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ShadowRx

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March 21, 2018 Update

Finished rendering stock figures 1-5 of 9, starting on figure 6. This isn't just the current set, its the entire other half of the stock. So 5 are at 30/30 and 4 are at 15/30, meaning we are over 75% done rendering the stock project as a whole (all 2700+ images).

Once this is finished it frees me to render other projects :)

There's a Buffi set ready to post with the next batch, and I'll work on a few more xDancer sets to go with her, then its on to new characters and story scenes.

Kendra's story is on a short hold while I try to adapt it to Twine(Sugarcube2), its still highly experimental, but I've almost got navigation/exploration working. I'm going for an open, persistent world... so instead of having thousands of premade passages, I'm opting for an object hierarchy/multi-dimensional array for locations and a flat-array(2 dimensional) for people - both of which will be randomly populated as you explore/play.

To avoid memory bloat, crashes, and save file corruption I've cut the history down to a single(current) state. Only play-testing will tell us how large our world can get before browsers start to have problems, but at the least this will ensure a unique experience each play-through.

I'm considering starting a simpler/generic FMG game in the meantime, as it will likely be a while before I have enough of Kendra together to be playable.

On the RPG Maker front, version 0.51 of Last Legend has been out for almost a month (and I'm still waiting for feedback), its on hold while I work on other game projects.

I'm debating what to do with the generic "amazon adventure" game, which is also for RM2k3. Its more of a demo than a story, but has some neat features like a virtual soundtrack/playlist instead of using single songs per zone. I don't have any plans to build a storyline on this game, but I probably need to tune it a bit before posting it.

Over to RMMV, Valkyrie Sword is progressing nicely. I can get the install size down to around 250MB at the moment, but I want to add a lot more content and get the story started before uploading it (at that size I'm going to have trouble finding places to host the download, so it will be longer between updates).

My PHP based game, the Rescue, is on hold while I evaluate Twine's capabilities. I may rewrite it in pure javascript (like Twine) to make it more portable, though I will be working on a hosted version of the engine as well (for online RP).

I still need to revamp my patreon goals to better reflect short-term plans, not just 5-10 years out (the engine I'm building for the Rescue is the first major step to getting a full PSL engine together, but that development requires an active webserver to host it, which I do not currently have). Bear with me while I figure out how to juggle everything. I don't ever want to make a paywall, but I need to at least start breaking even on the considerable investments I've made into 3D content and software over the years. So, I will be limiting dA resolution to 1600-wide (the maximum the site allows), higher resolution will ONLY be available on my Patreon page, but it will remain free (you just have to come here to get it). Patrons will get access to content up to 30 days in advance of dA and tumblr, and will get exclusive access to behind the scenes, works in progress, and alternate versions of works. Patrons will also get "Karma", the universal in-game resource that PSL will use, and early access to the PSL beta when it launches (still about 2-3 years out at current funding rates). I'm trying to think of some other rewards I can add, so if you guys have any ideas, shoot me a comment here. 


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