Chapter 3 Progress Update


(For those worried about spoilers, as always I'll do the general info first, then warn before going into the spoiler/more specific stuff.)


So, here we are again. Been a while.

For those new here, hello, I'm Bitshift, I'm making a five part game series. Part one and two are complete, and the third, currently just referred to as Chapter 3, is in development. Up until the fun little adventure of this past week progress on Chapter 3 was continuing at a decent pace, and I'm now, finally, returning to the dev process.

Before I get into the game itself, I've just uploaded an update for both CS and GT, that adds two things. First, something I've spent a little time on in-between mapping: tweaking the lighting engine for the games, with some pretty dramatic results. I won't bore you with all the testing, but on a stress-test map with a huge amount of lighting objects, here's what resource-draw for the game exe looked like on my system originally:

cpu usage: 32%

memory: 310 MB

fps: 2 (yes, really)

And after:

cpu: 22%

memory: 300 MB (I've seen as low as 265, this seems to vary for unrelated reasons)

fps: 60

This should make the games much more playable for those on older systems; In the past, some even had to resort to disabling the plugin entirely. Again, the update is live now. Give it a try if you're on weaker hardware, and let me know how much it helps.

Second, you can now load a game directly from the pause menu, rather than having to back all the way out to the title screen! This has been driving me crazy for a while now, but I wanted to add it cleanly without using a plugin that added 20 other things. Now it's in! Enjoy.

Now then, on to the Chapter 3 news. In my last update in April, I had finally finished with the non-scene art assets and was staring in on "mapping"; basically all the game stuff that isn't scene art and scene writing: actual mapping, lighting, ordinary dialog, scripting, etc. At the time, I had hoped to be done, or mostly done with mapping by this update. Unfortunately that is very much not the case. These things as always are difficult to estimate, but I'd say I'm somewhere between half and 3/4 done with the mapping process. On the one hand, I'm probably close to the 3/4 mark on the actual MAPS. On the other, I still have most of actual battle system to work out the details of, program and test. This won't be THAT complex, I've done it before and I'm not trying for cold fusion here or something. But it will take a bit. So somewhere between that 3/4 and 1/2 mark on "mapping". On the third, it's hard to say, because I'm at the point where I'll be working on the really "meaty" map areas, and those may expand or contract quite a bit depending on how things flow.

The good news, at least in a sense, is that this means that at the absolutely most pessimistic, I am at least halfway done with the game at this point. Possibly more like 60%. And while the mapping has been slow, it at least has been going well: what's ending up in the game is, while never ALL of what I wanted, a pretty good translation of what I had in my mind for these areas. I'm enjoying what I've got so far, and I think you will to.

So what have I made? Back in April I was working on finishing up the Haven content. As of now:

-All of Haven (for first release) is complete

-All of the first area you explore after Haven is complete

-90% of the SECOND area you explore after Haven is complete (might have been 100 if it hadn't been for this last week.)

These first two areas are roughly equivalent to the barrens section: no sexy stuff (till the tail end) but more story setup. Before anyone murders me though:

1. Unlike the Barrens, there's no combat here, so despite being longer physically, I don't think they'll take that much longer to play through.

2. Chapter 3 is more dependent on atmosphere and tone, so a little time has to be taken to establish that tone. It's also a bit removed from the ordinary setting of CS, so again, a little time is needed for that transition.

3. If Mezz is corrupted from the boars or (eventually) the hyenas going into this chapter, you'll at least get plenty of filthy stuff to do in Haven before you leave.

So what's left in mapping?

1. Finishing up the second area

2. One last very short transitional area

3. The area you'll actually spend most of the game in, fighting, running into trouble etc as you try to progress

4. A small area or two for the final boss fights.

3 is the big wildcard. I do my mapping, and writing "straight through" for the most part: I have a general idea of what's going to go where, but the specifics kind of just fall into place as I put together a good tileset, start trying things and mapping process..."speaks" to me. The little underground crossunder, the host club and a bunch of other things in GT are just there because they showed up organically during mapping. I don't anticipate this being QUITE as involved as the same section in GT because for example I won't be doing the jobs system, but there will be other things, some planned, some that develop as I go. We'll see.

And then of course, after mapping is finally complete I still need to do the scene CG and write said scenes, which I plan on taking about 4 months.

All of this leads to a revised release date estimate of March for supporters, April for general release. Which is...painful. But I can only do what I can do, and try to at least be transparent about progress and completion estimates as they change. We are now at the one year mark since work on Chapter 3 started. The fact that it could potentially take slightly over a year and a half total to complete sucks for something I had originally hoped to pull off in 13 or 14 months. On the other hand though, I have to remind myself that while I DO have a responsibility to my fans and supporters, this isn't a kickstarter I've taken millions of dollars for or something. If it takes a year and a half, or even two years (hopefully not!), that's not the end of the world.

I will also reiterate, for what it's worth, that one of the reasons for the time taken is that this is...a lot more dense, in terms of storytelling but also horny stuff. The boar scene in Haven in GT for example was one encounter, on a map that already existed, one little scene, and the revelation of a small secret area. The boar encounter in Chapter 3, as you'll see in the spoiler section below, is...quite a bit more.

All that said, that's the main update. If you're not interested in spoilers, you can stop here. Otherwise, you've been warned.

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Alright, let's continue.

So, new boar content first.

One of the general ideas of the CS series is that your misadventures in being a dumb fuck toy will have ongoing consequences across games. This happens via the DataCrystal.js file, which is written out at the end of every game storing a few key variables, and can then be inserted into the next game to carry over that info and potentially unlock new content. The idea, generally, is that if you give in too much to the enemies of any game, they start showing up in Haven, first in secret, than more and more out in the open, gradually taking it over. For reasons of scope creep, this was cut back to JUST the boars and Hyenas, but the flip side is that it will indeed progress each game if you let it. For those who play (mostly) pure, an alternate route where you get to date Scratch will be unlocked instead. So yeah, LOT of content in Haven now. For initial release, just the boar content will be in, but even that's...a lot.

(Right-click ---> "Open image in new tab" to see any of these in fullsize btw).

For a refresher, this was what the boar content looked like in GT:


One encounter on the map that already existed for Haven.

In Chapter 3, after a little "detective" work, Mezz finally manages to get into the hidden basement lair of the boars in Haven. Which looks like this:


Those stocks (among other things) are animated by the way. Are you starting to understand why the release date keeps slipping?

Also, this is in the editor so I can show the whole map zoomed out, and is thus "fullbright". It looks way better with lighting:


As you might guess, there's a lot that goes on here. I don't want to get hopes up TOO high: fundamentally there's still only one illustrated scene (with multiple stages), and one...extra fun bit that's also illustrated. But there are mini-scenes as well, done in text but with simple sprite animations. I think people will have a lot of fun here. Mezz certainly will.

But it doesn't end there. Following up on the boar "case" isn't forced, it's entirely voluntary. But if Mezz DOES insist on sticking his nose in where he shouldn't, things progress, and Haven becomes...a little different:



Now then, on to the main story. Without giving away too many details, Scratch apparently needs another part (what a surprise) and sends Mezz to dig it up in the crumbling remains of Everdale Shopping Center, a mall complex buried deep underground beneath layers of ruins, sealed off years before the collapse of the city in general for unknown reasons, and only recently unsealed by scavengers. It's too large to show off in a meaningful way zoomed out, but here are some in-game shots of various areas:


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After some exploration, and a series of events, Mezz finds himself forced to take a passage to a third location. A very...odd and unsettling one. But I'll leave that reveal till the game is out.

That's all for now. I continue. Filthy bunny games continue. It feels good to finally get back to them again.

Get Cruel Serenade: GutterTrash

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Comments

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(+1)

Looking forward to the completion of the work.

(+1)

I have a few questions, sorry for that. I'm using Google Translate right now. 1. You do different languages, can you also offer German, uh, German, please? 2. Will there be an opportunity to please the sweet little girl in the third game? 3. Question: Will some things be voluntary again, meaning without being forced? He repeatedly noticed in the second game, even without being forced, that it was nice. I would be happy about a trip like that.

1. All translations are done by fans (and tested by me). There will thus be a German translation when a fan makes one (and submits it).

2. All content for this series is planned to be gay/male only.

3. In some senses, yes. Depends on how you define those terms though.

(+1)

I meant Scratch, the cute mouse. I generally find muses cute. I meant something like that in the bar or in Blas Bezig, where he would end up doing something like that himself. You wanted to make a 4- and 5-igwan, so maybe it always comes down to that. And thanks for your quick reply. I'm hoping for a German translation.

Oh Scratch! Yes, I definitely plan on doing more with him in the future.

(+1)

cool

(+2)

sprite art for scenes are always fun.  no need to do full cg for everything.  relatively less work for you to do, and more content for us.  So eager to see these next games come out.

Thanks! It's nice to have little animations in the environment as well when you can, gives everything more of a sense of place.

(+1)

plus everyone loves pixel art

It is very popular these days, yes. Though I could rant for quite a while on the whole idea of "pixel art". But that's for another time!

(+1)

May I ask, have you ever considered getting help with some aspects of the project?  Maybe for the more tedious tasks like playtesting/script editing etc? I think for a lot of people it would be worth the experience of seeing things early to help you with things that are time consuming but not difficult.

(+1)

It's come up multiple times, and there are multiple issues:

1. What do I delegate?

The place where delegation works best is items with a high time sink and a low amount of "magic", ie where it won't really be noticeable if it's done by me or someone else. There is effectively nothing in the project that fits this criteria. Art is high time sink and high magic. Writing is low time sink, and high magic. Mapping is medium time sink and medium magic. Programming is low time sink and low magic. 

Tertiary things ARE already delegated to some degree: secondary play-testing is effectively crowdsourced to supporters when the game is finished via the early builds, fans handle translations (though I still have to test them), making guides and so on. But there's no core element of the game process that makes sense to delegate.

2. Delegation makes the project vulnerable

Let's say I find a great artist, works fast, gives me exactly what I need. Everyone loves the style, and it becomes associated in people's minds with the game. Great. What happens when that artist disappears? When he decides he doesn't wanna work on the games anymore, doesn't like me, doesn't have time, gets hit by a bus? Suddenly a huge part of the brand is just GONE. What happens if this happens MID GAME DEV? Do I scrap months of work and start over? Do I put out a game with distractingly mis-matched art?

3. Delegation is expensive, and it's hard to find good people

Even if I ignore the magic problem and just try to get some of that to communicate via whoever I bring on, it's VERY hard to find people who are going to give what you're looking for, be consistent, communicate clearly, stick to a deadline (I know, the game slips too, but just in very general terms) etc. And if I do, they're, rightly, going to want to get paid. I don't really have the budget for that, beyond maybe some small things here and there. The "budget" for CS1 was $0. The budget for GT was maybe $200 all told (largely one-time software purchases). Chapter 3 might end up being slightly more than that as I've bought a few odds and ends along the way, tilesets, sfx, that kind of thing. But I don't have anywhere near enough to pay someone a decent amount for real work. And if I don't pay them and they're working for free, that increases the likelihood of them just disappearing at some point (and it'd be hard to blame them.)

As the Princess Bride famously opined, life is pain. You just have to find the things that are worth the pain you put into them.

(+1)

"gentlemen you had my curiosity, but now you have my attention". Meme aside, I'm happy to see the work is continuing.

I'm not surprise that this chapter it's taking more work than the other twos, i mean it's easier to do something from the ground than try to connect and be coherent to previous chapter  and the same time push forward the story, ( MCU docet ).

Hope this stormy times end sooner rather than later.

(+2)

Thanks much! And yeah, we will see. But at least for now I'm secure in terms of finances, thanks to so many people being generous. So I continue to create, for as long as I can.

(+2)

The map In Cruel Serenade is such a unique thing that turns you on just by looking at it, it's like a picture that worth a thousand words. You just know what is gonna happen.

(+1)

"Environmental Storytelling", as they say. And again, that's the magic of games: I slap down an environment, and the imagination starts going. Has actually led to genuine scenes in many cases, where I wasn't sure exactly what they'd be till the map was complete and "suggested" them.

(+1)

Actually can't wait for chapter 3, and with how you been making your story I love every bit of it. Personally I have a folder with a DataCrystal.js with a Clean run and a Corrupt run. Love the fact I can even do that and thank you Bit for continuing to make your game(s), after everything you and other people have been dealing with it been amazing to see and play your games ^w^

(+1)

Aw, thanks man. I feel like I'm at the perfect spot with popularity, where I have enough of a fan base, and an enthusiastic enough one to fuel and encourage me, but not so huge that I feel suffocated under anticipation or expectations. It's a good kind of anticipation, and I appreciate it. Also, totally random: I don't want to share it till release, can't let too many fun things out, but I think people are really going to enjoy the music on this too. Some really fun tracks this time.

(1 edit) (+2)

Ohhh ohoh that's cool!

Good job with the mapping, the decrepit tone is sold, the pitch black windows is really what adds 90% of that, I don't like the swirly tiles though, then again... They are swirly tiles on a hypno game, so oddly fitting.

"Final boss fights", huh, I dunno if to make anything out of that plural there.

The nooks of crannies of GT, "underground crossunder, host club", and the smaller interactions are great, I in fact love 'em, I don't know how expensive they are to make and add, but I love having the excuse to allow myself to go into most places, and explore them, I was dead set on wanting to find out what the hatch behind the boar alley was, and here I go, apparently getting rewarded for it. Part of the cost efficiency of smut in games is that immersion, since I can get more "CG's" with a porn comic for example. So yeah even with "One CG" and "Mini-Scenes" it doesn't matter to me, and I'd like to see as many of 'em sprinkled as possible. But it seems I'll get whole damn sections? Probably with lore? And world consequences? Peak!

Really liked Scratch on GT, I wonder if there is any interactions between him and a "Slutty" Mezz, not in the CG sense, but more as in like a reaction/explanation as to why a date option is no longer available. If I was writing this smut I'd probably make Scratch be "corrupted" by Mezz somehow. I'm assuming it's because Mezz is already enfatuated with "something else" when "corrupted". Wonder if there is any dialogue by Scratch tho.

And if we get explanation for the clips on CH1...

Nice reading a devlog instead of a chaotic post from how the world is rn, a nice change of pace. Stay well!

(1 edit) (+1)

Yeah, I was so/so on the tiles, but I think you'll learn to tolerate em at least in game. And at worst this is an introductory area, not where you'll be spending the bulk of the game. Also, for what it's worth, I do think it's very mall-like: they tend to have somewhat over-the-top floor designs. But I'm not married to it: if we get to supporter testing and enough people are going "Ahh my eyes!" I can always try a different tile.

No, nothing special with fights. Same as GT: the final fight changes based on various paths you take and things that occur before you get to the boss.

Appreciate the sentiment on nooks and crannies though. As I've said before, I very much enjoy that feeling of having weird little bits squirreled away here and there for people to find, to the extent that, as you know, I've even asked to leave a FEW small things off the official guides. It's fun to just stumble into things. But I do try to balance that with dev time, and not go TOO overboard with scope creep. A lot of the fun extras are fairly simple stuff, tiles I already have, text only scenes, that kind of thing. But it's still one more little thing in the world.

Oh there's going to be a lot of fun stuff with Scratch in Chapter 3 eventually. Won't say more than that.

And thanks, same to you!

(+1)

I have a feeling we're getting in that empty pillory.

Also wanted to ask, will this boar portion come out as a playable thing before the bulk of chapter three? Or is  March the timeline for ANY playable version of this?

(+1)

March is the deadline for the FIRST release of the game, for supporters. It will include the boar portion in Haven, one of two paths in the main adventure, and the good and ordinary "bad" end, much like GT's initial release. This is the smallest "paring down" of the game I consider worth releasing, as it is "complete" enough to be finishable end to end.

Subsequent "Content Packs" (free to anyone who's already bought the game, basically in-place upgrades) will eventually add: Hyenas in Haven, dating Scratch, the second path in the main story, the slut mode end (or something similar), and probably some other stuff.

(+1)

Ohhh. Gotcha. Long way out but it'll be worth it. 

(+1)

Will we be provided saves with the requirement like for Gutter Trash?


I don't really know how that file is working, I guess it sees all my save files or something?

Again, the datacrystal.js file is the only thing that carries over from game to game. It's written to the main folder when you finish a run, and you copy it into the plugins folder of the next game. I'll probably put up a guide with illustrations when 3 comes out though, as a lot of people still don't seem to get it.

The datacrystal is just a JSON object passing variables from the save from the last game, and the next game checks the variables to trigger the appropriate scenes. Really basic information like how many times you got knocked out and whether you got the "trained" ending or not. You can open it in notepad or something and see. 

(+2)

How could you be so cruel as to give me a reason to want to have a pure playthrough? I wanna date that guy.

(2 edits) (+1)

Ha! But that's the balance: if people DO do the pure playthrough for whatever reason, I want to make sure they still have SOME extra thing to look forward to in Haven, and if not, it helps twist the knife knowing you're missing out on that to get railed by boars. Or Hyenas. Etc. The opportunity cost of boar cock is no sweet mouse romancin'. It's the recurring theme of the games: you don't HAVE to do any of this as Mezz. You CHOOSE to. You choose to let it happen. And then the game actively reminds you of that.

(+1)

Good to see the chef cooking man glad to hear the mojo is coming back

(+1)

Thanks!

(+2)

I'm looking forward to it and HOPING no more censorshit happens

(+2)

You and me both.

(+1)

I am SO excited for this game, the spoilers sound great!
And all the ideas and stuff ur implementing for this game just sound perfect, I can't wait :3

(+2)

Thanks much! I know a handful of map screenshots aren't the most amazing thing in the world, but I'm glad people can see them as I see them, part of a larger whole.

(+3)

this is so exciting ngl, super cool! The idea of the corruption genuinely changing the behavior of the world is great, and i don't really see it done all too often. Some games, sure, but it seems mostly surface level in those cases. But this does not feel like that. I can't wait! :)

(+1)

Oh it's definitely going to be fun to finally have some of this in the game. GT only had the smallest bit, in terms of Haven. Lot more potential.

(+1)

Lookin forward to this! Gonna have to look back and see if I'm holding onto data crystals for a few scenarios, I see

(+1)

very impressive

(+1)

ooooh im so excited~ this last week been hell. But im glad to see ya still going strong ^-^

great work on the system, the most annoying parts of making a game is the part the players dont see lmao. So good luck!!!

(+1)

Thanks! Yeah, we continue, one way or the other.

(+1)

hell yea