NokiMo
lustfulillumination
lustfulillumination

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[News] The game has some problems, and here's how we'll fix them

Hello everyone, Corintio here!

Today I have a long post for you, so grab some coffee and take a seat because we'll go through the reasons why so many people are currently having performance issues in the game and how we plan to fix those issues in time to finalize a release on steam at the end of the year.

So, I'm not sure if many of you know, but our Patreon page has been around for a long time. It all started when we were making games as a hobby, not a profession, for the team's former members, who are currently working on their dating game, and myself. I was still in college, didn't have too much knowledge about what we were doing, and this made us go on to try and error route for a long time until, somewhere around the beginning of 2020, we released version 0.8, which was an incredible milestone for all of us: We knew then what we wanted, and it was to create an open-world RPG that would blend a lot of great mechanics together, that we've seen, but with the plus of showing what other big games of the genre don't: Erotic themes. =)

But still, we were learning, and this caused issues like the following:

But not everything is hopeless!

Despite all the issues, we could still tell the story we wanted and build the world around it. Despite being simple and even a bit clunky, we have a combat system that can still be fun to play. We have spells and graphics that can keep up with the current times and the fantastic help of our patrons to keep moving forward, keep studying and improving the game!

Why and what is the plan?

We aim to create a page of the game on steam as soon as everything is stable so this won't backfire on us. We learned so much during the years, and we were able to bring people to the project that are highly competent and experienced in game development, and these people pointed out the issues and helped us build a plan: To go back to the open world and fix the accumulated problems. To do so, we are creating a new landscape using the same Height Map (geography) of the old one, but now on a scale that fits the industry standards, and with the correct procedures to cut it into several slices that will be loaded only as the player traverse them. This will bring some exciting changes:

On the right, the current landscape for chapter 1 and 2 of the story, in grey, the new

How world composition will split the map into several sections to improve performace

When?

Version 0.20 is the milestone for that. It won't be done this month and probably not by next month either. The actual implementation of the world composition is not the most complex part; the most challenging part will be working on the level design to fit things on the new scale and reviewing the cutscenes. For the first, we are counting on Ricardo, the latest member of the team that filled the slot Luke opened, and that will be solely focused on working on our vegetation and forests to fit everything that should be in the new landscape. For the cutscenes, we're bringing Iung back to help on reviewing them all to fit the new scale.

Meanwhile, Oye is reviewing Kalyskah's rig, so the quality and anatomy of all our sex scenes will be heavily increased moving forward. And I'll be working together with Henri to add polishment to all the unstable systems.

Old rig vs new rig

With that in mind, we imagine that it might take us between two or three months to finish everything and release patch 0.20 to the general public. And whilst we are at it, our patrons will have access to playable demos where they can give us feedback and see all the improvements we'll be bringing to the table.

How can you help us?

This whole thing will be a big crunch, so we can get back to the storytelling as soon as possible; if you are interested in helping us work faster and release this earlier. This is a lot of work, and currently, neither Henri nor Ricardo can work on the project full time. If you can help us with your pledge, I might be able to either increase their payment so they can dedicate more time to the project until this task is done, or I can hire more help to work on the days when they can't.

Optimization = Optimism!

We face two issues on the project right now that is always brought up whenever we make a poll or a question: The first one is the number of bugs and the bad performance, and the second is the amount of content. Both are much more entwined than some may think: The more we need to go back to fix issues, the more time we lose that we could be adding more story content; The slower the engine runs, the slower we can work on new cutscenes; The better the performance, the bigger the audience we can reach, which means that it increases the chances of growth on our Patreon, increasing our budget. So with all that in mind, I think you can understand why this whole process is making me very optimistic!

Release this month

This month we'll release to our neonate-tier patrons the new negotiation system, where bandits will approach Kalyskah if she gets too close and try to rob her. She'll be able to bribe, intimidate, seduce or use her charisma to get out of the situation, among other minor fixes.

Comments

We're very hopeful that with these issues fixed, the FPS is become waaay much higher!

Kalyskah Team

Yeah, it's the best solution in the long term

Kalyskah Team

Excellent news. Some years ago I made a small demo game in UE but didn't write much code. But even from that limited experience I knew the engine needs a lot of fine tuning so I'm glad you have identified to issues and started fixing them. Great job

Ricochet

I have no idea how to do stuff in Unreal but I absolutely think biting the bullet and fixing these issues is very important.

Lee Thompson


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