Friday, July 6, 2018
A Late Celebration of Liberty - 7/6/2018
Ah, patriotism at its finest, right folks?
This is just a quick little update since I've been out of commission for a while, but am now back at it! I'm still working on renders at this stage, but have completed the modeling/setup for all Amanda scenes at this point. That means that now I'm ready to begin the final branch - Chrissy's endings for day 1!
I always seem to get bored with her after a while, but then I do something like put her in an American flag thong and suddenly she's an immediate favorite again. The above image will be cleaned up a little (it was a 15 minute quickie render), but will be a part of Chrissy's final scenes for the day.
Once I'm done rendering the Amanda scenes and the Chrissy scenes, it'll finally be time to write and program things into the game. There may be a LITTLE bit of rework with an earlier scene that I rendered ages and ages ago (as in, well prior to any release) that features in the latter half of day 1, but so far I'm thinking that and a little post-work are the only remaining graphical work. I may toss in a little work on UI as well since variables will now start to have significant meaning and I want the player to be able to track them relatively easily. That said, I expect programming and writing to go fairly quickly (couple weeks maybe?) so hopefully the finalized day 1 edition will be coming soon!
Also, exciting graphical news! I've recently ordered a second GPU (a 1080 Ti), which, when paired with my existing 1080, should give me some massive speed boosts when rendering. Hooray for Nvidia pricing things direct to customer and for Bitcoin mining finally falling off somewhat! I'll try and post about some speed gains once the new beast has arrived and been installed. I can probably pop out a few astounding 4K images here and there just for fun (though the game will remain at 1080, this will just give me insight for future endeavors).
Cheers!
Saturday, June 16, 2018
The Tree Has Branches - 6/16/2018
Hello and welcome to another update!
Today I want to open up and talk a little bit about the branches and routes at the end of Day 1 (since that's where my work has been for the past week or 2).
Here are a few quick previews:
After the girls finish shopping for their trip, they'll head home and start packing. I know it's been all "Chrissy, Chrissy, Chrissy!" (with a little distraction from Nina) up until this point, but once she's home, Erisa will have some options as to who to start pursuing. Some of the decisions up until this point may gain you some favor with Chrissy, but you'll still have the full choice of who to pursue at this point.
Now, while Day 2 will start to open up a number of other possibilities, Erisa's options are mostly familiar faces at this point:
These characters are already built into the Day 1 preview (primarily using the "think about" function), and will be more directly referenced/acknowledged in the story prior to this point. I feel that having a few characters with pre-existing ties to the protagonist (especially ties that are romantic) make for realistic possibilities here.
As a reminder, here they are in some of their simplest forms:
BUT - Not only will you have some options to choose from in terms of who you'd like to start romancing, they'll each have their own path. For example, Amanda played a highly dominant role in Erisa's recent relationship with her, but if Erisa decides to give her a second chance, will she put up with her boss-bitch attitude? Or try and turn the tables on her?
The choice will be up to you!
Anywho, the bulk of the work done recently has still been in renders, but here's where things are:
Today I want to open up and talk a little bit about the branches and routes at the end of Day 1 (since that's where my work has been for the past week or 2).
Here are a few quick previews:
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| Abby's first scene of the Day 1 ending branches |
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| Erisa using her laptop as part of one of the ending scnees Content on the screen up to your imagination... for now |
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| There were certain perks to dating Amanda... |
Now, while Day 2 will start to open up a number of other possibilities, Erisa's options are mostly familiar faces at this point:
- Chrissy (of course), who's just a room away
- Abby, Erisa's first girlfriend, who's kind of had a rekindled interest in her
- Amanda, Erisa's recent (bitchy/controlling) ex
- None of the above - in case you hate seeing sex and/or want to keep yourself pure for girls to be introduced in day 2 (which may offer an advantage with some of them... eventually - I haven't really gotten that far)
These characters are already built into the Day 1 preview (primarily using the "think about" function), and will be more directly referenced/acknowledged in the story prior to this point. I feel that having a few characters with pre-existing ties to the protagonist (especially ties that are romantic) make for realistic possibilities here.
As a reminder, here they are in some of their simplest forms:
BUT - Not only will you have some options to choose from in terms of who you'd like to start romancing, they'll each have their own path. For example, Amanda played a highly dominant role in Erisa's recent relationship with her, but if Erisa decides to give her a second chance, will she put up with her boss-bitch attitude? Or try and turn the tables on her?
The choice will be up to you!
Anywho, the bulk of the work done recently has still been in renders, but here's where things are:
- Emma's Closet scenes complete
- Abby end of day 1 scenes complete
- Amanda end of day 1 scenes in progress (~40% complete, with the Erisa dom path at about 50% complete and Erisa sub path at 10%)
Work remaining to be done on Day 1:
- Finish Amanda day 1 ending scenes
- Finish Chrissy day 1 ending scenes
- There will be two sets of scenes for this, since one will be available in the "None of the above" scenario that will offer an alternative Chrissy scene (or, again, no content if you want to avoid it)
- Program in renders/write dialog
- Need to do this for basically everything after the demo, but it shouldn't take nearly as long as rendering since I'm a quick writer and I basically have my storyboard ready to go
- Spriting and map development as necessary
- I already have the map and sprites set up for all locations except maybe 1 or 2, but I'll have to analyze/adjust when I get into the programming/writing
That's all for now! I will be taking some time away soon due to other obligations (the real world never stops...), so expect the next update to come in early July, though I'll be working on the game whenever possible!
Sunday, June 3, 2018
Emma's Closet - 6/3/2018
Hello to any of the few who may be reading! Come on in!
I've been swept up by other obligations over the course of the past month, so this update is a little more slim than what I'd usually hope to provide in this span of time. But over that month, I've also made a few strides since completing Nina's design:
I'm focusing on getting renders done first at this point, since I prefer having the images to storyboard around (and I tend to think in terms of "what should happen next?" as I sequence my images) AND my DAZ knowledge has now progressed to the point where I can set them up to batch render overnight. There are some downsides - the above graininess and needing to cook things longer, primarily, so perhaps I'll have to start pre-programming longer render times or at least doing a preview image before setting up a full batch of images.
So, after all of those words, here are a few preview images of the lovely Nina, who will happily model some of the bikinis available at Emma's Closet for you!
See you all next time!
I've been swept up by other obligations over the course of the past month, so this update is a little more slim than what I'd usually hope to provide in this span of time. But over that month, I've also made a few strides since completing Nina's design:
- Created the Emma's Closet environment (the shop you see Nina working in as a part of the below update)
- Uses custom signage and a few custom modifications
- In RPGM, I created quite a few custom sprites (by creating/adjusting renders in DAZ and adding/replacing elements in existing tilesets)
- The result should be an environment that more closely resembles its DAZ counterpart, at least in this environment
- Created additional custom signage and sprites for the RPGM outdoors
- Some existing generic signs have been replaced with what I hope you'll find to be upgraded custom images that add a little more uniqueness to the game
- About 40 renders complete for the greater half of the Emma's Closet events
- 2 animations complete for the first half of the Emma's closet events
- 11 renders in progress (complete in DAZ, rendered once, came out grainy - need to give each image more time to bake.
I'm focusing on getting renders done first at this point, since I prefer having the images to storyboard around (and I tend to think in terms of "what should happen next?" as I sequence my images) AND my DAZ knowledge has now progressed to the point where I can set them up to batch render overnight. There are some downsides - the above graininess and needing to cook things longer, primarily, so perhaps I'll have to start pre-programming longer render times or at least doing a preview image before setting up a full batch of images.
So, after all of those words, here are a few preview images of the lovely Nina, who will happily model some of the bikinis available at Emma's Closet for you!
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| She'll happily show off all three bikinis that are on special! Management is eager to move them. |
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| And, of course, she'll be happy to show you the view from the rear as well! |
See you all next time!
Saturday, May 5, 2018
Meet Nina! - 5/5/2018
Ok, wow, I didn't realize it's been quite so long since the last development update here!
Things are still moving along! Since the last update, I have:
Things are still moving along! Since the last update, I have:
- Finished the Victoria Vixxen Versus scene (including dialog and a few additional renders)
- Finished the Abernathy interior scene renders
- Discovered I had to prim out my own elevator doors and buttons, but, like the glass shower door in the morning shower scenes, it wasn't too hard!
- Finished scene renders at the next location
- May go back for some touch-ups as I complete dialog and integrate into RPGM
- Started development on renders at the location after that
Which leads us to my latest character!
Meet Nina, the sales associate at the local boutique, Emma's Closet!
Nina won't be a primary character in the game, but I like the model and I'm looking to add a short erotic scene with her during this part of the game. Don't expect anything too much, but I think it'll be fun and keep the pace moving!
At this point, there's one more scene after this one that I'm going to build before I work on the branching paths that will end Day 1. All roads will, of course, lead to something fun :)
Monday, April 16, 2018
Progress Report - 4/16

I wish I had a bigger update to share today, but most of my development time recently has been going into very large renders (~2-5 hours to complete, compared to my usual 5 to 15 minutes).
The good news is that I'm all but done with the large renders. And being entirely done with that environment is just a matter of whether or not I feel like touching up a few things I started in that environment a while ago.
The OTHER good news is that I figured out a good workaround for the world center shadow bug in DAZ. Using this will save me a lot of time clone stamping in Photoshop (for the instances where I've encountered the bug, particularly in large environments).
You can see a good example of where I've put this to use in the animated image above - originally I had to crop Chrissy because she had some just awful black marks on her face and it wasn't feasible for me to touch up 30 frames (I have tried doing this before, the touch-ups become far, far more noticeable in animations since you see the touch-up smudges moving - it's just not a good idea!), so I'm rather pleased that I have a good working method to handle this in DAZ now!
I'm currently working on rendering the sequences on the interior of Abernathy, which shouldn't take me TOO much longer. Up next will be some of the scenes with Chrissy immediately after being in Abernathy. Those scenes will be followed by the branching scenes at the end of the day (probably three or four paths, with some additional options).
Depending on my mood, I'm also considering a few other development opportunities (that aren't focused on the main plot), including:
- Building the Kunnilingus Kombat scene
- 33 images, already rendered, just need to add the text
- Would be on Erisa's PC before leaving the apartment, also later when you'd be able to not have Chrissy looking over your shoulder
- Finishing the Victoria Vixxen Versus the Autofuck 5000 scene
- Already have 1 animation (currently in-game) and 5 still scenes (some with multiple angles) rendered, just need to add to it and add text
- Adding an interface tracking relationships
- I've pondered putting this in phone (which currently does nothing)
- Basically, I've already done a little JS to make a simpler (in my mind) way of coding the "Check Objective" skill (because RMMV 'if' statements are awful, contain no elseifs or switch cases, and don't offer string variables) and am considering doing some more advanced coding/light UX development to make a "check how you're progressing with girl x" screen.
- I feel like these are pretty standard, but it's something I've yet to build myself, and I like doing new things
Anyway, the next release is still a ways away (no ETA), but I'm happy to have a little more traction on the interwebs and some positive feedback (some negative too, but all I can do is learn and improve, right?) It's really kind of amazing how one post on one website results in so many uploads by other parties on other sites (are they paid upload links? probably).
As a reminder, there are no current plans to monetize this game. No Patreon, no bullshit. I'll continue uploading the latest version here and on https://f95zone.com/threads/erisas-summer-v0-0e98-im6.11135/ - which is probably also the best place for discussion at this point.
Wednesday, April 4, 2018
Bug Fixes - v0.0e98 Released
So, some of the intrepid players at f95zone pointed out to me that there was a bug preventing players from using the shower, which locks probably 30 - 40% of the existing game content (not that it's ALL that much, but it is significant). It was a really, really dumb bug, one that I'm not even sure how it made its way through, but the fix has been made and the latest version of the game (v0.0e98) is now downloadable here:
MEGA
NOFILE
FILESUPLOAD
MEGA
NOFILE
FILESUPLOAD
Initial Release! Demo v0.0e99

Time to wake up!
Yes, Erisa's Summer v0.0e99 is here! Why 0.0x10^99? Because I can steadily back it away from being infinite zero to slightly less infinite zero in version! Don't worry, I'll give it real version numbers once I consider it to be out of a demo phase and have at least the first full day done, but I did want to get something released not only as proof of concept, but to get the feedback ball rolling.
Hopefully, if you play enough, you'll find there's a decent amount of content for the demo version.
I've also submitted the game to f95zone and am awaiting board approval on the upload there. Once it's there, I'll share that thread as well (not that anyone is coming here first, anyway!)
Anyway, here are some links to v0.0e99 if you care to give it a try!
MEGA
NOFILE
FILESUPLOAD
There's an email I'll be monitoring listed at the end of the game if you have any feedback as well. Thanks for giving this project a go!
Sneaky dev edit: here's the f95zone.com link for anyone interested: link
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