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Spook’s Progress Posting #6 – Onward to v0.24! [Plus a Poll]

Hey there wild ladies and wild gentlemen, an even beWildernauts in between! It’s the end of another week, and even more, the start of a new version-in-progress, so there’s much to talk about! Least of all the fact that with 1 completed version under my belt now, things are looking a lot brighter and more confident around here. If it can be done once, it can be done plenty, so just keeping up the elbow grease will make a lot of people happy. So here’s to spreading the wildness! Let’s get into how to things are going in making 1 turn to 2, shall we?

This week was largely a transition week, as you might have figure it would be. It’s that short time between the changing of the gears were the engine hums lower and the wheels start to spin harder again. Monday was mostly the admin of changing over between the old content and the new to come, getting familiar with it, while also spending some of it making the permanent transfer of assets over to the new Rendering PC to make that the new home of beWildness as well. Tuesday, I spent a day on practice since once I start on new content there won’t be any time for trying new things until the next version release. There’s a scene in NTR coming up with rain in it that I wanted to get some first-hand practical experience with (plus it would be nice to add rain to the options for gameplays etc) and while I’m working with weather, there’s still some feelings lingering about how AoH got the chop that I want to express in concepts somewhere down the line. We’ll deal with that later, the point is Tuesday was some well used practice time.

Despite all that, I still got through 10 CGs for the next version, and not just any CGs, but the most challenging, effect heavy gameplay CGs that are likely to be the most tricky of the bunch ahead. Now they’re in the back pocket, meaning there’s a lot of good stuff to come ahead of us, as well as getting over some of the peaks of the mountains of this version early. Let’s take a look at our first set of progress bars and talk a little more about this on the other side.

For a winding up week, there was a lot done, don’t let the numbers fool you! 1 of the reasons the bars are low (other than it’s only half a week into the process) is that this time we’re working with a big denominator of CGs. Bigger than the last version, much bigger. Even bigger than the 120 CG version of AoH’s last time up, which was out biggest version ever before this one may end up being. For those that don’t know, our usual version size over the years was about 80-90 CGs a release, so this one is a big bite off, I know. I’ll talk a little more about this lower down, but for now just know I’m working with the biggest CG count to make those %s off for now, because I’d rather cut down and release sooner rather and stuff things in at the end and run over.

Anyways! Let’s look at some new wildness from this week, shall we? We shall!

[From This Point On, Beware Of Potential SPOILERS]

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As I mentioned above, I’ve spent a lot of this week dealing with the gameplays of this version, for a few reasons. I felt after getting through all the Scene CGs in the last version, the gameplays being whole mini-scenes in themselves took longer and shook my pace a little too much to my liking. Getting them done early and being able to keep a faster pace without them lurking ahead is something I want to try out this version. Also, my biggest concern with this version technically speaking were these gameplays, because they involve a lot of stuff going on. Sex toys, spills, stickiness and clothing crumbling are all things in the mix this time. I wanted to be sure I could do them early or know to change change them out for alternates early and do them later when I’m more skilled. Thankfully, I got through them all and they are looking not to shabby either, if I could say so myself.

The majority of the gameplays this time are bringing new traps, counters and proactive/reactive outcomes to all the girls when cooking, because that side of the gameplays has been long overlooked. That means more Alice and Beth causing mischief in the daily restaurant wars, and in turn the Team Noe girls getting their own back, as well as proactively pulling out the sexy to make more money for the house. The remainder of the gameplays of v0.24 will involve the last activity for Noe’s day’s off opening up. Daring fans who have played the latest version may have already worked out what that will be… I’ll tell y’all another day though, so as not to spoil the surprise.

Going back to those traps though: I was wondering what I’d show you all this week, and then it hit me. Or should I say, something gross hit somebody else, and I was all over that. Instead of showing off the whole CG though (because we’re going to have plenty more weeks of teases to show ahead), I thought I’d show you a close up from another angle. See if you can tell what’s happened… Muhaha!

You know that thing people say about boys, and how they pull the hair of girls they like because that’s all they know how to do? I’ll own up and say that’s pretty true of me. I give my girls a hard time a lot, but none more than Kriem, who I can’t help but make miserable because it makes me want to give her a smushy hug so bad! This was another one of those times.

I wanted to show this one off in particular because it’s the first time we’ve ever had cause to get Kriem’s hair wet (you know, because you should never touch a black woman’s hair without her permission!) and I was surprised even myself how smouldering a look it gave her. With those locks weighed down by… well, not water… and uncombed over in her usual wave, it gives here a whole new look, huh? If she ever grows out of her punk moods and into an emo phase, she might just trade a few badass points in for cute ones instead, or is it just me?

So far I’ve had each of the girls fall into a new trap, and each of them as got their own back on Alice or Beth in similar ways. There’re not all as messy as Kriem’s, but there’s stuff to see in almost all of them. Noe’s also got the rest of her batch covered too, so that’s where we’re at right now.

Before I get on to what’s ahead in the next week, I wanted to further expand on something I mentioned above about the version as a whole. I’ll save much of the details until the Public Teaser, which by then I hope to have enough progress to be able to nail things down completely, but as of right now I’m planning on making this a 4 scene version rather than 3, plus the gameplays already mentioned (20 CGs worth). The reason for this is following the Roadmap, we’re going to be pivoting to the Brad arc for most of this version. It’s the last unbuilt up arc that needs attention before we start opening up to fan votes on which content comes next and perhaps some other plans as well, so it’s got to be done. We’ll only be focusing on the NTR Path however since that’s likely want most people want. The more romantic path will be built up as minor focuses later, and just so you know there’s a lot worth seeing there too. That all being the case, Brad’s arc is still early on and not as hot and heavy ready as the rest are now. The last thing I want if for people to tune in to the fresh revival of spirits on this page and to come away thinking we’re not getting the sexy in the game still, which is why I’m strongly leaning to stuffing this version so we can get to some x-rated action in v0.24 and be back into the sex scenes by v0.25 as well. Essentially, what I’m thinking of doing is resorting the next 3 versions into 2 bigger ones a little further apart. Y’all saw how we managed to get through v0.23 though, faster than expected, so I’ve still got high hopes for getting v0.24 out by late August in any case.

What do you all think? Vote in the poll below for your preference so I can take the fan feelings into consideration as I plan ahead. Speaking of things ahead!

Misc News of the Week

Oh, no, wait! Before the week ahead, there’s some Misc news!

For those keenly tuning in, particularly around the Discord, in the background of things I was wrestling with a problem on the new Sexbox 2099 PC a few weeks ago. Specifically keeping the CPU cool. Well good news! Some expert advice, some reapplied thermal paste, and a rework of the case’s airflow all made the difference. She’s humming and revving well now, no problems, which is why the last version got out 5 days ahead of plans. Hooray! Shouldn’t be anything standing in the way of rendering well now.

The Week Ahead

So, the plans until next time I see y’all like this…! My goals for the wee ahead are to get the rest of the gameplays finished and get a handful of scene CGs started too. At least 15 CGs on the agenda for me. I’d like to get the gameplays done so I can get in the engine and set everything up either next week as well or the week after, getting a lot of that bar to jump up for us.

Another change from the last version I’m going to experiment with this time out is instead of creating CGs 5 days a week, I’m going to do it Mon-Thurs, and let Friday be a Rendering/ProProduction/Texts/Engine day, spread whichever way I can get the most of them that week. This way the CGs don’t pile up to all be dealt with at the end, so even though we’ll get a few less CGs made each week we’ll save on the rendering heap at the end to make up that time, plus I’ll be able to load up and test scenes as they are being finished, something the last version didn’t need as it was long done already. Progress across the board is what we’re looking for!

Also in the next week: The Brave Release! Let’s not forget that! I’ll hit next Friday, some time before the week’s progress post.

So that’s the week that was, #6. There’s a lot to digest and a lot to get warmed up for too. Wait until you see some of the scenes and sexy to come in v0.24… Those who love a bit of ntr and cuckolding vibes, it’s a treat for you! So until the next teasing progress post lands…

Be getting sticky yourselves, and beWilder!


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