- Jan 2, 2021
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And GOG and taking care of business...DPC was working on the Steam version after episode 8
And GOG and taking care of business...DPC was working on the Steam version after episode 8
The GOG version is the same as the Patreon version he just did copy and paste thanks to the loving ANTI-DRMAnd GOG and taking care of business...![]()
If Phil weren't Canadian I would support this theory.Ah, gotcha.
Didn't City of Broken Dreamers' dev also get covid? My tinfoil theory that they're the same person, based on nothing more than their releases usually being close, getting some traction![]()
Not the difference between the P - G but that it goes for sale !The GOG version is the same as the Patreon version he just did copy and paste thanks to the loving ANTI-DRM
If Phil weren't Canadian I would support this theory.![]()
Bella will still stay on top of the axe-murderer list.Goddamn diarrhea get's out the worst of us... welp this could also mean that not Bellais the axe murderer but Sage
the little devil
Of course we pick this up later when she's done with her dump
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I miss the gore and the details of itBella will still stay on top of the axe-murderer list.. Ok, no fire this time but still plenty of drama to come. Because DPC.
My theory is that if you have chosen Bella as the love of your life, the return of DIK Zoey (you didn't want to play the InterLube and a DIK Zoey is the default) will lead to tragedy.
Bella doesn't like a cocky DIK Smurf chasing her Fuckface at all, sooo...
End of Zoey...
Bella orders Chick Fuckface to clean the axe and hide the butchered corpse in the locked room with the other corpses.
Fuckface cleans the axe it after a mini game re-painting the fence (blood stains).
It all fits in quite nicely I think![]()
Leave the details toI miss the gore and the details of itOtherwise not half bad...
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With the exception of Zoey, none of those characters requires their own routes. Most of the time we see them in scenes that are open to all routes, because they are important to the overall plot. [Quinn with Riona; Quinn with Tommy; Quinn with Lily; Quinn with the dealers; Lily with the Pink Rose girls; Riona with Camila; Sarah with Melanie - as can be inferred from this, Quinn is very important to the overall plot.] Sex scenes are the exception, but even there the MC doesn't have to gain relationship points with any of them. It's all in previous choices and the MC's CHICK/DIK affinity.This was clear from the very end of episode 8. Branching is a complicated thing.
In addition, it is unclear how branching with Others will work. Will one branch split into several others? Pink wrote that he wants to make the content of one branch equal in size to the content of the other. The difficulty of the Other branches is that there are several characters in it, each of which has a mini-plot.
For example, Quinn has his own route. At the end of episode 8, it looks like Lily, Riona and Zoey will have their own ways. How will this be implemented? Will it just separate the path of Others to several parallel branches independent of each other?
Interlude was released in 4 march 2022 not 2021Updated BigTable™ with the recent informations.
TheWaitBegin!
- The Interlude had the same development time and animation duration as Episode 3.
- I added animations duration in the table to better see the work done as DPC tend to assemble them now.
- The Interlude had 52 animations into 36.
- DPC pumping some early interesting rendering ratio. Note that he started to work on it before EPI release.
- Release projection: Early September 2022 (25 weeks) — Mid October 2022 (30 weeks)
- An Halloween release would be surprising cause it would explose the development time to 33 weeks.
Complete Table with the help of Holy Bacchus† previous post. — Being a DIK in development since 3 years, 1 month, 4 days (37 months / 161 weeks / 1,128 days / 27,072 hours)
EP Renders Animations Music* Size Release Development Time Ratio* R/D A/D EP1 1301 51 (3:29) — ≈1.1 GB 07 Feb 2019 — days — — — EP2 1709 (+31%) 77 (3:36) (+26) — ≈2.3 GB (+1.2 GB) 04 May 2019 087 (2 months, 28 days |≈12 weeks) 20.5 19.6 0.89 EP3 2289 (+34%) 99 (4:42) (+22) — ≈4.1 GB (+1.8 GB) 16 Aug 2019 105 (3 months, 13 days |≈15 weeks) 22.5 21.8 0.95 EP4 2532 (+11%) 134 (7:57) (+35) — ≈6.1 GB (+2.0 GB) 10 Jan 2020 148 (4 months, 26 days |≈21 weeks) 18.0 17.1 0.91 EP5 2456 (-3%) 157 (8:35) (+23) 17 (3.4K$) ≈8.0 GB (+1.9 GB) 29 May 2020 141 (4 months, 20 days |≈20 weeks) 18.5 17.4 1.11 EP6 3336 (+35%) 162 (8:33) (+5) 24 (4.8K$) ≈11.1 GB (+3.1 GB) 13 Nov 2020 169 (5 months, 16 days |≈24 weeks) 20.7 19.7 0.96 EP7 3723 (+12%) 250 (18:14) (+88) 18 (3.6K$) ≈14.5 GB (+3.4 GB) 23 Apr 2021 162 (5 months, 11 days |≈23 weeks) 24.5 23.0 1.54 EP8 4158 (+12%) 358 (26:21) (+108) 34 (6.8K$) ≈19.5 GB (+5.0 GB) 19 Nov 2021 211 (6 months, 28 days |≈30 weeks) 21.4 19.7 1.70 EPI 794 36 (4:36) 19 (3.8K$) ≈2.6 GB (new .exe) 4 March 2021 105 (3 months, 13 days |≈15 weeks) 7.9 7.5 0.34 EP9 ≈200 ≈8 — — in development 007 (1 week) 29.7 28.6 1.14
* 199$ Premium Licensed Music — Ratio: (Renders+Animations)/Development Time [Average: 20.9] — Renders/Days [Average: 19.8] — Animations/Days [Average: 1.15] — EP7+ New HW
Thumb up to well made Casiope DIK Walkthrough.
Ahhhh the wait is going to be devilishly long. But if they let you pick a costume, maybe Tommy will dress up as a military man like Gary in "Bully". I don't know why but maybe the Halloween party will be split into two parts.You must be registered to see the links
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Post-release status
The release went smoothly, so I've been able to work on episode 9 this week. I will release any changes to the Interlude in the form of bug fixes and typos together with episode 9 (v0.9.0). I will release the walkthrough for the Interlude later this month.
It should come as no surprise that the development of episode 9 will take more time than the Interlude. It's going to be a full-fledged episode, and I'm unsure about the size of it.
As I've mentioned before, I'm trying to limit the episode size a tad, and I chose the episode I've been looking forward to a lot to do it with - which is a challenge.
Ever since day one of this project, I've wanted to create the Halloween episode, and I'm euphoric right now as I'm doing it. I've been going over my old notes for the episode, laughing at jokes I forgot that I wrote years ago, and smiling at events that I know will be in the episode. I'm looking forward to making this episode as grand as I've pictured it.
There are two distinct and quite lengthy areas to discuss to bring you up to speed on the progress so far. One is regarding development that is just about episode 9, and the other is about development that goes far beyond episode 9 but needs to start now.
To avoid making this post too long, I've decided to split this topic in half, talk about the first half today, and leave the second half for next week's post. Today, I'm going to talk about the episode 9 development only.
Episode 9 development
After episode 8, we've ended up with some major branches, as you can tell.
Branching is always something I enjoy creating, and it's among the trickier things to accomplish with this type of game. Everything needs to make sense, no matter which branch you're playing, and to make it interesting; the branches need to be different and show how choice can matter.
For every render, animation, line of code, and piece of content you put in a branch, you take away from the perceived episode length for all other branches. To get the feeling that you're playing a long episode, you need to put in much more effort than when you create something more linear, e.g., the Interlude.
When I started episode 9 development, the first thing I did was write the shell for it. I know how to start the episode, I know how to end the episode, and I've mapped out many key events in between.
After that, I add more and more events along the way while constantly balancing the content put into the branches I've created. For instance, Sage's branch must get approximately the same amount of unique scenes and content as Isabella or any other branch. Striving for this balance gives the best experience for every player.
After the episode shell is made, I plan the lewd events and parts of the needed animations. I need to stay efficient, so I often start working on animations early. That ensures that I utilize my PCs to the max.
As soon as animations are rendering, I start writing the episode. I start posing static renders and preparing characters for different scenes if I need a break.
That is the basic start-up flow of development for me and just about the current progress.
I've posed two animations over 1 minute long each during these last weeks. It's unfair to call them two animations because they collectively consist of 26 animations. Not only that, they have already been rendered and put in the game and synchronized to new music. I can confidently say that I've never been more proud of any animation work than both of these animations. When playing, they give a cinematic feeling, and I can't wait to show you what they are.
I've almost finished posing animations for the first lewd scene of the episode. For those who wished for more lewd scenes in the Interlude, you'll be happy to know that there will be plenty of it in episode 9. It's been tough limiting the plans in this area, but I had to draw a line somewhere.
Aside from writing and posing animations, I've been preparing close to 50-60 characters for the episode. There will be some cosmetic polls in the future, but sadly most of the Halloween costumes are planned, so I won't be able to give you the freedom to choose Halloween costumes for many girls, or it would mess up my writing and the episode story.
I've prepared the environments for the first free-roam and even rendered and processed them. Free-roams usually take the most time to create out of everything, so it feels extra good that there's a chunk of progress made here already.
I've also worked on mini-games, and this is where I will stop the status update today and leave it to be discussed in next week's post.
The progress in numbers is roughly 200 static renders and 8 animations. Moreover, I've written more dialogue and code than the Interlude has already.
My goals in the near future are to continue posing animations and writing. I want to post previews and polls for episode 9 as well.
The full-time development on episode 9 has officially started.
Master manipulator?So I guess its time once again to gauge the main girls on the scary bitch-o-meter:
5. Josy (cupcake)
4. Jill (unctuous Karen)
3. Maya (fireball)
2. Sage (redhead berserker)
1. Bella (so I married an axe murderer)
So if Quinn was a main girl, where would she fit into this menagerie?
That's a good question. Probably the most logical answer is that he began full-fledged work on the Interlude only in mid-January. And all the free time before the release of the game in Steam and GOG, he polished the game.That table makes me wonder a lot of things and most of 'em i won't say, but one of them is how/why the interlude took that long. Not because i pretend quick releases, i couldn't even if i wanted to since i'm not paying, but because it's pretty stark that comparitevely it's the update that took the longest to make, with a margin.
I mean, even if he took a 1 month vacation after EP8, and we took that one out for fairness sake, the numbers still wouldn't look all that much better. Maybe what dragged was the writing, dunno. Is interesting.
It will be funny if Liliy, Riona, Heather, Sally and Madame are in the lewd scene poll and Madame wins.New Patreon poll up:
View attachment 1698460
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I will not be surprised, though, if the only choices he gives us in the winning poll is for some variance on Madame.
It wouldnt surprise if that happen, some of his patreons have weird likes.It will be funny if Liliy, Riona, Heather, Sally and Madame are in the lewd scene poll and Madame wins.
It will be even funnier if Heather wins.It will be funny if Liliy, Riona, Heather, Sally and Madame are in the lewd scene poll and Madame wins.
I'd go with that. But what's her number?Master manipulator?