Okay, so news time, but before that, new update, obviously (can be found in the sidebar). Now, why did this take so long? Well, two reasons: The first, is that that originally I only released a Patreon version a month ago, because I wasn't satisfied with the amount I'd done. The second, as to why this one is delayed even further is that I got a new job. This means that I have less time to work on this (not that I spend all my time on it before). I'm additionally working on another (non-adult) project that I intend to sell.
Now, don't worry, I don't intend to drop this. In fact, if anything, having a steady income will probably help to pull me out of my funk of just not doing anything. That said, I can no longer promise monthly updates (which is why I pulled my Patreon account). This is now much more a, ah, passion project of mine (in that I really like writing it, even if I haven't gotten much newly written in a while). Now future updates will be sporadic, but as usual, I'll post here when I get to them.
White Line Games
Sunday, April 3, 2016
Monday, February 1, 2016
Version 0.0.5T(P)
New Version! Minus a few bits of hanging stuff (yes I know there's a few missing maps, and the final page doesn't include details). This is concludes the Old Mansion section (again), and moves the game into Arcadia proper (again), and hopefully marks the start of significant new content. This also includes the first Patron only cheats (which really doesn't do much at the moment, although you can play with it if you make a save back a page or two to see exactly what affects the starting generated apperance). The main reason it's late is, I had to rewrite a lot of this bit, so it took longer than I wanted (and expected).
Also, I've tweaked a few things (i.e. There's now a change log included in the game itself.) Gonna take a short break today and try to keep work up until the fifth or so (because I know I'll be losing a few days of work there), altough, in my terrible habit of on/off scheduling, even I'm not sure about what all I tweaked.
Third, saves are broken with this update (and if I didn't include it last time, I've now included a notation on if I think saves will be broken across versions from now on.)
And finally, I hope to try a more rapid fire approach to updates over this coming month, so, we'll see how that goes. (I mean, if you played the RAGS version, you know the next section includes a lot of text that it really doesn't matter if I fuck up a bit.)
Also, I've tweaked a few things (i.e. There's now a change log included in the game itself.) Gonna take a short break today and try to keep work up until the fifth or so (because I know I'll be losing a few days of work there), altough, in my terrible habit of on/off scheduling, even I'm not sure about what all I tweaked.
Third, saves are broken with this update (and if I didn't include it last time, I've now included a notation on if I think saves will be broken across versions from now on.)
And finally, I hope to try a more rapid fire approach to updates over this coming month, so, we'll see how that goes. (I mean, if you played the RAGS version, you know the next section includes a lot of text that it really doesn't matter if I fuck up a bit.)
Sunday, January 3, 2016
Version 0.0.4Ta (OTP Time)
New version!
It is a bit short on content, but it is only a few days of work, and
included some revamping and building behind the scenes (and okay, it
took more than a day, but I forgot I didn't already have the map built,
which took half of yesterday). However it does include the other new scene I wanted in the end of last month. Anyways, first Patreon Cheats should be
in the next version, which will hopefully be within the next couple of
weeks (but either way will before the end of the month). (Saves should work,
at least autosaves should, although a couple of hair colors may report
weirdly do to some unupdated ideas). The update after that will break
saves however. (I need to include another stat that I didn't prepped
for).
Thursday, December 31, 2015
Version 0.0.3T (aka Humility thy name is...)
Okay, short post, because currently new content is on the lower end. The main thing is, well, Twine was a bit harder to pick up then I imagined at first (and oh gods, I had to figure out some javascript. That's way above my head). So the current version is about half way (well closer to two-thirds) through the first mansion. That said, a lot of the technical work behind the scenes is done. (I've managed to get a number of things tracking and automated correctly, not all of which have been placed into the code yet.) This means that for the next week or so, adding in the content I already have should be a daily task. That right, there will be an update tomorrow (and probably over the next few days).
For the moment though, the map system is now properly showcased, which is the main new addition.
For the moment though, the map system is now properly showcased, which is the main new addition.
Tuesday, December 1, 2015
The Elven Parlor 0.0.1T (aka The what is this shit edition)
So, good and bad news. Bad news is basically a reiteration that I'm dumb which, if you know me, is basically my motto (more on that below if you're interested). Good news is that I'm going to be putting out monthly updates from now on... which may be for a bad reason if you really likes RAGS. See, I hit technical problems with RAGS. While I could go into depth on them, suffice to say while RAGS has some great features, it ultimately has some downfalls too. Downfalls that makes errors constantly compound when working with its dev tools.
So I'm porting the game to Twine (under the slightly altered name of The Elven Parlor for technical reasons). There's currently a (very) short bit on what the game will look like in the future (SugarCube2, although I'm thinking about taking a hammer and tweaking the UI), more a trailer than a demo of any kind, and hopefully I'll have the whole thing ported (plus or minus some content) inside of the month (for this first month, I hope to actually be able to punch out a number of different updates). From there, new content should come out a whole lot faster. This is a pretty significant change and hopefully will mark a new stage in how I'm approaching this whole thing, which is why I'm actively purging chunks of the old info on the RAGS version of Elf's Parlor.
Now personal story time: As for why I'm dumb now, I accidentally cut iron out of my diet. Wouldn't be that huge of a deal if I wasn't anemic (runs in the family). Lesson: Pay attention to your diet. Wasn't the only reason this took a year and a day for me to do this, but it was what stopped me short first.
So I'm porting the game to Twine (under the slightly altered name of The Elven Parlor for technical reasons). There's currently a (very) short bit on what the game will look like in the future (SugarCube2, although I'm thinking about taking a hammer and tweaking the UI), more a trailer than a demo of any kind, and hopefully I'll have the whole thing ported (plus or minus some content) inside of the month (for this first month, I hope to actually be able to punch out a number of different updates). From there, new content should come out a whole lot faster. This is a pretty significant change and hopefully will mark a new stage in how I'm approaching this whole thing, which is why I'm actively purging chunks of the old info on the RAGS version of Elf's Parlor.
Now personal story time: As for why I'm dumb now, I accidentally cut iron out of my diet. Wouldn't be that huge of a deal if I wasn't anemic (runs in the family). Lesson: Pay attention to your diet. Wasn't the only reason this took a year and a day for me to do this, but it was what stopped me short first.
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