Tuesday, 23 October 2018

Progress update

Tuesday still counts as Sunday Progress, right?
Sorry it's late, I wanted to give myself and everybody else some notification breathing room after what's been a pretty full-on release weekend!

So, it's out, a week later than I'd hoped but all the stronger for that.
The reaction has been incredible, I feel so lucky.
In just two days, the thread on f95zone has had nearly 50% of the traffic my previous game got in 18 months.
That's such a great feeling.

People have been super nice about it, too, seeing people praise something you made feels really surreal. I'm just a guy, a literal who, but people like it so I'm gonna keep doing it.
That said and appreciated there have also been a couple of problems people highlighted, mainly on lower-end systems, so I'll be spending part of today fixing things now that will improve all releases in future.

It's hard to tell how much is RPGMaker's fault and how much is my own, but today I'll be tweaking / turning off certain functions I've added and seeing if I can get more performance on my lower-end device.
If so, I'll rework it to be optimal for all users, if not I'll put a pin in this and go back to working on the new content.
I'm time-boxing this for a few hours, though. I really want to get any engine issues flattened out, but these performance issues are affecting a small percentage of users and my main priority is creating new content.

Issues highlighted:
Esc functionality during conversations:
It was brought to my attention that pressing escape during conversations sometimes picks the default answer, sometimes does nothing. This is technically by design, as I just turned it off for some multiple-choice sections to avoid people making storyline-changing decisions on a whim, accidentally or through habit.
I'll bring the remaining ones up to standard. I think I want Escape to skip dialogue but not select anything by default, that way choices are sort of hard gates that require player confirmation to continue.
Ultimately, I think if we skip choices, how much of the game are we actually still playing?
I've heard of slow performance on low-end computers so I'm spending a little time today debugging with my GPD Pocket and trying to find out how much my scripts or plugins I use are to blame for that, and if so how much I can work around it.
From the CPU profiling I've been running, it seems as though the most intensive operations are those built-in to RMMV, with my most expensive scripts accounting for much less, which is a load off, but doesn't really solve anything.
There are a couple of suspicions I have for ways I've co-opted or changed behavior of built-in functions which may be contributing to lag and might benefit from some rework.


Progress toward next level:
Rough storyboard for the next level is done, I just need to do some passes on it, flesh things out.
It takes place on a space station and there are many rooms planned, but I need to make sure each of them is worth going into for one reason or another.
I don't want to just have rooms there for the sake of more space if there's nothing in there to do, hear, read or apply BENIS.

Work continues, thanks so much to all the new faces on Patreon, this is all for you.

Your pal,


  1. keep up the good work, i'll definitely be following this game. could you also upload the songs you made for the game?

    1. Hey, thanks! Yeah, definitely it's on the list. The music included is lower quality to keep the file size down, so I'd love to do a proper high-quality release with extras soon.

    2. sounds good! lookin forward to it

  2. My dude. You obviously have a sweeping artistic vision and theme for your games along with the programming ability to realize it in a complete and coherent manner -- why limit yourself to /weg/s? You're obviously very, very good at setting a mood and telling a story. Not the fastest, maybe, but anyone is willing to acknowledge that quality takes time.

    If games like To The Moon or VA-11 Hall-A become sleeper hits, I really wouldn't limit yourself to only making porn games. To get some practice and brand recognition, sure -- but you're way too good at actually telling a story with immediately compelling characters to waste this talent of yours.

    Especially because... honestly, the porn isn't really very good. I don't mean this to be insulting, but the stories you make aren't very titillating. A crushing atmosphere of depression and isolation in a dystopian cyberpunk future doesn't exactly get the blood flowing to the dick -- but it does get the blood flowing to the brain. Lateshifter was at it's absolute best during the least porn-y parts of the game with the exception of when YandereBot starts vocally obsessing over sex. Granted, this slips into the realm of the subjective, but I think that if you stripped the porn minigame from your work and just had a scene, or even a fade to black, their narrative weight would probably increase.

    What I'm trying to say is... I don't think Blade Runner needs an *explicit* sex scene to be damn good. You're damn good at writing crushing cyberpunk fiction but at the same time seeding the beauty of potential love and drama into it.

    But do what you enjoy! You obviously know what you like, and I like playing what you like making. The amount of work you put into maintaining a completely cohesive theme is damn impressive. I hope, as you get better and better at this, you start considering making something that's more broadly marketable. Best wishes, and looking forward to more of your work.

  3. Porn is important, dont listen to wall of text-kun