Changelog:
0.0.9 - 2025-10-07
KNOWN ISSUES Listed at the bottom of the Changelog.
FEATURE: Added a functionality to skip time. Yes, I know, sounds so minor. But it has to make sure that there is no story event, or any other important event to be happening before it allows you to progress time manually – otherwise things could go… uh, badly.
FEATURE: Decided to automatically spawn the Changelog when you start the game, IF the game is of different version than what’s in the Persistent Data file in the same folder. Added a small X button to close it, since it’s now being presented to the player unbidden, so there’s now two ways to close it.
FEATURE: I moved the “persistent.data” (unlocks/achievements/skipping intro) and “settings.cfg” (audio settings, etc) from the game folder into the UserData folder, which on Windows is in the AppData/Roaming “unfortunate_adventure” folder. This should make life hassle free from now on when moving from version to version.
CODE: Now the room names when hovering on the door are dynamic, depending on the state of the game and the door in question.
CODE: Moved lots of dialogue helpers/syntactic sugar functions into a new global, and started building a new way to do complex conditional statements to supplement the simplified if/elif/else logic the Dialogue already supports. This is to ease the burden of writing reactive dialogue, with the help of basically a new DSL.
CODE: Started move some of the generic (not plot relevant) events & interactions into the new DSL. It will simplify my life a lot as I won’t have the JSON middleman meddling with this new system.
CODE: Reworked the Time management System & Screen and how the time transitions. This was prone to bugs before now. Hopefully no longer. It should run more smoothly regardless because I fixed a related bug.
CODE: Separated the Spine2D Sprites into their own class, which is soon almost as feature rich as the old flat image sprite system. It’s way more efficient, naturally, because of Spine2D.
CODE: Added some minor optimizations here and there. Some groundwork for potential to change graphics settings to “high”, “mid” or “low”. But there’s so few places that I can do anything about, without redoing the whole game, that this is still a big question whether I will bother or not. But right now the “Dream” with Sonja and “Sonja’s Room” have performance modes. But you can’t set them right now, they’re just in the code. DO YOU HAVE LOW FPS? If you do, report that to me. Until someone says they need this, I will not prioritize it.
CODE: Minor feature, but from now on, the “Tech Demo is Done” screen ALSO comes up based on the Day/Time combination, and not something that I explicitly launch. This should, to a player, feel more or less equal – except the demo won’t end until you skip time, or you try to got to sleep.
PERFORMANCE: Optimized the portrait display stuff, for some fucking reason it was clearing/updating the Portraits at steady 20fps. A bit of an oversight. Now it does only when it needs to.
MUSIC: Added room playlist system. Right now, all rooms play same music all the time, except when overridden by a scene or dialogue. But in the future, the rooms will have individual playlists of music.
ART: Deleted the old flat image sprite sets of Sonja’s Casual & Warpaint, Donaciana’s Casual and Jacket sets. Leaving only Sonja’s Panty outfit, and the single naked sprite, to be converted into Spine2D. This took forever, but it’s almost all done. I can see the end now.
SCRIPTING: Lowered some of the skill checks, even though most of them are not that high. The game is designed so that your choices actually matter, so I can’t lower them too much. But I dropped the single 9 skill requirement to 8, and lowered most of the 8 checks to 7. Still enough that you have to sacrifice something to get it there.
Note: The reason I don’t want to lower them even more is because these small changes in dialogue and interactions are the most common reward for sacrificing some of the other stats. You have to get a reward for not being the Joe Average with 6 in everything. Min-maxing in this game might not give you bazillion damage, but it sure as hell will show what kind of dialogue you will see, regardless of which dialog options you pick.
SCRIPTING: Moved Bedroom, Hallway, Bathroom, Donaciana’s Room, and Living Room Interactions to the new DSL. Despite this sounding such a small task, this felt like it took forever. But it’s done now, and makes life so much easier from now on.
WRITING: Fixed typos (& grammar). All around. Sonja & Donaciana’s dialogues. Especially the small-talk stuff was prone to this (the results of ‘hurry up and ship it’ in effect).
WRITING: Sonja will now refer to you differently depending on how she feels about you. She won’t always just say “Chief” now. Well, assuming she feels strongly enough to switch.
WRITING: Donaciana’s “Small-talk Hub” is now completely revamped. I actually increased the amount of text and reduced redundant stuff so the ratio is better now. It’s 2525 words/243 lines of highly reactive/branching stuff. As with Sonja, I will keep on adding to this small-talk hub as updates roll on.
WRITING: Sonja’s “Small-talk Hub” also got a revamp and I also added to her new highly reactive content: 1612 words/153 lines of highly reactive/branching stuff. I will keep on adding to this small-talk hub as updates roll on.
BUG: There was a bug in the time-transition animation that made it hiccup. Fixed.
BUG: Time transition screen was not always at the top when it was running. Sometimes this looked pretty cool, but it was not intended behavior.
BUG: The minimal small-talk dialogue that Sonja had was checking values wrong way around. Luckily, neither option was anything too specific. But if player had less preference, they got the high preference dialogue, and vice versa. Fixed.
BUG: One choice that added love to Sonja had a typo, so it did not go through. So, that’s fixed now. Clearly, she’s much easier to please than Donaciana is.
BUG: Probably(?) not something that many players encountered. I can’t quite remember if this was even possible to encounter on the previous 0.0.8 version which introduced this bug. If right after having automatically triggered dialogue with someone, and without leaving the room, if you then enter a location where someone should be standing, the background would not load and things would go weird, unless you leave and re-enter the room. It’s fixed now.
BUG: A subtle bug that no one could see, but Sonja’s Room wasn’t actually considered a valid location, it was more akin to a menu screen or something. Not an issue for anyone playing the game, but definitely would have bit my ass later on.
BUG: Fixed some pose issues with both Donaciana and Sonja, leftover issues from switching to Spine2D. Disappearing poses should be gone now. I think. If the character disappears for a moment while changing pose please tell me so I can fix it.
BUG: Fixed another of those annoying shader issues. The shader that blends characters with the background for some fucking reason did not, by default, use screen UV coordinates as a default. Not an issue, except now. I am using Spine2D, so each piece of a character has their own UV coordinates, and in some rooms this appears as a visual glitch (e.g. lower body is darker than top). So now all shaders are default “screen UV”.
BUG: The “room shader” might have not always been applied correctly. This depended on variety of factors, but sometimes it just did not get applied, or a wrong one did. This is fixed now.
BUG: If you quit the game while muted, when you started the game again, toggling mute off did not restore music (only SFX), unless you touched the volume slider. Fixed, it restores music volume instantly now.
BUG: Fixed some logic errors, typos, and one unfinished sentence in Donaciana’s small-talk set.
BUG: If you viewed artwork on the walls, and kept skipping text via CTRL, the artwork might not close and the only way to close it, would be to click artwork again. Should be fixed now.
BUG: Sometimes the character’s portrait is shown in a place, but when you enter the location, they’re not there. Leave the room and come back, this would fix the situation. It is now fixed.
Known Issue: If you pass time and go to the kitchen, or any other specific location, during night - the graphics are of the daytime version. This is because currently the night time graphics do not exist.
Known Issue: There’s lots of locations that the Girls might be at, or are in, that you will not be able to have the small-talk dialogue with them. This is because there’s just no graphics to show for that location. When the location becomes more relevant, I will add it into the game. Don’t worry you are not missing anything critical. All plot relevant discussions are unskippable, you can’t miss them.
Known Issue: Loading times when moving between rooms might be a bit long, especially when going into Sonja’s room. I will add loading zones/loading screens or some other solution. But it’s a non-trivial architecture change, so please have patience as I implement it.
Known Issue: The lack of loading screens when loading game is kind of annoying, but they will all be hopefully settled once I get the zone/loading screen system in place.
v0.0.8 Public - 2025-09-20
FEATURE: Added “skip dialogue” by holding CTRL down due to some feedback. You could always skip dialogue via spacebar, but it was per line and not something you could keep holding. I hope nothing unexpected happens, but so far in testing it has seemed stable.
FEATURE: Character Portraits now appear in the location they are in, when you are in the ‘diorama’ view of the room.
FEATURE: Character Sprites now appear in the location they are in when you enter the exact spot they inhabit. You can interact with them outside of story events and have ‘small-talk’ with them.
FEATURE: Characters now have schedules and they move around the world according to their schedule and story events.
ART: Converted Sonja’s Casual sprite set from flat images into a Spine2D atlas. This makes game smaller, and increases performance as well. Now about half of the ingame sprites are converted into Spine2D.
WRITING: Clarified the rules/mechanics in the character creations screen, so that players know that Skills/Attributes change what dialogue you see and the messages reflect what stats mattered and where. Still very much a to-be-done page, overall.
WRITING: Did a whooole bunch of typo fixing. For some reason I had forgotten to do a spell-check/second pass of anything I wrote in the last update. Oops.
WRITING: Rewrote the intro background details so that it won’t say “skill failed”, when all it is doing is detailing the main character’s exact background. Now it will just say the skill name in green to inform you that you got this background detail because you have high enough skill.
WRITING: Removed “failed” text from the skill checks. Now the skill/attribute will just show in green or red, depending on the status. This hopefully communicates that the skill mattered for this piece of dialogue, but doesn’t outright say you ‘failed’ at something – more that you got a different experience than with a higher skill.
WRITING: Now Donaciana will refer you in subtly different ways depending on how she feels about you. This is not a huge difference, but should be noticeable if you pay attention, maybe. Maybe when there’s more time to move her opinion of you one way or another.
WRITING & SCRIPTING: 1300 Words/131 lines, the initial set of Donaciana’s small-talk. All branches are related to your relationship with her, so choices are not really that meaningful here as you can go through these dialogues as many times as you want.
WRITING & SCRIPTING: 220 Words/26 lines, barely worth mentioning, this is the minimal small-talk set for Sonja.
CODE: The mechanics of Obsession are now decided, and it is in effect right now. Of course, since no one has any Obsession so nothing happens (yet).
CODE: Modified the DialogueManager plugin so that now when you have smalltalk with Donaciana (or Sonja in future), you get a number of random options to choose from a set pool. This isn’t something the system supports natively, so I had to do some modifications.
BUG: Encounters were triggering wrong when not in Debug mode. Uhh… I don’t think anything terrible happened, but without testing I estimate that you could re-do certain scenes over and over. Which wasn’t what was supposed to happen.
BUG: Because of the added CTRL text skipping, you could easily crash the game with race conditions of various types. I did some mitigation on the many issues, here’s hoping it is enough.
v0.0.7 Public - 2025-08-19
RENDERER CHANGE:I changed from explicitly using Compatiblity to Forward+, which will still default to Compatibility for those whose systems can’t support the better renderer. This should have absolutely zero changes for anything, but… yell at me if something did break.
Note: I also now explicitly cap the max FPS at 60fps. Because it’s a fucking VN.
MAJOR CHANGE:I am in process of changing sprites into Spine2D sprites instead of just flat images. With this change the game uses less memory, is smaller and runs faster. But I have currently only changed Donaciana’s Casual outfit to work in Spine2D. It’s a lot of work to switch from flat images to assembled sprites so I am doing it in pieces.
Note: The fundamental reason to switching to using Spine2D is the plan to animate sexy scenes. But not the standard poses because that’d be ridiculous amount of work for a single developer. I’m closer to 100 sprites than not, already.
SCRIPTING: I had to go through all the Donaciana’s dialogue in her Casual outfit to fix the posing, since I changed her pose system fundamentally. There might be now new typos/errors there, but I hope not.
ART: Added a shader, and parallax clouds, to Sonja’s room’s outside view. Now it looks a bit more like being outside.
ART: Painted Sonja’s room interior scene.
LOCATION: Sonja’s Room is now open for business.
WRITING: 700 words/48 lines (no branching) of text describing the items in Sonja’s Room.
LOCATION: Sonja’s front-yard is open for visiting, as well.
LOCATION: Kitchen is now open for visiting, even without being in dialogue.
WRITING: 240 words/36 lines (no branching) of text describing the items in the Kitchen.
LOCATION: You also now go to the bathroom door before you enter the actual bathroom.
LOCATION: You also can go and see the shower closer than before.
LOCATION: You can see Donaciana’s Vanity close up.
LOCATION: You can see Donaciana’s Bookshelf close up. To which I added one interaction just for fun. I’ll populate these scenes with stuff later on.
CODE: Reworked the way the encounters will be triggered. Just like with the sprites, the two systems are side by side, right now. But, for example, the Kitchen scene is working via the new system and pretty much everywhere else is by the old system. I will be moving to this new system, but as time permits.
CODE:Made some radical changes in how you experience the “freeroam” of the world. There are more features to be done that will change how the game is experienced. It’s not absolutely different game, but in the code it is basically a rewrite of some systems.
Note: Basically, now when you click an area in the “diorama” view of the room some area/item, you might be taken into a closer view of the area. This is the same background that you would have if you were having dialogue in that location. As I finish painting those backgrounds, they become more common. Right now only ones that are visible in the game are the ones I have finished painting.
CODE: Made optimizations, processes/updates do not run in the background when not needed, so in theory the game uses less CPU. In practice, I was pretty conscious of trying to keep memory/cpu low, that I doubt you’ll notice anything.
GUI: Added a slight flicker “animation” to the main menu, that now switches between the (so far) only two pieces of art that are shown on the main menu. When there’s more art, it’ll make the main menu a slightly nicer. I think.
GUI: Reworked the Anchor page a bit. Did some technical changes, and removed the book background which was there just to have something on the screen. It’s still nothing permanent, but at least it’s dynamically changing gradient so it’s not completely blank. Also added some explanations on the page for future content under work.
GUI: Added some visual flair to the Anchor page, because it’s so plain. For example, I added, of all things a pie-chart to show you your relationship with them. I also renamed the stats (internally they’re still like, love, and hate) to make more sense. They’re now Friend, Lover, and Enemy. Should make things more obvious from the outset on what they represent, along with the pie-chart as a visual guide.
GUI: Made the character sheet/screen slightly bigger, made it so there is a teensy bit more space. It’s exactly the same as before, just bigger by single digit percentages.
GUI: Snazzed up the History panel for a bit better look with some graphics. Basically leftover UI elements I painted, and will probably re-use in some other panel, also added a subtle shader.
BUG: When you first open Anchor screen, you will not actually see the selected girl’s stats, not until you come back to the screen. This wasn’t ‘bug’, more of a ‘mistake’. I just didn’t think about it when I did the page. It’s fixed now.
BUG: There was a minor bug in Sonja’s dialogue in the kitchen. If your composure failed, there was a missing line of dialogue. Considering that the check was 7 (now 8), I assume at least half of the people failed it. Although I guess people might prefer social skills in a VN? So maybe not half.
v0.0.6.1 Public - 2025-07-25
A Minor cosmetic update to remove temp-art for the eventual public release.
2025-06
Art: Finished the background at Donaciana's room with the bookshelf.
Art: Painted the background for living room kitchen.
v0.0.6
Due to unavoidable trip, I could not work as much on this update as I wanted to, but I got things done, regardless.
2025-06
Patreon/SS: Changed how the ending screen looks like to them, also changed the music there into something a bit more energetic for everyone.
SAVEGAMES: Are now officially not compatible with previous versions. You should get a warning message when trying to load them. Let's hope this is the last time the saves are incompatible, but... yeah, game development. No promises.
Feature: You can now skip the intro, if you have played the intro through at least once on version 0.0.5+.
WRITING: Wrote an interaction with Donaciana in her room at Day 2 Morning after meeting Sonja. 77 lines/1500 words.
WRITING: Wrote an interaction with Sonja in the Kitchen at Day 2 Noon. 87 lines/1500 words.
WRITING: Wrote an interaction with Donna in her room at Day 2 Noon. 160 lines/1900 words.
SCRIPTING: Implemented the three new interactions.
WRITING: Reworked some of Donaciana's dialogue in her room. Nothing changed in the content, merely the phrasing. Want to bet I introduced new typos? I hope not. All the dialogue in the game is open season for rewrites, I am perfectly ready to rewrite things if I feel the need to.
WRITING & SCRIPTING: Reworked some of the dialogue all over, especially how the choices are presented. Nothing major, and no changes to the substance, just making sure the presentation is consistent.
GUI: Tooltips are now working in the Character Screen. You can finally hover over things and get proper explanation of what all the skills represent, what those "Power", "Tyranny" and "Vulnerability" things even mean.
GUI: Temporary Quests list and description. It's dynamic, and in theory can be updated, but right now there is no code to update quests or show new ones. So in practical terms it is 'static' as far as player is concerned. I'll add the dynamic features later on when they become relevant.
GUI: Temporary tooltips also now working in Anchor screen so you can see explanations of their stats.
GUI: Added a way to see the player's influence on the MC's sexual preferences, so you know what your decisions have 'done'. I might add some extraneous and non-essential detail just for Patrons, as a curiosity. It doesn't really serve any purpose. Or not, we'll see.
GUI: Adjusted the elements in the character screen, made things bigger and easier to read. Man, I should design these interfaces on low-quality tiny laptop screen at 1080p, because the interface looked fine on my 32" 4K monitor even as a small window, but working on laptop screen for a few days really showed me where I went wrong.
GUI:Rewrote the text in the Character Creation screen with extra text to explain the mechanics of the game. But only insofar as they stand at this moment. There's a fairly big chance that they will be reworked at some point as we get further into the game and I see design issues with the approach. This is a temporary explanation text, until I get the proper character creation screen done.
Note: It'd be pretty trivial to add dice rolls to the checks for example, but I am not sure if it would add any value. My thinking is that it might just encourage save-scumming instead.
ART: Made it so that the save checkpoint art is now randomized. Not that there is much to show, yet.
ART: Added 7 new sprites to Sonja's Casual set, now it's up to 23 sprites.
ART: Added 6 new sprites to Donaciana's Casual set, now it's up to 30 sprites.
ART: Added the Itch.io art into the game.
ART: Painted 1 savescreen art with Sonja and added the Itch.io art into the rotation. So now on the save menu there is 6 different pieces of art that can be shown.
ART: Randomized the main menu pin-up art. Now the main menu has 50/50 chance of showing the itch.io art, versus the old group picture of them all nude.
TEMP ART: The bookshelf background in Donaciana's room needs some more work.
TEMP ART: The Kitchen scene background with Sonja is pure 3D render straight from Blender. I did not have time for more for this deadline.
CODE: Added some functions in preparation for dialogue choices that check, and depend on Dispositions (Tyranny, Indulgence, Vulnerability) so that they will gate you out of some dialogue choices. I'll keep these fairly rare occurrences, but they will have consequences over time.
CODE: Added a system to hopefully keep savegames silently updated in the future with new features. It would not have worked for the issue that forced me to make saves incompatible with previous versions. But hopefully it will keep things somewhat up to date for a while.
CODE: Added some debug functions for myself, also a potential for adding cheats for high-paying patrons. I am not too keen on adding it as an option, because I think it would ruin the game. But I suppose I will add the cheats as an option some day to those who pay over 20 bucks, if they really want to cheat. Maybe. It's still just a debug feature.
MASSIVE BUG: No one reported this, and it seemed to work before as far as I can tell with testing. But at least with the fresh new save file, some encounters could not trigger as the encounter manager had a bug in the logic that checked for valid encounters.
BUG: Fixed minor issue. If Tyranny increased, even when out of dialogue, you would get notification of this -- but only when you started a new fresh dialogue, so you could (in theory) get a notification that your Tyranny increased when you examined a flower pot. This was less than ideal behavior. Fixed.
BUG: A few of Donaciana's last added Sprites did not respect the "Room Shader" which colors the shaders to fit with the background.
BUG: The dream scene Background Art wasn't visible on Linux. I didn't realize this, and I guess the scene is so abstract that no one bothered to report any issues. Yes, it should have had more than just the blue procedural shader as a background.
BUG: The changelog was NOT in fact packaged with the game, you needed to have internet connection to see the changelog at all. It is now packaged with the game, and should work offline too.
BUG: There was a edge-case bug with the time transition screen. It should work now?
v0.0.5 Public
SAVEGAMES:Will work, for now, but version 0.0.6 onward the savegames will break with previous versions.
Note: You can hold on to your pants, because until Tech Demo is done, this can happen at any time. I will try to avoid it, but you never know. I didn't foresee this current issue either. I will add a feature to skip the intro once I make the older savegames unable to be loaded. It might require you to start a new game at least once with a 0.0.5+ to get the 'skip intro' option visible, though.
MAJOR FEATURE: Added Character Screen and Anchor Screen where you can look at your and the girls stats. If you don't think this is major feature, you clearly have not ever spent a week painting custom GUI elements. Never again. Except that I'll need to at least add to them later on, since neither screen is not even fully done.
PATREON/SS:Now you can witness my changelog change in real-time...ish. Whenever I do something, I update the changelog which Patrons can see in-game.
Note: This is very much a work in progress changelog and not a binding contract. I give no guarantees that it is accurate representation of the next release for patrons! I can't imagine it not being accurate, but I am just covering my ass here. So, anyway, this will now update in the game whenever I update it locally, so you have as close to 'realtime' feed of what I have added to the new version as possible.
PATREON/SS: Added system so that you can save to your hard drive anything you unlock and find worth looking at. If you're a patron. So, if you unlock a wallpaper, you can save it to your hard-drive an use it outside of the game. Of course, at this point in the development, there is zero things you can save right now.
PATREON/SS: The "Warning, this is Tech Demo and Adult Stuff Ahead!" page you see when you start the game, is now 4 times faster for Patrons.
CODE: Now savegames have versions. Technically, they had them before, but it was completely unused. If you load the save now, the loaded save version is incompatible with the Anchor stats screen, but I made a hacky workaround which will be removed in the next version.
MECHANICS:Added a system that has the Main Character's sexual preferences (fetishes), and the impact of the player's choices have had on those.
Note: This will gradually move the character's preferences towards those of the Player's choice. This is a sort of "ludo-narrative" way to filter fetishes, instead of clicking check-boxes, if you allow me to slightly misuse the term.
BUGS: Fixed a potential bug for Dialogue History showing up randomly on screen. Unlikely, but possible. But no longer.
BUGS: Made the sound that I mentioned previously actually play when you press the changelog button. Oops.
WRITING & SCRIPTING: Fixed a few typos I found, one or two of them quite funny in retrospect. That's what you get for hurrying.
WRITING & SCRIPTING: Also fixed typos & missing words that were reported to me by players. Thank you all!
AUDIO: Added click sounds to several actions, such as hiding the Dialogue text, both when you do it with a button or press the shortcut key.
GUI: Whenever I mention button below, 9 times out of 10, it is a temporary button that will be eventually replaced with a prettier one!
GUI: Added the error message dialog to show you that you can't load incompatible version of a game, instead of just nothing happening. Not yet relevant.
GUI: Changed where the button to show History is, also added button to hide the UI, so you don't need to press 'h' to hide it. As I am too lazy to refactor how the old system works, the keyboard shortcut uses different way to hide the UI than the button does.
GUI: Also added the buttons to see the Character screen and the Anchor Stats, both while in dialogue and out of dialogue.
GUI: Added Character Screen for player. It has most of the relevant stats in there, it is very much a work in progress, but it's a good base to build on.
GUI: Added Anchor Stats Screen for the girls. It is VERY MUCH a work in progress, which should be patiently obvious when you look at it. But you should see the important stats of your chosen girl, so at least functionally it gives you something.
ART: Did the painting for Character Screen & Anchor screen. So much work for so little gain... I don't think most who play these types of games gives a shit.
V0.0.4
Adding dialogue history, and bedrock for exclusive Patron content.
2025-05
MAJOR FEATURE: Added Dialogue History. Finally! Now you can see what text you might've missed. Unfortunately, I cannot support rollback, as that would require a fundamental shift in the codebase of the game.
GUI: Added GUI elements to access the Dialogue History outside of Dialogue.
GUI: Adjusted some of the existing GUI elements.
GUI: Added begging for support in the bottom of the main screen. Because I would like to keep this update speed going forwards. Each penny extends the time I can work before I need to find a new job.
BUGS: Fixed bedroom window not being interactible on noon, but otherwise yes. Interesting bug, for some reason that interaction had additional conditions for time period, which was missing the noon? That's some weird addition to conditions, but alright past me, you do you.
BUGS: Fixed some other small issues and warnings.
CODE: Removed some random ".to_lower" and then ".capitalize" being done in succession. Why do twice the work? Just use the goddamn capitalize.
CODE: Added the framework for adding possible exclusive patron content into the game, that is then not part of the public release.
CODE: Added the framework for adding persistent data/unlocks to the game. Future Achievements/Unlocks/etc are now possible, and easily transferrable between versions (the save data is in the root folder of the game).
WRITING & SCRIPTING: Fixed some typos & phrasing here and there.
WRITING & SCRIPTING: Did some work on the Intro text. Mostly removed the excessive text speed variation and unnecessary pauses that were left over traces from my experimentation phase.
ART: Replaced the "overview" of Sonja's room art with the finished art. I love nature, but hate painting it.
ART: Replaced the "front yard" background of Sonja's with the finished art.
ART: Finally added a proper shader for Sonja's room, so now the sprites should blend in better.
v0.0.3
BUGS: Fixed the missing interactions in Donaciana’s room
BUGS: Fixed issues with the sprites of Sonja (not visible to player)
BUGS: Fixed issues with being able to freeze dialogue by clicking at invisible interactable areas.
CODE: Added some backend stuff. Ability to automatically override the default music of the rooms on predetermined days. Just adding options for future situations.
CODE: Added the Changelog to the menu, so it’s easier to see what’s going on with the game. Added small fade-in animation and sound because I can’t help myself?
CODE: The changelog is fetched from internet, so it’s the latest version no matter what version of the game you’re running. But there’s a local backup bundled with the game.
CODE: Added version number of the game you’re playing to the main menu.
ART: Added 27 Sonja’s ‘Panties’ Outfit Sprites. This took a lot of the development time, to be honest.
ART: Added 4 Sprites to Donna’s Casual Outfit sprite set, it’s now up to 24.
ART: Rendered overview of Sonja’s ‘room’ and put it into the game.
PLACEHOLDER ART: Did a very quick ugly job on top of the Overview to make it fit. This is very much a placeholder.
ART: Rendered Background for the Discussion with Sonja & Donna, this might not be final location.
PLACEHOLDER ART: Did a very quick ugly job on top of the Background to make it fit. This is very much a placeholder.
WRITING & SCRIPTING: Added the scene with Sonja and Donna at Sonja’s Room, about 1400 words. Lots of branching stuff, so you won’t see probably more than half of anything I write, because different stats and different things… well, yeah.
tech demo
initial release