title screen, and this is the current look of it. The buttons are place holders atm until I figure out how I'm finalizing the UI.

Also, just as a heads up, I'm gonna be a little slow to update for the next few weeks most likely. My day job is somewhat seasonal, and we tend to get a lot of work between April-June, I'll be doing my best to take time to make sure that things are still being updated as often as I can, but streams and content may slow to a crawl briefly. But again, I'll do what I can to make sure I continue to stream regularly and continue to get work done, even if it means streaming on Sundays whenever I can.

TitleScreenWIP.jpg

Streaming

Thu Apr 21 18:39:35 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Were Jesse Stream

Tue Apr 19 19:46:18 2016

https://picarto.tv/Draite

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Streaming SMS Work (Offline)

Thu Apr 14 19:38:04 2016

https://picarto.tv/draite

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Streaming SMS (Offline)

Wed Apr 13 18:17:28 2016

https://picarto.tv/Draite

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Coloring Streaming (Offline)

Tue Apr 12 19:21:37 2016

https://picarto.tv/draite

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Coloring Stream (Offline)

Sat Apr 9 23:37:22 2016

https://picarto.tv/draite

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Streaming (w/Wolfblade) (Offline)

Thu Apr 7 21:42:14 2016

https://picarto.tv/Draite

https://picarto.tv/wolfblade

Streaming SMS Work (Offline)

Wed Apr 6 19:06:27 2016

https://picarto.tv/draite

More store and UI work

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Streaming SMS Work (Offline)

Tue Apr 5 18:36:52 2016

https://picarto.tv/Draite

Background and UI tweaks

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Streaming (Offline)

Mon Apr 4 18:58:05 2016

https://picarto.tv/Draite


Got the store functional, and started implementing some more flavor content

Tweaked some visuals to improve the UI

DraiteStreamingCard.jpg

Streaming (Offline)

Sun Apr 3 21:01:05 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming (Offline)

Fri Apr 1 18:44:42 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming (Offline)

Thu Mar 31 19:34:53 2016

https://picarto.tv/Draite


Doodling and coding

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Random Stream (Offline)

Mon Mar 28 19:08:31 2016

https://picarto.tv/draite

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Random Stream (Offline)

Thu Mar 24 20:39:34 2016

https://picarto.tv/draite

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Streaming

Wed Mar 23 17:55:50 2016

https://picarto.tv/Draite

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Cutscenes

Mon Mar 21 18:26:42 2016

Gonna be starting to work on cutscene implementation this week hopefully, so I figured I should get some input on which scenes should take priority. This is just a condensed list of what I've thought of. Suggestions are always welcome =)

http://strawpoll.me/7145641

Short Stream (Offline)

Mon Mar 21 16:54:06 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Sexy Mad Science: Beta 0.4.0

Fri Mar 18 23:41:42 2016

Download:

https://www.patreon.com/file?h=4856369&i=366183

Mirror:

https://mega.nz/#!LIJDnKKR!9XLUQdig8-9Ig4fit5MuFyqh8EpLtPlUPtbggCgtheY


Changelog:

-Two new items including a growth/shrink ray, and a bottle of perfume

-Several tweaks and balance changes to old items

-Changed how several stats increase and decrease

-Desire is now functional, though will need gradual balance over the next few patches

-Some minor animation changes

-Pressing ESC opens an options menu (some functions are unavailable)


The new growth and shrinkage system was a lot of fun to work on in spite of the many issues and extra work around it caused. I really hope you all enjoy playing with it. ^^


This new build changed a lot of systems, but currently appears stable. If you come across any issues please let me know in the comments and I'll do my best to correct them asap.

SMSReleaseCardBeta4.jpg SexyMadScience_Beta004.exe (d)

Streaming

Fri Mar 18 21:14:36 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming

Thu Mar 17 14:10:38 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming

Wed Mar 16 19:11:22 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming (Offline)

Wed Mar 16 02:05:07 2016

https://picarto.tv/draite


Logo Design

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Streaming

Fri Mar 11 22:51:52 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming

Wed Mar 9 20:00:25 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Tue Mar 8 19:18:02 2016

https://picarto.tv/draite


Fixed sleeping and hypnosis bugs

Continued to tweak pheromones

Implemented adjustable audio

Tweaked slapping sound effect

Minor sprite work

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Mar 7 23:22:48 2016

https://picarto.tv/draite


Continued to work on pheremones

Fixed a bug with tools disappearing

Started to fix sleeping

DraiteStreamingCard.jpg

Short Stream (Offline)

Fri Mar 4 18:45:38 2016

https://picarto.tv/draite

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Streaming Bug Fixes (Offline)

Thu Mar 3 20:44:21 2016

https://picarto.tv/Draite


Fixed several bugs

-Audio bug that caused the bgm to start playing again each time you used the spank tool

-Fixed several alignment issues with portals

-Fixed cock sheath alignment with Cam


Added a ray gun sprite


Did some inking

DraiteStreamingCard.jpg

Derp Stream (Offline)

Wed Mar 2 21:45:51 2016

https://picarto.tv/Draite

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Streaming SMS and NanoReno (Offline)

Tue Mar 1 20:57:20 2016

https://picarto.tv/Draite


Lots of particle work

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Quiet SMS Stream (Offline)

Mon Feb 29 19:03:48 2016

https://picarto.tv/draite


Converted most of the audio files to MP3s and started working on audio balance UI

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Streaming SMS Work

Thu Feb 25 19:36:57 2016

https://picarto.tv/draite

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Streaming SMS Work (Offline)

Sat Feb 20 03:43:24 2016

https://picarto.tv/draite


Finalized beta growth.

Sent out a beta build.

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Streaming SMS Work

Fri Feb 19 20:12:06 2016

https://picarto.tv/Draite

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Coding and Coloring (Offline)

Thu Feb 18 21:43:27 2016

https://picarto.tv/Draite


Finished individual portal scaling

Coloring a new picture

Started working on sounds

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Feb 15 19:30:57 2016

https://picarto.tv/Draite


Might be unproductive, just finished watching RWBY.


Added higher res sprites for growth.

Fixed tying large toys.

DraiteStreamingCard.jpg

Eluti's Streaming BGM for SMS

Sun Feb 14 03:08:40 2016

https://picarto.tv/eluti

Streaming SMS Work

Fri Feb 12 20:46:53 2016

http://www.picarto.tv/draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Wed Feb 10 21:06:18 2016

http://www.picarto.tv/draite


Continued to make progress on growth and portals

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Streaming SMS Work

Tue Feb 9 19:28:39 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Fri Feb 5 22:30:16 2016

http://www.picarto.tv/draite


Todays Stream:

Bug testing, got a list of issues that need to be fixed for scaling

Fixed physical scaling and hitboxes

DraiteStreamingCard.jpg

Streaming SMS Work

Thu Feb 4 18:05:04 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Tue Feb 2 19:40:51 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Fri Jan 22 18:24:27 2016

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Hyper Growth?

Fri Jan 22 03:56:31 2016

Straw Poll for you guys, I've discovered that (although it'll take a lot of work and time to rework some things) I can do hyper/growth etc. This would be big addition, and take quite a while to finalize since it does alter a LOT of existing content. But if its a popular choice, I'd be willing to do it. So lemme know what you think, and/or take the straw poll I set up. ^ ^


http://strawpoll.me/6606089

Streaming Art Stuffs (Offline)

Thu Jan 21 21:08:22 2016

http://www.picarto.tv/draite

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Streaming Art and SMS (Offline)

Tue Jan 19 18:34:42 2016

http://www.picarto.tv/draite

DraiteStreamingCard.jpg

Art Stream (Offline)

Thu Jan 14 22:23:45 2016

http://www.picarto.tv/draite


Todays Stream:

Bugs Fixes

Commission Work

DraiteStreamingCard.jpg

Sexy Mad Science: Beta 0.3.0

Mon Jan 11 18:12:58 2016

Download: https://www.patreon.com/file?h=4143639&i=302832

Mirror: https://mega.nz/#!XMImgRgB!K4v-ptEwpho6-2s8qKK373_DSstHRY4FG2crecnUMic


Sexy Mad Science is a goofy stat building game, where you play a scientist, working for Roni Collins. You worked to test new equipment on your test subject Jesse Collin. Eventually earning Science to unlock and build new equipment.


The game is currently only available for Windows, and is being developed using Game Maker: Studio.


Changelog:

Patch B:


https://www.patreon.com/draite

http://www.furaffinity.net/user/draite


Sketch work done by Wolfblade: http://www.furaffinity.net/user/wolfblade

Voice acting done by Colson: http://www.furaffinity.net/user/colson


Special thanks to all of my patrons for the continued support!

SMSReleaseCardBeta3.jpg SexyMadScience_PublicBeta3b.exe (d)

Streaming SMS Work (Offline)

Fri Jan 8 21:20:27 2016

https://picarto.tv/draite

Finished some final tweaks to the latest patron build, including adding a muzzle and fixing a few visual errors when using basic graphics.

Updated a few animations issues with fluids.

DraiteStreamingCard.jpg

Streaming SMS Work and Art (Offline)

Thu Jan 7 21:12:06 2016

https://picarto.tv/draite


Implemented a new sheath

Added a new gag

Fixed a bug with fleshlights and sounding rods

Started updating sprite art for a couple of tools

Fixed a bug with top/bottom kink

DraiteStreamingCard.jpg

Streaming Art and SMS Work (Offline)

Wed Jan 6 18:20:08 2016

https://picarto.tv/draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Jan 4 19:10:11 2016

https://picarto.tv/Draite


Today's Stream:

Implemented almost all the kinks, as well as a beta testing system

Small optimizations

Worked on character sheets

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Wed Dec 30 19:22:01 2015

https://picarto.tv/Draite


Implemented more kinks, started grinding away on extra context sensitive expressions and dialogue.

DraiteStreamingCard.jpg

Streaming Art and SMS (Offline)

Mon Dec 28 18:12:03 2015

https://picarto.tv/Draite


Implemented Fek plushie

DraiteStreamingCard.jpg

Art and SMS Stream (Offline)

Wed Dec 23 19:30:47 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming Art and SMS (Offline)

Tue Dec 22 19:05:18 2015

https://picarto.tv/Draite


Implemented a new drawing system for Jesse's face to fix a graphical issue with smoothing around the eyes and eyebrows. Possibly unstable and may need work.

Started tweaking various tools for balance.

More kinks.

Doodling.

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Dec 21 17:09:14 2015

https://picarto.tv/Draite


Today I cleaned up a couple of visual bugs with interpolation causing eyes to draw funky.

Started working on adding kinks and personality traits, specifically bottom/top and sub/dom.

Kinks system now has levels ranging from -3 to +3, rating it as a turn off or on, and giving different bonuses and debuffs.

Added several new dialogue options.

Started implementing a buff system, that gives a percentage bonus for equipment worn, as well as for Jesse's mood.

Did some minor optimizations and code clean-up.

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Dec 14 21:40:53 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work

Thu Dec 10 20:33:20 2015

https://picarto.tv/Draite


Gonna start adding a little summary of each stream here, mostly so that I can keep better track of what's been accomplished, but also so anyone who missed the stream can see what happened.


Today's Stream:

Cleaned up the two Plushie tools that were added earlier in the week

Started implementing a new milker tool

Fixed a layering bug, as well as a beads bug

Brainstormed endings and new buffs

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Wed Dec 9 20:54:05 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Tue Dec 8 21:17:52 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

New Poll

Thu Dec 3 23:30:02 2015

Been a while since I did one of these

http://strawpoll.me/6171036

Streaming Random Stuff (Offline)

Thu Dec 3 19:53:40 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

SMS Beta 0.2.0

Mon Nov 30 23:42:26 2015

It's finally happened. I know it's been a huge wait for this new build. I don't really have a reason for it, but there have been a lot of changes that took some major reworking. Thanks for everyone's patience with the wait for this new build.


Improved fps and optimizations, among several new tools and functions for existing tools (Portals in particular). Updated sprites, and a new fluid system for dynamic fluids, as well as persistent fluids. Several minor animations and tweaks to existing animations.


The "store" system has been temporarily removed while the game is reworked to have a better mechanic for progression. As a result you guys have access to all the existing tools and equipment right away.


//Note that this game is intended for Windows systems only. I don't have a mac, and am unable to do any testing or even create a proper mac compatible version myself. People have had success with things such a Wine and Wine Bottler, but I have no information on how to get those to work personally//


Download:

https://www.patreon.com/file?h=3804378&i=266550


Mirror:

https://mega.nz/#!qNJlwBAD!gHqje647e0fSMZnG0482QoGV-EqpeY9W2725WOKB28g

SMSReleaseCardBeta2.jpg SexyMadScience_Beta004.exe (d)

Streaming SMS Work (Offline)

Mon Nov 30 21:00:08 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Wed Nov 25 20:23:19 2015

https://picarto.tv/Draite

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Streaming SMS Work (Offline)

Tue Nov 24 20:15:15 2015

https://picarto.tv/Draite

Might be multistreaming with Fek later

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Multi Streaming with Fek (Offline)

Mon Nov 23 18:43:53 2015

https://picarto.tv/Draite

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Streaming SMS Work (Offline)

Fri Nov 20 20:14:14 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Thu Nov 19 17:52:18 2015

https://picarto.tv/draite

DraiteStreamingCard.jpg

Multistreaming With Fek~ (Offline)

Wed Nov 18 20:44:57 2015

https://picarto.tv/fek

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Mon Nov 16 17:52:09 2015

https://picarto.tv/Draite

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Streaming SMS Stuffs (Offline)

Sun Nov 8 21:50:20 2015

https://picarto.tv/Draite

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Steaming Sunday

Fri Nov 6 17:28:03 2015

Some stuff came up this morning, so I won't be able to stream like I'd wanted. Instead I'll be streaming most of the day Sunday to make up for it. Sorry guys =(

Streaming SMS Work (Offline)

Thu Nov 5 20:59:17 2015

https://picarto.tv/Draite

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Streaming SMS Work (Offline)

Fri Oct 30 18:21:08 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Thu Oct 29 19:31:05 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Tue Oct 27 20:14:19 2015

https://picarto.tv/Draite

DraiteStreamingCard.jpg

Streaming SMS Work (Offline)

Fri Oct 23 19:04:58 2015

https://picarto.tv/Draite

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SMS Stream (Offline)

Thu Oct 22 19:23:10 2015

https://picarto.tv/Draite

hAX6eEcgRu37dHn8oR4x0AsQtvy8oGazq8J90oipiH3egNY7cblr3GMj69s18SRF_large_2.jpeg

Early Morning SMS Stream (Offline)

Fri Oct 16 13:02:50 2015

https://picarto.tv/Draite

0segDjkoy6DoOHkz3rAZYTh4HOYlmPbzoqMKNAn6vfDAS1GD0RQ8BZ4CqeXMnuJh_large_2.jpeg

Streaming SMS Work (Offline)

Wed Oct 14 17:31:55 2015

https://picarto.tv/Draite

KhFcBRJJsYdU2eMsSnxcHxpLxBjmn6zmgBx3ihbkeRudUCgoSnCeO0F0IITXiFsX_large_2.jpeg

Streaming SMS Work (Offline)

Tue Oct 13 18:53:10 2015

https://furstre.am/stream/Draite

Hug Me

Tue Oct 13 01:56:46 2015

It's been way to long since I've posted any screenshots or WIP content, so here's something some people might be looking forward to. Although these adorable little guys won't be added in the next update, they'll be added shortly after a new "Now You're Thinking With Portals" update that I'll be working on.


Also, Happy Thanksgiving to all the Canadian's out there. I'll be getting back to streaming tomorrow afternoon, so I hope to see you all there ^ ^

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Streaming SMS Work (Offline)

Fri Oct 9 18:28:38 2015

https://picarto.tv/Draite

0rcEmBSuKkNF0frhKz7Nl3OKpBgZt6rlPanA9y2Lyx5oeNZtjNIxjRfw0E9cpcUR_large_2.jpeg

Wolfblade's Streaming SMS (Offline)

Thu Oct 8 18:15:10 2015

https://picarto.tv/Wolfblade

jtpa3hiwXlorGPHnA6zqbMIHfUUZAGQ4KPkMQ88tnAwRad4Ba7vRJHn4H6MfNbuC_large_2.jpeg

Streaming SMS Work (Offline)

Fri Oct 2 18:47:42 2015

https://picarto.tv/Draite

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Streaming SMS Work (Offline)

Thu Oct 1 18:35:49 2015

https://picarto.tv/Draite

KbSbAPAePoIqiczTh0xwrlzwS6a9jYZf3k5AGzWIYMqumVr0oJkPtf4nDq99gqOf_large_2.jpeg

SMS Stream (Offline)

Tue Sep 29 15:33:03 2015

https://picarto.tv/Draite

IIMKybgz94HpEKvHz2fG3zZCTh2PV3Oh3oLid1r7Ewx6eXBPNXkQBCVIjoP3i6l8_large_2.jpeg

SMS Stream (Offline)

Mon Sep 28 17:19:51 2015

https://picarto.tv/Draite

sdPwZOpp1eRQ8jUCerWr4bR6cUMfAMrJOXCDsEJkbRtWzux4REJXCnhRtNdnKESN_large_2.jpeg

SMS Stream (Offline)

Fri Sep 25 19:34:25 2015

https://picarto.tv/Draite

hZLlLBHsiv0LHy9uwytBmwlmz8FH0IDt1k5vmTqILTVWCZafH85Rb2j7ISpS6yzT_large_2.jpeg

No streams this week

Tue Sep 22 19:04:29 2015

Sorry for the lack of streams lately, work is steadily getting into it's busy season so it'll be hard for me to stream very much. This Friday I'll be trying to get a stream in, as well as next Monday and Tuesday for sure.

Streaming SMS Work (Offline)

Thu Sep 17 17:06:47 2015

https://picarto.tv/Draite

Streaming Game Work (Offline)

Tue Sep 15 18:19:21 2015

https://picarto.tv/Draite

c7QvpBjVoZbze5G67JvDHTegju6ktv33cmz3Y8l13tidilxJQKpRU3oWh0uPMqT3_large_2.jpeg

Streaming D&D Project (Offline)

Mon Sep 14 15:22:31 2015

https://picarto.tv/Draite

BOQeqxfJxf6pDCj8nbCrlvmEqBGM9UQSMi5qlZa8oz8CQ5MnfbMTR2gyxPLKEUpn_large_2.jpeg

SMS Stream (Offline)

Fri Sep 11 00:24:19 2015

Possibly some Shovel Knight Afterwards

https://picarto.tv/Draite

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Patrons Removed

Tue Sep 8 03:10:27 2015

If you were removed, it's because I got a ton of declined patrons. I really appreciate the attempt to support, and please try to support again. This can be caused by a lot of things, but Leo (https://www.patreon.com/sethiova?ty=h) explains the most common issue best. Also shout out to Seth/Leo for his adorable art =)

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Work Starting Up

Sun Sep 6 19:18:05 2015

So work is starting up once again, so my streaming schedule will become slightly sporadic. I'll be still doing my best to stream each day I'm not working my day job, and if possible an hour or two before work. I may also start streaming at different times if I have to. Either way I'll figure something out, and do my best to continue streaming regularly =)

Streaming SMS Work (Offline)

Fri Sep 4 17:30:46 2015

https://picarto.tv/Draite

lKtMIJU31YBNnz8Mu72owNiua01ZlQX4GNBMtNydVLxffeqdEu6qTRGRyWiACDdx_large_2.jpeg

Shovel Knight then SMS Work (Offline)

Thu Sep 3 17:59:25 2015

Commission Work, then SMS Stream (Offline)

Wed Sep 2 17:33:00 2015

https://picarto.tv/Draite

ww1kgXnYXYyI7RMZVsOOJoAU1EOX2ggMVkCkJgiKnM4jzDVPj6WvZi7JX4p1CsP7_large_2.jpeg

Shovel Knight (Offline)

Tue Sep 1 23:15:57 2015

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No SMS Stream Tuesday September 1st

Tue Sep 1 01:37:11 2015

I won't have power during the day, if things go well, I'll try to do a game stream instead later at night. Probably going to be trying to play through Shovel Knight.

Streaming SMS Work (Offline)

Mon Aug 31 17:09:01 2015

https://picarto.tv/Draite

PeceiN9DhilDuxg9O82kmEnq56CPLxwcGIawyjVVmPZvP1yatCyMnhdqw57WoPVt_large_2.jpeg

Streaming SMS Work (Offline)

Fri Aug 28 17:36:55 2015

https://picarto.tv/live/channel.php?watch=Draite

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Experimenting With SMS (Offline)

Wed Aug 26 17:20:31 2015

https://picarto.tv/live/channel.php?watch=Draite

2ud8AnSuPJShnP9P3FQC1jyEKKWuxtGOg9u5EshdjaF3KSYRboKFVJ7OIC2G9N9U_large_2.jpeg

Short SMS Stream (Offline)

Tue Aug 25 20:44:50 2015

https://picarto.tv/live/channel.php?watch=Draite

rZdunF65VqiJHDk6vvYqhekF8m14j8AUOVnWqSg6fOQknPQ0Tq0OjoiivEO8rmNJ_large_2.jpeg

Draite Plays Games (Offline)

Tue Aug 25 17:18:24 2015

Hearthstone's Grand Tournament expansion came out yesterday, so I'll be taking a day to do some laddering. This is mostly a test run to see how interested you guys are in seeing me play some other games. If it goes well I might try and do these every once in a while, twice a month or more if it's got a lot of interest.

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Art Multi Stream with Fek (Offline)

Mon Aug 24 16:34:14 2015

https://picarto.tv/live/multistream.php?watch=fek

EesDkuf21oVlSkhBB0TpZykLTP4vAGzZx3XDOYFZRrNOQ7cY0GolK6VErp7ljxYn_large_2.jpeg

Streaming SMS Work (Offline)

Fri Aug 21 17:33:35 2015

https://picarto.tv/live/channel.php?watch=Draite

Y18nLann8Vsw70eyY1Pntdym7qYWVuJ5xs80iKTHYlUz6AA09gfMqz82IWKPJylp_large_2.jpeg

Streaming SMS Work (Offline)

Thu Aug 20 17:20:03 2015

https://picarto.tv/live/channel.php?watch=Draite

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Streaming SMS Work (Offline)

Wed Aug 19 17:10:10 2015

https://picarto.tv/live/channel.php?watch=Draite

ZHywpG22tIqS1RetvXejRcmZu3oH2XGquiGcRcPi0xpfnlVApTOJgkIAidPDmZ6z_large_2.jpeg

FAQ

Tue Aug 18 21:46:30 2015

When will the next public/patron build be released?

I don't know, I try to only release builds when something worth testing has been implemented. Currently I need to complete the store function before I feel comfortable releasing a patron build. The public build will come out sometime after that.


It would be awesome to see a different position for Jesse!

There won't be any other positions for Jesse. In order to do that I'd need to makes sprites for all the various limbs, double all the existing animations to work for the new pose, rework all the tools to work for the alternate pose.


It would be awesome if Roni/Cam/Other Character was in the chair!

This is highly unlikely because replace the sprites would screw up the current animation system. It's not impossible, but it's not something I'm currently looking into. Once the game is in a complete state, I may try looking into alternate characters, but this won't be fore a while.


ORAL!

Oral won't be done, because of sprite layering issues. If I could come up with a feasible way to do it easily and efficiently I would, but that isn't possible at the moment.


Can he keep his undies on?

Again this would need far too many sprites to be added. I'd need sprites for his different states of arousal, as well as animations for him getting off through the underwear which would be incredibly tedious, and with me already being behind on those animations I can't add more.


How do you save?

You can save by pressing "S" and load by pressing "L". In the future I'll add in game buttons to replace the keyboard commands.

Streaming SMS Work (Offline)

Tue Aug 18 17:51:00 2015

https://picarto.tv/live/channel.php?watch=Draite

XGjDJolLoeUNNnTGF0ZQkQBjIVVmaqoSnpkJHZ3wf0PpurCCXe5fzaMMT3AToWrd_large_2.jpeg

SMS Streaming (Offline)

Mon Aug 17 17:27:55 2015

https://picarto.tv/live/channel.php?watch=Draite

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Multistreaming With Fek (Offline)

Thu Aug 13 21:13:49 2015

https://picarto.tv/live/multistream.php?watch=fek



(My stream will be in the bottom right)

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Streaming SMS Work (Offline)

Thu Aug 13 18:34:50 2015

https://picarto.tv/live/channel.php?watch=Draite

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Streaming SMS Work (Offline)

Wed Aug 12 15:39:32 2015

https://picarto.tv/live/channel.php?watch=Draite

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Streaming SMS Work (Offline)

Tue Aug 11 18:01:11 2015

https://picarto.tv/live/channel.php?watch=Draite

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Streaming SMS Work (Offline)

Mon Aug 10 19:14:27 2015

Stream will start in 30 minutes

https://picarto.tv/live/channel.php?watch=Draite

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Streaming SMS Work (Offline)

Fri Aug 7 17:42:09 2015

https://picarto.tv/live/channel.php?watch=Draite

Computer Shit Itself

Sat Aug 1 00:29:09 2015

A couple days ago my computer refused to turn on correctly. It would start up, then shut down immediately, and repeat in an infinite loop until the power was cut. Sent it in, a couple days later picked it up and it's still broken. I sent it back today so I don't know when I'll be back up and running. Hopefully shortly. Sorry I couldn't get a build out this month like I'd wanted.

I'll make another post once I'm back up and running. Sorry for the delay.

SMS Progress

Mon Jul 27 20:34:12 2015

Just another small update, progress on the store is proceeding steadily. So far the system seems to work correctly, items can be purchased for science, tools and equipment are updated correctly. Now it's just a matter of reworking how science is gained, and working out when items become available, then I'll finally have a new build for you guys.

Sorry it's been such a long wait. The time off from SMS definitely helped reinvigorate me though! Thanks so much for all the support, and everyone's patience with this project. It really means a lot to me.

SMS Version 2.0

Wed Jul 15 01:14:22 2015

I've been sick for about a week now, nothing major, just a cold, but it did interrupt my progress on pretty much everything. But I'm starting to feel better and I've continued to move over to GM:Studio. It's taking a bit longer then I'd hoped, Studio is much more strict about it's coding then 8.1, this basically means a lot of stuff that used to work just doesn't now.

The biggest changes so far have been to the audio system, which Studio revamped heavily. This shouldn't change anything gameplay wise, but it did mean quite a few changes in the code. Originally I'd been using a Switch Case statement to swap Jesse's expression to match the sound effects. The issue was that originally I was using variables for the cases, and those variables would swap between the regular sound, and a "gagged" version of the sound. Studio doesn't allow you to use variables for the case statements now, so I had to add in case statements for all the gagged sounds as well. I haven't noticed any performance changes (But my new computer is kinda beefy, so this may be a problem once I release the updated version)

The original "store" is COMPLETELY broken XD Which isn't a huge loss, but still, it's at least one more thing that I'll need to figure out what Studio is doing differently.

On the plus side, Studio seems to interpolate colors on sprites a lot better then 8.1, which is great because now I can have interpolation on, and now have the sprites look like a horrible blurry messy, and also not look like pixelated ass.

I hope I can get something out in the next week. It probably won't have a lot of new content if any, but it'll look different and since it's being exported with studio it may function differently. So anyone who may have had issues, those might be fixed. Or worse, I don't know yet. X3

New Store UI

Sun Jul 5 21:32:05 2015

Getting back to work on SMS steadily, and my priority is going to be sorting out a new store/upgrade system. This is one of the new UI systems that I'm setting up.

Because I'm on my new computer, and YoyoGames has for whatever reason decided to make previous versions of Gamemaker no longer available, I have to port things over to Studio. It shouldn't take too long, hopefully just a few minor bug fixes, but I'm not entirely sure how much has changed and will need to be changed.

I'll keep you guys posted as I get deeper into the port, and as I make progress on the new store system. ^ ^

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Playing Fallout 1 (OFFLINE)

Sat Jul 4 16:33:48 2015

http://www.twitch.tv/codedraitehttp://www.twitch.tv/codedraite Draite and Co. play Fallout 1 Stream starting 12:30 CST

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Game Dev Stream (Offline)

Fri Jul 3 20:25:49 2015

https://picarto.tv/live/channel.php?watch=Draitehttps://picarto.tv/live/channel.php?watch=Draite

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Unity Stream (OFFLINE)

Wed Jul 1 19:43:54 2015

Streaming some Unity work

https://picarto.tv/live/channel.php?watch=Draite

Streaming Unity Work (OFFLINE)

Mon Jun 29 20:04:21 2015


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Draite Fails At The Fallout Franchise (OFFLINE)

Fri Jun 26 18:50:15 2015

Today I embark on the beginnings of my quest to beat all the Fallout games in preparation for Fallout 4's release. Come hangout, and laugh at my misery. X3

Stream Results

Fri Jun 26 08:21:47 2015

Something I did during the stream today =3 My take on Were-Jesse, maybe he should make another appearance sometime.

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New Computer Ready-ish

Thu Jun 25 00:35:01 2015

New computer is installed and ready to use. I'm still transferring and downloading all my programs and setting preferences and things. I had my old computer for almost 8 years so it'll take some time X3 but I'll steadily be getting my new baby ready to go.

Hopefully either tomorrow or Friday I'll be trying to do some game streaming as a test/practice attempt. So hopefully some people can come and hangout and enjoy watching me fail at the Fallout franchise. XD

Tiny Update

Sat Jun 20 07:32:21 2015

So I've been playing around with Unity and I have the beginnings of a practice project thing that I plan to post soon. Unfortunately Unity was crashing a bunch, so I'll be holding off for the next day or two until I get my new computer up and running. Then I'll add the final touches and post what I've been working on.

On the note of my new computer, it's ready and I'll be picking it up tomorrow/today (I'm posting this kinda late)

I'll be busy this weekend with work and fathers day and D&D and blah but starting sometime this week I'll be trying to do some gaming and development streams to see how my new setup handles it.

I hope to see you guys at the streams, fingers crossed that I can get it working.

Tiny Update, Lots To Learn

Wed Jun 10 23:51:31 2015

I went out today and I finally decided to get a new computer. Sometime next week I'll be getting this new PC, and it's pretty beefy. So that means I'll be able to start streaming properly again, and >hopefully< I'll be able to stream some games and talk about those.

On the game development side of things, I've been doing some basic writing, trying to rough in a basic story for Goblin Tale. It's coming along steadily, but I'm not 100% set on it. I've also been thinking about some other ideas that might be worth looking into. The first was, (assuming I make this game an App) creating a step counter that as you walk you get more in game walking distance. I don't know if this would work, I did some research into it, and I know that it should be possible to create a step counter. The issue is whether or not I could have it run in the background to keep track of steps without having the game active.

Last night I took some time to play around with Unity a bit, just to try and get a feel for the work flow and refresh my memory on C#. After about an hour or two of play around I came to the conclusion that this will be a bit of a learning curve, so I'm gonna try and build some small 'games' / 'programs' just to practice and learn a bit. I'll post anything that I think is interesting or worth showing off.

Sorry for being inactive the past two weeks, some personal stuff came up, and work was really busy so I haven't been in a very good head space.

On another note, I kinda want to do some more dev burbles, so if anyone has suggestions or things they'd like to talk about or hear my opinion on let me know.

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Goblin...

Thu May 28 20:56:42 2015

So Fungeons and Fagons has a semi offical new title of Goblin Tales, or Goblins and Orcs, or something else. I dunno. Leave a comment if you have a suggestion or like either of those XD


I've been pretty busy with work, and then getting sick, and stuff this week, but I have managed to get a plan for this new project. It's essentially a typical RPG story, some powerful being is threatening the land, so you and your party have to go out and defeat it. The spin on it, is you're playing a group of "monsters" fighting off a human invasion.

I'm hoping to have 8 races, and 8 classes (You'll likely start with 4 of each available and as the game progresses you can unlock more)
Currently I'm leaning towards Goblins, Kobolds, Orcs, Ratlings, Minotaurs, Imps, Gnolls, and Ilithids. This may change at some point, as it might be nice to get some lycanthropes in somewhere.


Currently I'm trying to work out how to create random encounters. Not combat encounters, but actual at least semi-random story encounters where the player has a set of choices of how they tackle the situation. Basically I'm trying to create a system or think of a way to write these encounters to be modular. I don't know exactly if this is possible or not. I'm leaning towards not, at least not to the extent that I'd like. Who knows, maybe someone who's a better writer has some suggestions.

What I was looking at for creating these encounters was the 5 Part Narrative Structure, and condensing each part into a couple of sentences at most.
Part 1 is the exposition, introducing what the player has come across. NPCs, terrain features, etc.
Part 2 is the rising action, here I'd introduce the problem. What does the NPC need, what geological feature needs to be over come etc.
Part 3 is the climax, here the player would choose how they tackle the situation.
Part 4 is the falling action, here I'd describe what happens based on the players choices.
Part 5 is the resolution, here the player either gets their rewards, or punishments for their actions and the game continues.

I'm stuck on how to break up these parts, or key elements between them, so that they can be mixed and matched to give tons of unique situations. I have my doubts that this will be possible, and I might just settle for manually rewriting a half dozen variants on each encounter.


Back to the whole camping mechanic I've been babbling about recently. A game that I've been semi watching just came out in early access called Curious Expedition. I didn't really know much about the game as far as game play, just the general premise and some screenshots. But it has a camping mechanic that's also kind of similar to what I wanted for Goblin Tales. Travel and the world map is really interesting too, it's probably not something I'd do for this project because it'll probably be fairly story driven and need a set map as a result. But I like the hexgrid movement and the way the fog of war works.

It's also got a really unique combat system. I think they plan on making changes to it, but I hope they don't completely change it, and continue to expand on what they currently have. Essentially each character has a unique dice and during combat you roll them all. Depending on what symbols appear on each dice you combine them in different ways to get different attack combinations. If you guys want to take a look here's a good gameplay video https://www.youtube.com/watch?v=umODwfeWMyI


Last night I was derping around trying to decide on some aesthetic choices for the game. I'm leaning towards an 8bit color scheme. Which would be tough to work with, but I think I could manage it. I might try looking at 9bit colors if 8bit is too limited. Or I might just decide fuck it and not limit the color palette at all and just do pixel art. Dunno, we'll see. Aesthetic choices are still a ways away from needing to be finalized anyways.

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Dev Burbles: Positive and Negative Mechanics

Wed May 20 00:48:22 2015

Last week I talked about making mechanics fit thematically as well as having them work in sync with other game mechanics. So as a continuation of that, in regards largely to the camping and party interaction elements, I started thinking about game mechanics as a whole.

For a long time I've felt that a game mechanic shouldn't exist purely to punish the player. So I didn't want the camping mechanic to exist just to making things harder, I wanted a system that would help as well as hurt, because having a system that only hurts if you don't interact with it properly can be a huge pain, especially when it's not an enjoyable mechanic for the player. As an example, lock picking in Skyrim is cute and fun for a while, but 200 hours later when you have 99 lock picks, it's just a pain and a time sink. (That mechanic is made a bit worse by the fact that difficult locks tend to have shitty loot and is generally not worth the trouble)

I decided to think back on some games I've played, and see if I could find any with some mechanic similar to what I wanted for Fungeons and Fagons. I ended up thinking about some mechanics in Darkest Dungeon, and Pokemon XY oddly enough.

Starting with Darkest Dungeon. Darkest Dungeon has a sanity mechanic, it's only purpose is to hinder the players. Have characters with high sanity doesn't help you in anyway, but have them with low sanity hinders your ability to use them in the dungeons. This mechanic is SUPER ingrained in the game, it's one of the major purposes of the town, there's tons of micromanagement mechanics, like camping in dungeons, enemies have sanity influencing attacks, characters can gain traits that hinder them from recovering sanity normally, etc. This mechanic works really well because it's been worked into the overall system of the game very thoroughly, it essentially becomes a more complex healthbar (which I'll talk about later).

Aesthetically the sanity mechanic just makes sense. The whole game is about eldritch horrors, and is very Lovecraftian, which has always had huge ties to the concept of insanity and madness. That makes the whole mechanic work really well in game, since playing I haven't ever felt like that mechanic was there to shit on me.

On the COMPLETE polar opposite end of the spectrum we have Pokemon XY, with Pokemon Amie. So thematically Pokemon Amie is just like Darkest Dungeon's sanity mechanic, it fits REALLY well. Pokemon throughout it's entire franchise length has always been hugely about "Forming bonds with Pokemon" and "Pokemon are friends, not tools" with the introduction of Pokemon Amie that FINALLY gets to be a mechanical element of the game. The reason Pokemon Amie is so different from Darkest Dungeon is Pokemon Amie is NOT ingrained in the system at all. It's a side mini-game you can do it, or you can just ignore it and continue the game just like it was any of the other Pokemon games.

It's also different from the sanity of Darkest Dungeon, because it's a PURELY positive mechanic. Not interacting with your Pokemon doesn't punish you at all, but interacting with them gives you some REALLY awesome (and a little overpowered) results. Forming a strong bond with your Pokemon can prevent them from fainting, they can shrug of status effects (which makes no sense but whatever) they land critical hits more, and a bunch of other stuff. Even though it's kind of a grindy system, and the mini-games aren't particularly amazing, it's still fun and very charming, so it's not hard to sit and interact with your Pokemon once in a while between battles.

Thinking about mechanics and how they help and hinder the player got me thinking about one of the most common mechanics in games, health bars. Health bars (today) ONLY exist as an obstacle, if you have no health you die, game over, try again. That wasn't always the case though, back in the NES days, having high health was rewarded. In Mario what is essentially health, mushrooms and flowers, let you break blocks, shoot fireballs, and give you a buffer on death. In Legend of Zelda it let you shoot sword lasers. Rewarding players who are playing well is difficult in most games today, as many games have shifted to a regenerative health system.

Day9 (Sean Plott) did a really good video on game design, and he mentioned that games are games because they're a challenge, and challenge is what makes them fun. The objective in golf is put a ball into a hole, the easiest way to do that is pick it up and put it in. But that's not fun, hitting a ball with an awkward stick, and trying to get it into a hole that's hundreds of yards away is fun.

Now I feel like making mechanics that only punish the player is perfectly fine, as long as that mechanic is deeply ingrained in the game in some way.

So yeah, just some musings on game mechanics and punishing versus rewarding mechanics. I've still got a lot of stuff to think about on it, but tomorrow I think I'll post some of the WIP character sheets and things that I'm working on. Might do a little post on what Fungeon and Fagons will be about and see what people think of that. =3

Thanks for reading

Dev Talk: Project Poll Part 2

Thu May 14 03:41:34 2015

The poll has been going really well, but it's been clear from pretty early on what people are most interested in. With that in mind, I've been thinking about Fungeons and Fagons a bit more in depth, trying to sort out mechanics, plot, and other things like that. In doing so I've realized a few potential issues. Nothing that can't be worked through, but the direction I go will largely depend on player (your guys') input. So what about whichever game you picked, did you like? What elements drew you to select that game idea over the others?

Now for some dev talk cause I haven't done that in WAY too long.

First a little back story, Fungeon and Fagons as an idea has come out of a couple of things. Firstly, I've started playing D&D and it's super fun. Secondly I like turn based RPGs, and fantasy. Finally a little game call Knights of Pen and Paper (among a couple of others).

Knights of Pen and Paper is really interesting to me, because it has a really clean, but enjoyable combat mechanic, a really nice pixel art style, and a very charming story, with some cute dialogue to top it off. Before I continue I want to put a warning, I still haven't beaten the game, I've put like 6 hours into the steam version, and I just recently picked up the app so I can 'do research' when I need to take the bus or something. So take some of this with a grain of salt, because some of the mechanics may or may not change in the game as you progress. So yeah, take this with a grain of salt, from what I've seen of the game, I don't imagine too much changes mechanically, but I don't know. The game has surprised me several times already.

So the game basically takes traditional tabletop RPGs, mixes it with video game RPGs, and simplifies and cleans up all the excess stuff, so that it works as a mobile or PC game. The game does a lot of that stuff very well, and they make it really nice to play, but at the same time they remove stuff to the point that the game is almost ONLY combat. Even though the combat is really good, and generally interesting, it gets kind of boring after too long.

I decided to think about this in terms of other RPGs, what is the core difference between them. Looking at one of the I believe universally accepted best turn based RPG, Pokemon. Pokemon has been a beloved franchise for years, even though each game is generally the same thing over and over, game to game, it still has managed to keep people interested, and still remains fun. So when you break down Pokemon, what is it? What do you do, and how do you influence the world? It's ALL combat. The only thing you can do to influence the world, is fight, and capture Pokemon.

So how does Pokemon keep it's combat interesting for hours, where Pen and Paper can become tiring? Pen and Paper has combat occur almost constantly, the way you advance the story, and complete quests, is all through combat. And you're doing all of this from a menu. You select the quest you want, monsters appear, you fight, quest complete, select the next quest, fight, complete, etc. That time between fights is VERY brief. Because you have almost no downtime between combat, it gets very mundane and watered down, especially since a lot of the combat and quest can be pretty grindy.

Then looking at Pokemon, you fight, then you walk for a while, and while you're walking, you look for items, trainers who you're either trying to avoid or encounter, you're talking with NPCs for quests, or clues. Then you're fighting again. From a start to finish, this is your goal, this is the obstacle, beat obstacle to obtain goal, thought process ALL that walking and picking up items that you'll never use is all dead time. It's pointless, just skip that and get to the game play where you have influence. But when you're playing, that doesn't feel pointless, and it breaks up the monotonous combat, with essentially flavor text. You're getting to see what the world looks like, you're finding secrets and getting past puzzles. It feels nice and rewarding to make that kind of progress, to be literally moving forward in whatever world it is.

Pen and Paper doesn't have any mechanic to break up combat. You can do things like shop for items, and travel between points on the map, but that stuff takes seconds of your time before you're back in combat again.

With that said, Knights of Pen and Paper has surprised me, there was a point that I reached a dungeon that I could to explore and move between the rooms, and there were a bunch of ways to get through it. In the caves, there are rocks that for a long time I thought were just decorations, but you can actually click on them to break them and get items. Which was this really rewarding and cool thing to find out. It felt nice, like I'd found a secret. So the game isn't devoid of depth or other mechanics, they're just spread out a little too much for my taste.

In saying all of this I don't think Knights of Pen and Paper is a bad game in anyway. I played it initially as a PC game, which it's not really made for, it works fine technically, but the systems don't work for a you're sitting here to play a game for a few hours, type of environment. It works GREAT for mobile though, because mobile games are generally designed to be played for 15-30 minutes. They're something you can do on a break during work, or on the bus, or when you're waiting for something. It's nice to be able to pick up and beat a quest or two, then put it down. Because the combat system is really nice. It's clean, and simple, but it's engaging and has a lot of variety depending on how you build your characters, and encounters.

What does this have to do with Fungeons and Fagons? Fungeons and Fagons was thought up because I really like Knights of Pen and Paper for it's combat system, and interface. It's really charming and cute, and I wanted to do a game like that. (Plus with me playing D&D I've been geeking out with fantasy stuff, and want to do something with Orcs) But like I mentioned from a long term game play experience, I feel like Knights of Pen and Paper is lacking something. Which is where the camping mechanic was thought up. Something to break up the combat system just a bit, and to give players something else to focus on once in a while.

So what's the problem? Firstly, that mechanic would take a matter of a few seconds to play out, so it's not really doing much to break up combat. It'd be something to think about but it's not like a huge game changing thing. Secondly, I don't think it works mechanically. It's this thing that I shoe horned in because I thought people like flirting and building relationships with NPCs, this could be fun. But that mechanic doesn't reflect the story, or the purpose of the game. If the game is about exploring the land, to stop and evil wizard, what does talking to your party have to do with that?

This basically means that I either need to change the mechanic, or change the story in some way, but that's what planning is for. I've had a couple of different ideas, but before I throw those out, I'd like to hear what you guys think.

For those of you who made it this far. Thank you. XD I hope it was enjoyable reading my burbling. Have a good night

Sexy Mad Science: Beta 0.1.B

Tue May 12 03:03:48 2015

Download: https://www.patreon.com/file?s=150145&h=2439003&i=122459
Mirror: https://mega.co.nz/#!tJ8nFbDS!JELXkTOsfY8b_vdLSpPzmGBLXTKeH4uV99tEc1JLfg8

Small bug patch:
-Auto Dildo should be fixed
-Saving should be fixed
-Sound error is fixed
-A few minor game tweaks

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Game Project Poll

Sat May 9 03:53:17 2015

So for anyone that isn't aware, I'm taking a short hiatus/break from SMS to work on another project. SMS will continue full production in a month or two hopefully. (For full details check the description here: https://www.patreon.com/creation?hid=2429058) But during that time I'd like to start another project, and I'd like you guys to decide what project that is. I have a couple of ideas that I'd like to do sometime, and I'm curious which one people think is the most interesting.

(None of these names are final... at all... they're just so the Straw Poll has a name to things that isn't Game 1, Game 2, and Game 3 X3')

Dungeons and Fagons
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You play as a party of adventurers sent on a quest to prevent an eldritch horror from being awakened by an evil wizard. You explore the world by travelling to various nodes similar to FTL, or Knights of Pen and Paper. On your travels you can encounter skill testing challenges, unique quests, or monsters. At night your party makes camp and you can interact with them, and they will in turn interact with each other. Two party members with different ideals may clash, and one could leave or worse. Characters with similar ideals may become close friends.

The world is yours to explore, you may discover strange cities, quests, unique NPCs and dungeons on your adventure. The game is largely about exploring the world, with the main storyline as a guide to give you a set overall goal as you progress. Similar to how Skyrim functions. The game has a simple control scheme, and could work as a mobile game.


Lonk 2: Dark Shovel Soul Knight Adventures
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You play as an adventurer in a broken and decayed world. All of it's inhabitants have been turned to stone by a group of demons, each with it's own lair. You explore the overworld in search of dungeons containing the greater demons, and collect their souls in order to free the world from it's state of petrification.

The game plays similarly to Zelda II, you have a top down overworld map that you travel on, with random monsters that can be avoided or engaged as you see fit. Encounters, dungeons and other interactable areas are sidescrolling platformers, with proto-smash bros. style combat.


Love God Only Not Really
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You play as a trainee cupid, or a failing cupid. You have one month to get a couple to fall in love. You can't directly influence the individual characters choices, but you can indirectly influence them. For instance you can't make a character go to an amusement park, but you could leave them a pair of tickets in their mailbox. Your choices will have various impact on yourself and the characters.

This game has several variants, one in which it's purely a visual novel/dating sim. You get input and make choices sporadically, and each day you can choose who you follow for that day.

The other variant involves adding some point and click adventure game mechanics into the mix. Though most of the story elements would remain as visual novel scenes, your influence in the world is done through adventure game mechanics. You encounter various puzzles, collect and use items on various things to attain different results. Due to the nature of the game, items could have multiple uses, for instance the amusement park tickets could be given to any character(s), or they could just be left unused.

Another variant involves using the visual novel aesthetic for the story, but each night you're able to enter into the dream world of the various characters. In this dream world you can complete puzzles in various ways to influence their actions and how they feel about the other characters.

VOTE HERE
http://strawpoll.me/4314166

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Sexy Mad Science: Beta 0.1.0

Thu May 7 23:56:18 2015

Download: https://www.patreon.com/file?s=150145&h=2429058&i=120297
Mirror: https://mega.co.nz/#!BZ1QTK4Z!pv59LxJ4CtRsn9SaiEDthO0qGSqxUVShdKBP-emBAw0

It's finally happened. The first beta release of SMS, 'bout damn time too. The beta introduces a system to gain 'science' which unlocks new tools periodically as you play. There's also a short tutorial to introduce some of the mechanics, and unlock a basic array of tools.

"S" and "L" keys can be used to save and load the game. This system is very basic so it may cause issues.

With this release, I'll be taking a short break from SMS for a number of reasons. First and foremost I've been very burnt out, and thus my productivity with this project has dropped far more then I'd expected. A change of pace should help alleviate that.

Secondly, for those who aren't aware, Blade has been on his own hiatus due to health reasons. So with the main artist out of commission that drastically limits what I can add. The main thing that I have to add, is the cutscene/splash screen images when you accomplish various tasks. I can't add those properly without Blade to do the sketches. I also have a couple of tools that I'd like to add, but those are (mostly) minor additions that won't take much after the art is ready.

Finally I haven't had much feedback lately, and I feel like that means people aren't interested in what's being added, or they're just bored of the game at this point. (Which is totally fair, this isn't a game that I expect people to play for years or anything) So currently I feel like a change of pace might help refresh interest for everyone, and it will hopefully open up some new opportunities for me.

Again this is just a break. I'm not calling SMS done when it's not. I came into this with some clear goals, and I intend to complete them. Once Blade is back in working order and we can get a stream set up I'll get back to adding in cutscenes and the final tools that I'm missing. That being said, over this break, I will still do updates for bugs, and occasional tweaks if I see fit. These updates will likely all be public, and I won't be trying to release 2 or 3 patron builds a month.

So onto the important Patreon changes. This Patreon will remain open, so if you don't want to support me during this break please cancel your subscriptions before the end of the month. Don't feel the need to support this project or me while I'm doing other things. I'll be making a post on IB, FA, and here when SMS production continues. The financial support while I work on this has been amazing, and truly appreciated, so please don't feel obligated to donate to a project you aren't interested in.

Because I'm leaving this Patreon open I have some plans for new game projects that I'd like to try to do. I have 4 ideas that I'd really like to do at some point. Rather then arbitrarily choose one, I'll open a StrawPoll publicly and let you guys decide what you'd all be most interested in. Then for the next month or two I'll be doing extensive planning, until I have a complete and solid idea of how I want the entire game to run start to finish. That will hopefully help streamline production. That also means I'll be posting a lot of concept art, and things like that. Test builds will most likely be non-existent, but you never know, I may throw up some tests once in a while depending on the nature of the game.

This new project won't take priority over completing SMS. Once I have the means to start adding serious content to SMS again I'll be doing so, alongside this new project.

I realize this is a huge change, and there are likely a lot of issues with it. If anyone has questions, or concerns please let me know either here in the comments, or you can note me privately.

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Tutorials And Story Prototyping Things

Wed Apr 15 07:56:09 2015

Just a small update to let you guys know what I've been working on.

Currently I'm getting some prototype tutorials added in, along with some minor story elements. Even though I can't do the cutscene/splash screen stuff yet, I can do a few of the visual novel scenes.

At this point I have basic tutorials for all the hand tools. That will likely be where the 'tutorial' ends. As you complete each tutorial a new hand tool is unlocked. After they've all been accessed you'll get free reign to test to your hearts content. From that point on as you test and earn science credits you'll get the chance to 'purchase' a tool. Purchasing will likely be set up to be semi random. You'll get a choice between two semi random tools or equipments. Some tools and equipment will stay locked until others have been bought. (Ex. Hypno goggles won't be available until the watch has been unlocked and Jesse has been hypnotized once.)

I know I'm always behind on my updates, but I'm finally feeling some real motivation again so I'm planning to have a patron release Saturday at the latest to let people test out the new tutorial. Most tools will be locked in the build, (probably) but it should at least give a feel for the opening of the game.

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Kinda Looks Like Daredevil...

Fri Mar 20 03:11:58 2015

Working on some more custom colors. It'll need some extra work because it causes a short, but noticeable lag spike when equipping it. Otherwise it seems to be working okay.

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Little News Update

Thu Mar 12 00:29:19 2015

Just wanted to post a tiny update post to let you guys know what I've been up to the past couple of days. First, just a little thing, I have fixed that bug with Jesse's energy reaching 0, that caused his face to glitch out. So that will be working in the next build.

The big news is that I've started reworking the current SFX system for Jesse, and I've started to cut up and implement the new sound clips. This is gonna probably take me most of the month to implement, but it'll hopefully be worth it, because I've got over 100 new sound effects to implement for Jesse. (For some reference the last build Jesse had 7 sound effects.) This will mean sounds for a bunch of Jesse's different reactions and moods will need to be added. I'll also need to add facial overrides for all of these new sound clips. So it'll be a big update visually and audibly.

Sexy Mad Science: Alpha 0.5.0

Wed Mar 4 17:54:28 2015

Download: https://www.patreon.com/file?s=150145&h=1815638&i=82401
Mirror: https://mega.co.nz/#!hUUxHZqD!4FDUJId7L-uNZpstiGKvDQ-g9iFF3vSnl0CYQ9H6Sew

Patch Changes:
-Added an examination tool
-Added 2 new finger states
-Added 2 new portal tools
-Added 1 more new tool
-Added heavy ring equipment
-Added a hood
-Added a gasmask
-Added automation
-Updated several icons
-Several changes to UI
-Added particle effects to show off how Jesse is being affected
-New animations and expressions
-Several other minor tweaks and changes

Fixes
-Fixed a bug with the custom belt colors

Thanks so much for all of the support. I hope everyone has fun with this update. I'm sorry it took so long to get out this public build. I'll be doing my best keep the time between public releases shorter in the future.

If there are any bugs or issues, please let me know and I'll do my best to fix them asap. =)

Thanks again, and have fun <3

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Stream Sometime Next Month

Wed Feb 25 14:49:43 2015

Between me being sick and Blade's wrists being sore, we've decided we'll be doing the joint stream sometime next month. We've still got to arrange dates, but I'm hoping for sometime next week. Once I know the exact date I'll make another post, along with the times.

Sick as shit

Wed Feb 18 17:52:20 2015

So as the title says I'm currently sick as shit. Once I get better (hopefully in a couple of days) I'll be doing the final touches on the current patron build which I'll put out, then about half a week after that I'd like to do a public release (as long as no one comes across a horrible game breaking bug) as I haven't actually done a public release in 2 months. Which is significantly farther apart then I'd originally wanted public releases to be.

But yeah, just a tiny little status update on me, progress and plans. X3'

SFX In The Works

Sat Feb 14 22:49:30 2015

I'm sorry I haven't posted a lot of new activity, I just haven't really had anything that I feel is worth posting, outside of new beta builds. I'm gonna be thinking about other things I can post here to keep you guys more up to date on current progress and additions. Maybe even just a text update of what I've been coding, coloring, etc. each week.

In some more interesting news I've been in touch our wonderful voice actor and just gave him a list of all the cute little noises I'll need. So sometime in the near future we'll get to hear Jesse making all kinds of new sounds. =)

Talking to yourself like a crazy person

Sun Jan 11 22:36:37 2015

"New" thing I'm working on, is reimplementing the old right click functionality. Only now it will be it's own separate tool. You'll be able to examine your surroundings with it, and get information about Jesse's current state, like his mood. This new graphical choice should also get rid of the tedious drawing speed issue the old system had.

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Mac Update Was Never Meant To Be

Wed Jan 7 15:19:21 2015

So it looks like a Mac export is impossible for me. In order to create a Mac export you need to have a Mac attached to the same network as your PC, and do this awkward work around in order to export a Mac compatible version. Would've been nice if they mentioned that before I bought Studio and the Mac export support.

Sorry for getting peoples hopes up with the Mac version.

If in the future I get access to a Mac I'll be sure to make an export of it, but that likely won't be happening anytime soon.

New Patron Build Coming Up

Tue Jan 6 21:39:06 2015

Hey guys. Sorry for not posting more builds last month, Christmas and New Years took a lot more time then I was expecting, and I just wasn't able to get as much noticeable content implemented in time.

I was hoping to get a new build out today, including the first (hopefully) Mac compatible build, but there are a lot more changes then I was expecting to make the 8.1 file work with Studio but I should be able to get this build out tomorrow, or maybe even later tonight.

In other news, I'll be getting a stream with Blade hopefully later this month, or early next month at the latest. Then we'll be able to get started on some splash screens and cut scenes.

Thanks so much for everyone's patients with this project. I know it's been a slow burn at times, but I really wouldn't be able to do this without all your support. <3

Mac Exports

Fri Dec 26 23:14:33 2014

I hope everyone is having a wonderful holiday, and for those of us crazy enough to brave boxing day shopping or working I hope you're all safe and sound. For those who stayed in, I hope you're having a good night relaxing.

Thanks to the miracle of Boxing day, I was able to pick up GM: Studio for extremely cheap. I didn't get all the exports, but I'll now be able to do Mac exports. This is gonna be a big challenge for me since I don't have a mac to test things on. So if there are any patrons with a Mac, that would be willing to help beta test this build, please let me know in the comments. =)

I don't have much to update since the last release Christmas season has kept me pretty busy, but in a couple days I'll be getting back to the grind stone. =)

Happy Holidays everyone.

Sexy Mad Science: Alpha 0.4.0

Sun Dec 14 20:42:28 2014

Download: http://www.patreon.com/file?s=150145&h=1368697&i=51849

Patch Notes:
Added an energy meter
Minor UI tweaks
Minor cut scene tweaks
Added mood modifiers
-Hypnotized
-Conditioned
-Sleeping

Added Several Tools
- Anal Beads
- Portal
- Cam Shaft
- Watch/Snap
- Plug

Added new equipment
- Portal Ring
- Antlers
- Bondage belts
- Bell bondage
- Conditioner
- Chastity cage

Thanks so much for the continued support. This was a pretty big update tool wise, so hopefully everyone has fun. ^ ^

Please let me know if you run into any bugs, and I'll do my best to fix them. =)

I hope everyone has a fun time during the holidays. Spend time surrounded by the people you love, whether they be family or friends. Happy holidays! <3

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November Research and Development Poll

Sat Dec 6 01:20:49 2014

Sorry this is pretty late. I was flip flopping between doing a poll this month or not, since I'll be adding a bunch of Christmas content that was suggested, but I decided I should at least do something festive.

http://strawpoll.me/3131555

Merry Christmas =)

Other Stuff

Sat Nov 22 11:09:29 2014

I was in a bit of a funk for a little while, work hasn't helped that. So I decided to try working on some other stuff for a bit to see if it could spark some motivation.

I don't know if anyone would be interested in this stuff, but I figure I'll post it anyways.

After the SMS is complete I'd like to keep doing game making and design, and this is some concept art for an idea I had. This isn't something I'm gonna start really working on until SMS is finished or in the final stages. But it's fun to think about once in a while when I need a break.

A lot of the art in this mock-up is heavily referenced, and or just totally traced, because these are just mock-ups for ideas and stuffs. So disclaimer, not all mine, not trying to say it is. XD

So these are just 3 rough concepts for different art/styles of a game that I'd like to do in the future after SMS is complete.

The first version would be stylized to be like an old arcane book that you'd see in Skyrim or some other fantasy type game. It'd be much more text heavy, and play similar to something like CoC (only a little less blatantly everything is an excuse for sex)

The second option was something NES inspired, because I like retro pixel art when it's done really well, like that skeleton that I totally stole XD' It'd be the least text heavy option, and would more or less just be stat building rather then trying to be flavorful.

The third version was gonna be more SNES inspired, it'd have more detailed pixel art and have some text, but still not nearly as much as the first option. Characters would all be on little stands like their all game pieces from D&D or something like that.

In spite of how different these look, all the core mechanics would essentially be the same, it's mostly just an aesthetics things, as well as minor changes. Combat would be turn based, with some D&D elements regardless of the style.

I have a bunch of other ideas floating around for styles and such that I didn't sketch up, but if people are interested, whenever I get into a funk I might do some more. =)

If anyone is interested or curious about this idea/future project thing, let me know, or if you think I should just focus on SMS also let me know. =)

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Custom Colors

Mon Nov 17 20:40:11 2014

Just a preview of the roughed in version of the color sliders. There will only be one color, and it'll apply to all available equipment. Currently that's only the Flamedramon straps, but in the future I'll add more. =3

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How much content do people want in SMS?

Thu Nov 13 21:38:01 2014

Greetings,

Today I've got an important question for everyone. How much content do you want to see in SMS? By content I'm talking about tools and equipment primarily. How many ways do you want to be able to interact with Jesse?

I ask this, because the current way I've been developing the game head space wise, is "I'll make all the tools, then I'll balance them to be appropriate for the 'leveling up' system." The leveling up system would be the story, science points, and all the cutscenes and unlockable events. So this question is really about when do you guys want me to do that stuff, because once I start, tools and things like that will no longer be a major focus and I might not even really add anymore after that.

I've set up a poll so people can vote, but I also really want to hear peoples opinions on this. What do you want to see added still? Do you like the direction the game is going? What's missing? I'm really interested in what people have to say.

http://strawpoll.me/2985350

Also, I do have at least 6 more tools/things I'd like to add before I move onto the final stages, so don't take this as a I'm moving onto the end, or anything like that. Still got lots of stuff coming up. =)

Gear

Tue Nov 11 10:40:05 2014

I took a short break from hypno stuff to get started on the new customization options. However, I'm undecided on colors, so I figured I should leave it up to patrons. Here are six options, but feel free to suggest others =)

There is a 7th option, which is I could add a color slider, and then people can choose any colors they want. The only issue with this is it would take a bit more time to add, but it would technically be doable if people are interested in that.

My crazy week of work is almost over! Though if I'm honest the free time I had was being consumed by The Binding of Isaac: Rebirth as well as NaNoWriMo. But after work tomorrow night I'm gonna knuckle down and get Hypnosis done one way or another!

So yeah, just a little update for you guys, because I want to get better about posting regularly, even if it's not anything tangible like a test build, or image. Just updates to let people know what's going on and where things are at.

As always thanks for all the support <3

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October R&D Results...

Fri Nov 7 23:40:26 2014

So the winner this month is bondage gear XD so I'll be trying my hand at adding some new clothing and customization options. I might even try and do some Christmas style stuff since I missed Halloween.

Side note, work has been very busy this week so I haven't had a lot of time to just sit and work on the game. I've done some minor tweaks and changes, but it'll be a slow process for the next few days. At least until after the weekend. Then I'll be able to get back to work. =)

If you could talk to Jesse,,,

Thu Nov 6 06:52:15 2014

So say hypothetically if I was to add talking to Jesse to the game. What kinds of things would you want to say? =3

October Research and Development Poll

Sun Nov 2 09:12:15 2014

Voting Closed

Your Must Play Games

Mon Oct 27 20:55:55 2014

The following is a non SMS related post for the sake of curiosity and general entertainment:

I'm curious what people's top 10 must play games are. I'm generally talking video games, but if you wanna throw in board games or cards games feel free to. =)

Mine currently (in no particular order)

1. Home (a.k.a. Home Horror by Benjamin Rivers)
2. The Vanishing of Ethan Carter
3. Journey
4. The Witcher 2
5. Heathstone
6. Legend of Zelda (Ocarina of Time, and Twilight Princess specifically)
7. Portal 1 and 2
8. Dark Souls
9. Skyrim
10. Alan Wake

Honorable mentions:
Fez
The Last Door
Nidhogg
Brothers, a Tale of Two Sons (I never played it personally but I watched a couple LPs of it and it makes me cry everytime so I can't imagine how hard it is to play XD)
Super Smash Brothers
Mario Kart

So yeah, I'm curious what other people think. Comment, Discuss, etc. =)

Dr. R. Collins

Tue Oct 21 22:09:05 2014

As promised, here are some of Roni's outfits that may or may not appear depending on how you play. He may also have another 'outfit' if you play really well, but who can say for sure. I'm still debating about what will cause the outfit changes, but it'll likely be either progressing through the tutorial, or by gain achievements.

If anyone has any suggestions for Roni interactions lemme know =)

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Zonked

Tue Oct 21 10:35:50 2014

I've been bad about posting screenshots, so here's something that I'm gonna be working on in the future that might be of interest to some people =3 In the next couple days I'll also be posting some Roni pics to show off some of his other outfits and things.

Ugh, crap. This was supposed to be animated but Patreon converted it to a .jpg >.< Sorry

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Sexy Mad Science: Alpha 0.3.0 B

Sun Oct 12 23:27:33 2014

Download: http://www.patreon.com/file?s=150145&h=1075837&i=34130
PATCH B:
Fixed two game breaking bugs with the pinch and sound.
Sorry about that >.<

Patch Notes:

-New Emotion System
-Updated Tools System
-Added Several New Expressions
-Updated Background Graphics
-New UI Graphics
-New Roni Graphics
-Added an Equipment System
-Added New Tools
-Added UI Sound Effects
-Corrected Several Bugs
-New Cumming Animations
-Added Several New Jesse Animations
-Added Eye Tracking
-Changed The Arousal System
-A bunch of other minor tweaks

Sorry for the long wait between public releases. I meant to have this update out a couple weeks ago already, but things kept needing tweaking and updating. Hopefully this update was worth the wait. =)

Thanks for all the support and have fun! <3 Please let me know of any bugs and/or issues you find with the game and I'll do my best to fix them in future patches.

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And the winner is...

Wed Oct 8 18:20:22 2014

Beads. So that'll be the next addition. I'm working out some possible 'physics' for them. Though I'm not sure if I'll use it or not, either way I'll likely post the test file to show it off for anyone that's interested. =)

Spoiler Sunday

Sun Oct 5 18:50:14 2014

Next update will have 8 new mouths, 3 new eyebrows and 2 new eyes in order to flesh out the remaining expressions. With any luck I'll be able to have this next update available by the end of the week. =3

September Research and Development Poll

Wed Oct 1 22:03:06 2014

Voting Closed

I'm A Terrible Programmer

Mon Sep 29 02:46:36 2014

As I was going through some of my code to sort out the effects of mood modifiers, I noticed that Jesse's pleasure, (which is one of the main 6 variables that tools effect) doesn't do a fucking thing anymore. In early builds I had things set up so that the higher Jesse's pleasure, the more his happiness would increase over time. I at some point swapped that out for having just a hard coded value on each tool, (ex. if you rub his tummy his happiness increases by 5) Now it's just sorta there, and it's calculated, but doesn't do shit all.

The way that the current mood system is set up is very on the fly, and just what I felt sounded right at the time I was coding. (Which sidenote, isn't a good practice) To fix that, I'm planning a new "simpler" emotion system. This will let me simplify a bunch of variables and calculations (hopefully).

The current system uses a combinations of 5 variables just to calculate emotions, and facial expressions. Plus all the other variables to calculate pain, tickle, arousal etc.

The theory for the new system is based on this emotional hexagon. You have 3 basic variables each ranging from -3 to +3, Mad/Content, Sad/Joy, and Fear/Confidence. Negative values being the negative emotion, and positive being the positive emotion. Based on those it will calculate what emotion Jesse is experiencing. (ex. if he's scared, and happy, he'll be shy or embarrassed) I may also add additional in between emotions as needed.

I have things more or less planned for how to calculate the current emotion, as far as what happens during corner cases, and things like that. It's just a matter of implementing it and sorting out the actual math. (Which if I've done my work properly shouldn't take too long)

So yeah, that's what I'll be sorting out over the next couple days. X3 If anyone has suggestions for other emotions and things you'd like to see let me know =)

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Moody, Moody Jesse

Thu Sep 25 09:08:57 2014

I've been watching some Sims 4 play throughs lately, and it's given me some ideas for how to make Jesse more, believable. I'm still not 100% sure how all of this will be implemented, but I'll be adding 'moods' on top of the emotion stats that already exist. The 'moods' will basically be emotional status effects, that will be toggled based on certain actions and/or occurrences.

They won't affect Jesse's facial expressions (mostly) but they'll add modifiers to the current stats. For instances, if Jesse's mood is "Angry" his happiness won't go above a certain amount until he's been calmed down or cheered up. Moods will have a direct effect on Jesse's receptiveness to different stimuli as well.

Moods will be harder to affect then Jesse's current expression stats. The current plan is for them to be triggered by keeping Jesse's expression stats at certain points for extended periods of time, or by meeting some other specific requirement.

I currently have 20 different moods planned. Most of which are variations in one way or another, ex. happy, very happy, angry, very angry, furious, etc.

The next test build I release will be showing off how the moods work. I'll get all (or at least the major) moods implemented, as well as a manual toggle, that way you guys can test out how they affect the game, and give me feedback on whether I should continue with it, or scrap it.

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Let's Look At SMS Development

Mon Sep 22 21:55:50 2014

For a while now I've been wanting to make a post about the development of SMS, to help give insight into how I want to develop the game, as well as explain where I'm trying to take the game. I'm hoping this post will help encourage suggestions, comments and some more discussion.

SMS was originally a silly little project, and was intended to be a short and quick development project as a test for future projects and games. Since then it's become a much larger undertaking then I'd expect for a variety of reasons, and as such this project has started to become much more important to me then just a silly little erotic game. My original vision was relatively simple, "Here's Jesse and some tools, have fun messing with him and earn points." but the more I've worked on the game, the less I've wanted it to be a game in the same sense. I don't want the core focus to be "Earn points, upgrade, earn more points, upgrade more, rinse repeat." I want this game to be an exploration of a character. I want to have Jesse react naturally, and organically. I want him to feel believable, and in doing that, I'd like there to be a variety of secrets and hidden reactions. I want this game to be less about upgrading, and more about testing your boundaries, and discovering secrets and Easter eggs. Which is much more fitting with the mad science theme.

In spite of my attachment to this project, I've been trying hard to develop things with the mentality of "nothing is permanent". I have a tendency to become overly attached to things that I create, which isn't a good thing when it comes to developing a game, or really anything. For instance, the original inventory system, and UI. I spent days developing the animation to have the UI draw itself and fade in, because I thought it would look cool. It was a first idea, and I immediately latched onto it, and didn't let go. After I posted the build publicly, I got comment after comment from people who didn't understand how the inventory and hotbar mechanic worked. The reason for that is it wasn't intuitive. I spent all this time trying to make a bad idea look pretty, and finally scraped it recently.

I still made the same mistake with the new inventory as I spent time prettying up the UI, without doing a mock-up first. I feel like this new design shouldn't be a problem as it addresses several of the issues the first design had, (ex. not highlighting the hot bar, and covering Jesse to prevent people from trying to use tools directly from the inventory)

It's only with the equipment menu that I've really started to understand "It doesn't have to look pretty right away, it needs to work first" which is why the equipment screen currently looks completely bare. It was the quickest thing I could throw up to see if it was a useable system. If it wasn't easily understood how it worked just from the very basic buttons and layout, prettying it up wouldn't fix that.

My "make it pretty" mentality has been a huge stepping stone all through this development. I have hundreds of lines of code that are just there to make things fade in and out, and it's so subtle most people probably don't even notice or care. Yet I've poured hours into these little details that just make the code and working a mess.

I've been working on this so closely for months now, and I've lately, more so then before, been overlooking the fact that not everyone who plays this will have been playing since it first was posted. Blade had pointed out that the new inventory system doesn't have item labels anymore, which I hadn't even considered until he pointed out that the hand tools in particular are all just random hands. They don't really explain what they do until you try them, and even then it might not be immediately obvious.

From now on, I'll be trying to develop things more organically, and at a simpler pace. I'll release more incomplete content, in order to gather peoples opinions and suggestions. Rather then spend hours or days on something that might not even work as intended.

I know several people have been interested in the 'behind the scenes' stuff, so I hope this counts somewhat. I'm sorry if this was boring or pretentious in anyways, believe me, I know this isn't like the development of some high class artsy game like Journey or Brothers or anything like that. However this project means a lot to me, so I'm trying to approach it at least somewhat professionally because it's just good practice, and I'd really like to be able to continue to develop games in the future.

Also to the people that aren't in the beta release, spoiler alert, I'm adding an equipment system X3' it's still REALLY ugly which is why I didn't post any screenshots of it, yet, but I'll be sure to post at least one more art related thing in the next few days/week.

Also as another side note, I'm trying to organize a stream with Blade. It won't be till early-mid October unfortunately, but it will mean a bunch of new art, and /hopefully/ getting Roni all prettied up and ready for some fancy cutscenes. =3

UI Tweaks

Wed Sep 10 08:12:40 2014

While I work on the equipment system I'm reworking some other UI issues so that everything is uniform. One of the biggest complaints that a lot of people had was they didn't realize they had to drag items to their hotbar. So to correct this, I'll have the inventory pop up in the middle of the screen, which will obscure Jesse (hopefully) enough to have people interact only within the inventory before continuing their experiments. This inventory also has a much higher capacity and is a lot cleaner, because I'm not trying to make fancy hardly noticeable drawing animations with it. Instead it'll just pop up doing a very quick grow and shrink on entering and exiting, so that it doesn't interrupt game play for nearly as long.

Also with the higher capacity (which I doubt I'll ever fill) you won't have to scroll as much (or likely at all).

The general aesthetic is also going to be more uniform with the background work that Blade did, so hopefully the whole thing will feel more complete and like one project instead of a collage of random sci-fi things.

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August R&D Poll Closed

Sun Sep 7 16:07:54 2014

The August R&D poll has come to a close, and not surprisingly the Inhibitor has won (though by a smaller margin then I expected XD)

Since I'll be adding so many equipment style tools I'll be reworking and implementing a proper equipment system. So the next big update will have a nice fancy equipment menu ready... hopefully X3'

August Research and Development Poll

Mon Sep 1 21:02:03 2014

Voting Closed

Stream Poll

Wed Aug 27 01:36:40 2014

Voting Closed

Casual Thursday Catch Up Stream

Wed Aug 27 01:30:34 2014

In honor of being back in my office, I'll be doing a stream Thursday so I can catch up and do some real work on SMS. I don't have a specific time I'll be starting it'll just be at some point Thursday. If/when I decide on a time I'll make another post about it, otherwise just check back here Thursday if you have the change.

I'm in CST, so it'll likely be starting sometime between noon and 3. If it doesn't then I'll be streaming later around 10:00pm (cause I'm a night owl)

100 Patrons

Sat Aug 23 23:11:13 2014

So I just hit 100 Patrons today =D

I just wanted to thank you guys so much for the support, it truly means the world to me. When I started this project I thought I'd maybe get 10 or 12 patrons, and some minor interest. I'm so thrilled that I can actually call this project a job, and honestly considering doing future game development projects.

Thanks so much everyone, this is a huge milestone for me and I can't wait to get back to a proper work schedule. I hope that can create a game that everyone is happy with, and will enjoy.

I know updates have been sparse recently, but that will be changing in the next two days. I have 1 more wall of baseboard to do (which will be done tonight) then just rebuilding my furniture and doing a bit of paint touch ups. It'll be a huge but welcome change to be finally done with this 4 month long reno.

Animations

Tue Aug 19 11:02:31 2014

That's not how limbs work Jesse.

Having some weird issues with updating some animations, but experiments tend to yield unexpected results. This project is so meta.

(This is part of the reason for the recent update delay, mainly I don't want to post an update where the only thing successfully changes was an updated breathing animation. As well as causing tickling to break Jesse's neck.)

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Boring Math Post

Tue Aug 12 14:34:05 2014

So here's a possibly confusing screenshot of something I'm working on.

Currently the animation system for SMS works on timers. So when Jesse is laughing, a laughing timer ticks up and down to various points giving, and the different limbs rotate and animated based on some percentage of that timer.

I'm however, not the best at math, and have always found it to be kind of a pain, so the timer I was using was simply increasing by 1 each step. (A step is basically a frame in Game Maker, and one cycle of code) So a 1 second animation would count from 0-29, simply adding 1 each time. Which would be the red line in the image.

So I did a bit of research and with the help of a couple of very long in depth articles and a couple hours of experimenting I found an algorithm that would work better then simply adding 1 each time. This new algorithm gave the black wave.

As you can see the black line starts to move slowly then drops very quickly the slows down again. So by adding this algorithm to the current animation system all the awkward choppiness of the current animations will smooth out significantly.

Honestly I don't fully understand how the math works behind it XD but it works, so I'm not questioning it.

I won't be updating all the animations immediately I'll just update them slowly as I feel like it basically. Though as I do that, I'm going to start to implement variable frame rates. So players can set how smooth they want the game to be visually. This will have a huge impact on the current code, but shouldn't be overly complicated to implement. This isn't a priority however so it'll still be a while before you guys can play around with it. (most likely)

Big boring nerd post. I dunno if anyone is interested in me posting more stuff like this or not but if you are let me know XD

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R&D Results

Sun Aug 10 14:48:29 2014

Last update tonight I promise XD

So the Milker won by a large margin. So that tool will be next on the priority list. I still have a lot of work to do on code clean up duty, as well as finishing the eye tracking. So as soon as I'm comfortable with adding tools again, the Milker will be next. X3'

Eye Tracking

Sun Aug 10 12:15:21 2014

I've been doing all the things, so I figured why not start one more. I tried my hand at adding some eye tracking. I really like it... unfortunately... it causes the game to crash after a few minutes XD' so I'm gonna have to rework some of the graphics (again) to get around the crash issue.

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Pledge Changes

Sun Aug 10 11:28:33 2014

As I mentioned a while ago, I've been considering switching to a per month model as opposed to a per update, and the change has now happened. I was putting it off until all of last months payments went through to avoid any possible confusion.

This change won't effect content, or updates, things will continue as regularly as possible, the only change will be that rather then me selecting points in development to charge for, things will be done once at the end of each month. This will save me a lot of work as I found myself struggling to find good update points.

This also will give patrons more certainty with the length of their rewards. It will guarantee a full month of updates, streams, screenshots, etc. As opposed to the more sporadic model which could've ranged anywhere from 3 weeks to 6 or more.

This change will give me the chance to add some milestone goals as well. As they get reached I'll be able to guarantee a more consistent update schedule. These goals will be added within the next few weeks. =)

If you have any concerns or questions please feel free to ask. Thanks so much for all the support. It's truly appreciated! ^ ^

Stream Reschedule

Fri Aug 8 21:57:46 2014

DX Slept through my alarm completely. I'll do a make up stream tomorrow, Saturday August 9th starting between noon and 1:00pm again. I'm really sorry for missing the stream today. I hope anyone who was planning to come to this one can make it tomorrow.

The Lab: WIP

Fri Aug 8 08:39:11 2014

WIP from today's stream. I should really be in bed because I have to stream again in a few hours, but I'll manage XD

Don't mind the watermark, once all the background assets are done, I'll be releasing a tile sheet of all the individual elements.

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Stream Thursday and Friday

Tue Aug 5 17:26:58 2014

Still not gonna be in my room for a bit longer then I'd hoped (no surprise), so I'm gonna do a couple of streams anyways, and just make due with the limited privacy. I'm not entirely sure how long streams will be, likely 3-5 hours at least. If I can go longer I will. =)

Thursday, August 7th, starting sometime between noon and 1pm CST.
Friday, August 8th, starting sometime between noon and 1pm CST.

Hope people can make one of these. I know weekdays can be busy for people so I'll try to do a weekend stream in the future. =)

Minor Update

Sun Aug 3 09:14:27 2014

Got rushed to the emergency room (again) today for some pain I've been having lately (by lately I mean almost a year) I think they may have figured out the problem, so I'm on some medication, and I'm getting an ultrasound in the next couple of days.

None of this should effect progress on the game, but it may leave me slightly loopy at times. If the side effects hit me hard, then there may be a very slight delay, but I'm hoping that it won't be too major. If things get really bad as far as side effects go I'll make sure to make another post, but at the moment I think I'll be able to work through the majority if any appear.

Side note, progress on the rewrite has been going steady. It's a huge undertaking, but I've got things essentially set up, it's just a matter of reimplementing the existing tools, which shouldn't be too problematic, in theory, but coding is rarely that straightforward so I'm sure I'll find at least a few bugs to fix before the update.

But yeah, sorry if this update is disjointed and weird at all, it's super late and I'm still feeling the effects of a few of the antibiotics and just general release of stress. If I think about it tomorrow I'll post a follow up.

July R&D Poll

Fri Aug 1 19:06:00 2014

http://strawpoll.me/2242604

July's R&D Poll is now up. =)

(Side note: The cum booster from last month WILL get added which is why it's not on the list. I just don't have the system in place yet to implement it, so it'll be a few updates still.)

Not many updates for this week

Fri Aug 1 09:23:23 2014

Probably won't be much in the way of updates this week. I'm currently rewriting over a thousand lines of code (literally) so that it'll be easier for me to organize new tools and updates (hopefully). Once that's done regular updates should be back on schedule.

In other news I'll be posting this months poll sometime tomorrow. I didn't get many suggestions this month so I'll be reusing a few of the old suggestions and possibly throwing in a few of my own. So keep yours eyes out for that. The poll will be up for a week like last time. =)

Other then that, my office has been painted and is getting slowly closer to being usable again. If it's not ready in the next week I'll be doing a stream regardless, where I'll be likely continuing to work through this code, as well as doing some art.

Thanks for all the support <3

Roni Labs

Mon Jul 28 01:07:20 2014

So if you didn't read my last post, I'm planning to do several days of streaming once I get back in my office (which will, god willing, be the next 10 days tops) So when I'm streaming, this is what I'll primarily be working on.

Mr. Wolfblade was super awesome and did some crazy background sketches for me the other day, and I'll be working on coloring them. While he was working on this we came up with a bunch of cool plans for future updates, so keep an eye out for that. =)

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Per Month vs Per Update

Mon Jul 28 00:59:47 2014

I've been considering a bunch of different things lately, as far as how Patreon works, and how successful it's been. So I'm considering switching from a per update model, to a per month for a bunch of reasons. I'm not going to do it if there are a bunch of people that have a problem with that, so I want peoples opinions and some discussion on the idea.

As it stands I've only been posting one paid update a month anyways, and the pace I'm going I feel like that will likely continue to be fairly typical. I also have a hard time personally determining what is a good amount of work, especially since a lot of the work can't be seen on the surface. So just having a per month model would relieve the stress of determining when a paid update is valid or not.

Another reason is at least early on, I'd gotten several people concerned about how many updates would be posted, so this would relief that stress and also create some amount of certainty as far as updates go.

Patreon does payments at the end of each month regardless of whether you're a per update or per month model so it just is convenient that way.

Also by doing a per month model I can set a more stable schedule. So I could say do a test build every second Saturday. I can set a certain day every two weeks that I'll stream. (Side note I know I've been TERRIBLE with streaming, but I just finished priming my office so I >should< be back in their very soon, after which I'll be doing several days in a row of streaming to try and compensate for the past two months)

Again this isn't something I'm definitely doing, it's just something I'm considering for these reasons. If people have a huge problem with the change then I won't, but I'm curious about what everyone thinks. So please comment if you have any concerns, or support the idea, etc.

Side note I won't change it this month, it'll be starting in August if I do. So the update you guys paid for this month, won't get double charged.

Sexy Mad Science: Alpha 0.2.3

Sat Jul 26 02:15:44 2014

DOWNLOAD: http://www.patreon.com/file?s=150145&h=739933&i=18232

Patch Notes:
- Updated a ton of graphics and UI
- Added a proper inventory menu
- Added a Roni button
- Fixed a bug that caused the game to close immediately after opening
- Added more right click functionality
- Implemented two new tools
- Added a gag
- Removed the secret (temporarily until it can be further developed)
- Lots of code has been reworked to be more flexible.

Bugs
- Jesse can cum while flaccid causing an incorrect animation.

So this patch was mostly just background stuff. Lots of me working out a few systems that haven't been finished, a markings system that will add some customization to Jesse later on. Did a bit of reworking to prevent a few issues that were happening in regards to a few of the new tools.

A lot of the art updates are still WIP, in particular the shading on Jesse as it doesn't line up properly during a few animations. Some of the new cursors may be scaled down later depending on how people find them.

Have fun =3

Please let me know of any bugs and/or issues you find with the game and I'll do my best to fix them in future patches.

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Untitled

Fri Jul 25 05:28:05 2014

Did some work with Blade yesterday, and he did a bunch of awesome sketches for UI, tools, and the background. So expect some updates over the next few days. =3 I've also got a few in game tweaks. A couple are still not ready for full release but I might post a demo of them in the next few weeks. =)

Sexy Mad Science: Alpha 0.21

Sat Jul 12 01:19:10 2014

http://www.patreon.com/file?s=150145&h=690465&i=16129

Patch Notes:
- Unlocked the secret
- Started implementing two new tools
- Improved the inventory system
- Fixed the opening age check

Just a few little things added and tweaked. Let me know what you guys think of the new tools. =) I still have a lot of clean up to do with them, but they should at least give a rough idea of how they'll work in the future.

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Features Poll

Thu Jul 10 08:07:34 2014

Voting Closed

The last poll was super cool to watch and see how people felt, and since it worked so well I thought I'd do it again for just general development. I'm curious what people want to see worked on. =)

Sexy Mad Science: Alpha 0.20

Sat Jul 5 06:30:04 2014

http://www.patreon.com/file?s=150145&h=662408&i=15201

So firstly I'd like to apologize for the lack of updates, and test builds. I'd been hoping to get them out every week or so, but with some (temporary) office space changes, it's left working on this a little difficult. Plus my recent project with it has been a major undertaking. As a result I've been kinda putting it off for a while, because it's just not complete and not something I wanted to show off, but I'm supposed to be rewarding you guys with the in progress builds and such.

PATCH NOTES a.k.a the short version:
Added an inventory system
Updated the inventory and status bar graphics
Added and inventory button
Separated the leg cuffs, and calves hit boxes
Removed the opening age check (temporarily due to a bug that was preventing the game from running for some people)
Added more right click functionality
Added a gag (incomplete)

THE LONG VERSION a.k.a. some things to note

Keep in mind that this is VERY early, so a lot of the tools are missing graphics, and there maybe issues with things.

This update is almost entirely cosmetic, and is the beginnings of actually making this a game with a final goal of "unlock all the things".

This update uses surfaces, and surfaces can use a lot of graphic memory (this shouldn't be an issue unless I've missed a line of code somewhere), and some graphics cards don't support them. Neither of these should cause any serious issues. Some of you just might not see the fancy fade ins and outs of the GUI that I spent most of the time doing. (Which sucks balls).

If you can't see them, please let me know, so I can put some work into adding an alternative fade for unsupported graphics cards.

However, if you do experience any crashes, please let me know because it may be related to this, and I'll have to fix it XD

SPOILERS:

>
>
>
>
>
>
>

To equip the gag, right click on Jesse's face and you'll get an nice little message that lets you equip it. This has also been coded so that it can be expanded, so if I add, say a Blindfold, or something that can also be accessed.

This is also something that's work in progress, since it doesn't change the cursor (yet) so if you have the rub tool it's a little hard to click the check box.

So yeah, that's been the big update(s)

The next thing I'll be doing is fixing the opening age prompt issue. Then maybe doing a little work on the secret tool from the last update.

As a side note, for anyone that doesn't know, Blade is away at the moment, but once he's back, and has his streams set up for his patrons, we'll be getting together and he'll be doing some more arts. So hopefully by the end of the month there will be a big art update. Or at least some nicer inventory graphics for tools XD

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June Research and Development Poll

Mon Jun 30 22:20:26 2014

The June Research and Development poll is now up. All of you can vote for your favorite tool selection here: http://strawpoll.me/2021751

The poll will end at 24:00 July 6th.

Upcoming Stream

Mon Jun 30 18:22:00 2014

Sorry for the lack of visual updates recently. I'm working on getting this inventory and shop system worked out and it's ran into a couple of snags along the way. It's getting there but slowly, but I'll /hopefully/ have an update for it out soon.

I'm also going to be posting the Research and Development poll in the next couple of hours, so keep your eyes open for that =)

Also for people looking for streams. I'm going to 'try' and do a stream this Thursday, July 3rd, around 1:30pm CST. My streaming set-up isn't in complete order yet, but I should at least be able to do some work. I'll most likely be working on some background art for the laboratory, and possibly some coding =)

Inventory and Status Bar Mock-ups Part 2

Thu Jun 26 21:18:37 2014

So while I was away I've been working on cleaning up the inventory system, and thanks to everyone's suggestions on my last mock-up post I've come up with this design.

The first image is just a mock-up of what I plan for the UI to look like as a whole, and the second image is an in game 'final' version.

The inventory will consist of a five slot hot bar that will hold any mouse controlled tools and items that the player wants to use.

The bottom left will hold three slots for keyboard tools. (This is still up for debate and may change.) The intention is that you can place consumables and toggleable items here. Things like electrostim, 'health' potions, clothing, etc. This may or may not change depending on the direction these types of tools go.

This inventory system may take some time to create, so please keep in mind that the next patron build may not have a ton of new content, though there will be at least one new feature for you guys to play with. =)

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Untitled

Thu Jun 26 16:12:17 2014

Back up and running I think. It's just a temporary set-up until I get back into my office area, but I can work and post updates again. Thankfully. Sorry for the wait, but I should be back to work now =)

Untitled

Tue Jun 24 23:52:22 2014

Hey you guys. I just wanted to update people on my situation. I'm currently without internet, primarily, I'm boring a laptop for the time being to post this, but don't have the chance to reply to everyone right now. I have a possible solution that will get my net fixed, but it may still be a few days before I can do proper updates.

I'm really sorry for this, but I hope everyone understands. Even without the net I will still be doing work on the game, I just can't post any screenshots/builds/etc.

To all the people who messaged me, thank you so much. A bunch of people made some awesome suggestions, and I promise I'll reply as soon as I can. I'm very sorry for this complication.

Also I just wanted to say a huge thank you for all the support I've been receiving. 72 Patrons is a HUGE milestone for me, and I really can't describe how amazing it is to see that. Thanks for putting so much faith in me and this project, I'll do my best to keep you guys posted on my net situation, but it may be another few days.

I'll make sure to do a more in depth post when I get back up and running.

On a side note I've got some new designs and layout options in the works that I'll be posting (hopefully) as soon as I'm back.

Sorry again, and thanks again for all the support <3

Sexy Mad Science: Alpha 0.12

Sat Jun 21 20:08:48 2014

Download: http://www.patreon.com/file?s=150145&h=599442&i=13166

Here is the first public release. =) I can't express how happy, and grateful I am for all the support I've gotten even before the public release. I know this game has a long way to go, but with as much support as I've been getting I'm sure this game has a long future.

While supporting me here on Patreon is a huge help, I do also want to extend a huge thank you to everyone who's just left a nice comment, or a favorite, or watched my accounts for updates. Any form of support is always greatly appreciated, and is really encouraging me to continue to pursue not only this game but other game projects in the future.


Sexy Mad Science is the story of a lowly intern (you), attempting to become a Sexy Mad Scientist. Basically you mess with your new boss' older brother and earn points.

The game is currently only available for Windows users, and is still in Alpha. Please be aware that bugs and issues may be present, and can be caused by a variety of different things. If you discover any bugs or issues please send them to codedraite@hotmail.com or leave a comment below, and I will do my best to help resolve the issue in whatever way I can.


PATCH NOTES:
~Fixed the issue with mouse positions not being read correctly on lower resolution monitors.
~Tweaked some expressions and reactions
~Added a new eyes sprite
~Corrected an error that prevented a sprite update during certain animations
~Added a new sound
~Added another tool
~Added some more information
~Added background framework for a future update
~Reworked the expressions system to be more flexible when implementing new sprites
~Added a secret. This secret is in very early stages of development and is unbalanced. Bugs/Issues/etc. are likely present with this secret.

~Added the opening cutscene back in

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Untitled

Thu Jun 19 09:44:07 2014

Just a few small updates today. First I wanted to say a huge thank you to everyone for the overwhelming support I've gotten so far. This has been an amazing week and I'm so grateful to everyone for your support.

Over the next few days I'm going to be reworking the drawing system, and how sprites layer in order to give me more flexibility in the future. This might also give me the opportunity to have entities layer properly instead of all being on top like a paper doll.

I've also been working on laying out some UI mock-ups. They still have a long way to go, especially the inventory. I still need to figure out how to handle future consumable items, and accessory items.

Side note, for anyone that likes feet look forward to one of the new tools X3

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Sexy Mad Science: Alpha 0.1B

Wed Jun 18 01:11:13 2014

DOWNLOAD: http://www.patreon.com/file?s=150145&h=588648&i=12641

Sexy Mad Science is the story of a lowly intern (you), attempting to become a Sexy Mad Scientist. Basically you mess with your new boss' older brother and earn points.

The game is currently only available for Windows users, and is still in Alpha. Please be aware that bugs and issues may be present, and can be caused by a variety of different things. If you discover any bugs or issues please send them to codedraite@hotmail.com or leave a comment below, and I will do my best to help resolve the issue in whatever way I can.


PATCH NOTES:
~Fixed the issue with mouse positions not being read correctly on lower resolution monitors.
~Tweaked some expressions and reactions
~Added a new eyes sprite
~Corrected an error that prevented a sprite update during certain animations
~Added some more information
~Added background framework for a future update
~Reworked the expressions system to be more flexible when implementing new sprites

This patch is primarily to fix the issue with the mouse position not being read properly when screen resolution is smaller then the game window (1440x900)

If this seems to have caused any graphical issues or otherwise please let me know. =)

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Untitled

Mon Jun 16 14:06:30 2014

This doesn't look like much as is, but I'm currently testing the possibility of adding other entities that can be attached to the subject. All those yellow marks are individually connected to different parts of Jesse and move with them.

In this screenshot I've got 70 entities, which is FAR more then the cap will ever be normally, and it still holds a steady 30 FPS. The entity cap is potentially customizable, so whenever I get around to adding settings players will be able to manipulate the cap just in case.

The plan is for entities to fade after a certain amount of time has past, as that isn't implemented yet there is still potential for this to still cause some FPS drops. However as it stands the system is working well.

This won't be completed for the next update or possibly even the update after, but it is something that will appear in the near future.

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Sexy Mad Science: Alpha 0.1

Thu Jun 12 20:26:16 2014

This is a Patron exclusive executable for Sexy Mad Science. The download is available above, in the top right corner, or through this link: http://www.patreon.com/file?s=150145&h=569914&i=11943

The game is currently only available for Windows users, and is still in Alpha. Please be aware that bugs and issues may be present, and can be caused by a variety of different things. If you discover any bugs or issues please send them to codedraite@hotmail.com, and I will do my best to help resolve the issue in whatever way I can.

Controls:
Scroll wheel - quick shift through the inventory
F - Toggle Fullscreen

All tools use the mouse to operate, and each tool operates a little differently. So test things out, that's all part of the fun. =)

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Game Roughs

Tue Jun 10 23:30:38 2014

Just some rough sketches of some game sprites, and a small preview of what things will look like after they've all been colored.

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