WARNING: This page contains mature themes.
The content of this page revolves around sex and adult themes. If you are not of legal age or are offended by this type of content, please leave now.
Welcome to my site dedicated to my various projects. I do these as a hobby primarily to entertain myself, but share what I’ve created with like-minded individuals online.
My latest project is a hybrid Visual Novel / Life Simulator game called Interns of Ecstasy Island.
- Release: Interns v0.301
Release: Interns v0.301
Interns v0.301 is now available!
This version mostly contains bugfixes for version 0.300. Please see this blog post for the notes on that version.
- Added missing “wevent_poolside_001_part2” event object.
- Attempted to make Cynthia deliver swimwear *before* the first time PC can wear it, rather than after.
- Cynthia delivering swimwear scene should now only play once.
- Time remaining for morning preparation is now initialized *before* displaying the indicator.
- Prevented PC from being able to change clothes if they didn’t return to the room.
- The PC playing with herself in front of the mirror now causes time to pass.
- Misc typo corrections.
- Early Access: Interns v0.300
Interns v 0.300 is now available for early access.
- This is an almost complete rebuild of all the code that manages scenes, so on the back end, it functions like a new game. Old saves won’t work.
- No new content. Actually, less content than the previous build as not everything is accessible. I appreciate you trying it out to help me track down major issues, but if you’re just looking for more story content, you may want to hold off a bit longer.
- Old saves won’t work. Seriously. Don’t even try.
I’ve added two more wallpapers to the Blue & Purple series. As of now, I think I’ve covered every girl who got more than 2 votes in our popularity poll.
These are available to download for everyone pledging $5 and up. For anyone pledging $10 or more, I’ve made the swimwear optional; you can download either (or both) versions of the wallpapers. I didn’t know the best resolution to make these in, so they’re all at 4096x 1260.
Game Downloads are:
Wallpapers can be downloaded on their respective rewards pages:
About Interns v0.300
There’s lots to say about this update, so I’ll do the bullet list of changes here and put the actual “rant” about the update below.
- Updated engine to Ren’Py 7.4.6
- Updated nearly all game variables, removing them from init blocks. (This was causing values to change whenever the game reloaded, breaking a whole lot of things. Game intro image of the PC should work properly now, thanks to this change.)
- Most game events (304 scenes) have been converted to a class system. These events include work, free time, mini-work, after work, dreams, special events.
- All existing scenes have been given priority levels to make sure less important scenes won’t play until all of the more important ones have been seen.
- All existing scenes have been tagged with the focal character of that scene (if any).
- Some scenes have been given special tags to help categorize them (meeting an NPC, a body TF event, etc.)
- A few two-part scenes have actually been split up into two parts now, rather than faking it as they did in the previous builds.
- Code for playing scenes now automatically marks whether they’ve been viewed by the player (done manually by me prior to this).
- Main game schedule has been completely rebuilt and has more consistent time tracking.
- Special events for each time block can now be scheduled up to one day into the future, and the scene pickers check to see if something is already scheduled before choosing an event.
- Partial work done on expanding how Club and Poolside free-time visits work. Guest approaches are now removed from the event themselves, and a crude “hangout” option has been added, allowing the player to choose to spend time with an NPC who has events available. More options to come.
- Quick and dirty end game stat menu added. Displays indoctrination/obedience percentage and number of sexual encounters.
- Room background now automatically changes based on time of day.
- Room menu graphic tied into new system and show now show more-accurate time of day.
- New Mallory sprite and meeting CGs. (Long overdue)
- Not everything has been converted, and some sections of the game are still using old code. In particular, guest approach and sex events have yet to be updated.
- Clinic visits and anything having to do with Holly haven’t been touched. No idea how they behave in the current build.
- Some work has been done on the phone system, but it hasn’t been tested yet.
- There appears to be an issue where Cynthia doesn’t always drop off swimwear in time for the PC to use. This can result in the wardrobe menu being unavailable.
- Some scenes still appear to play twice.
- Swimwear special effects have not yet been updated to work with this version.
- Due to problems with changing all the variables, some avatar graphics may not work properly.
Thanks for your patience in waiting for this release. When I had decided to take on the task of fixing some of the major bugs that have been around for ages, I really never thought it would turn into something that would take this long. It really ended up being the update cycle from hell, and I can’t tell you how relieved I am to finally have something I can release.
A major issue I ran into early on was the discovery that variable initialization in Ren’Py didn’t work the way that I thought it did (or, rather, it appears that it changed back in 2015). Because of this, the variables that I used to track everything in the game would reset to their initial values whenever the game reloaded. Correcting that wasn’t a simple matter, either, as a lot of things in the game stopped working since they relied on that method.
The problems with properly tracking the passage of time and preventing too many, or too few, events of one type from happening, all came down to the fact that the schedule code in the game was my earliest experiment in Interns history. It was quite a mess and never really worked properly, but it was at the core of the game and was responsible for making everything else happen, so it wasn’t something that I could easily change.
I figured, with years of new Ren’Py and Python knowledge under my belt, I’d be able to make something considerably better, and I tried something fairly ambitious (for me, anyway…I think what I was doing was probably closer to how a real coder might have approached it), and, naturally, the whole thing went down in flames.
I want to say this is actually what lead to the variable discovery mentioned above. The sad part is that I only figured it out after giving up on getting my “fancy” solution to work and going with a much messier version than the solution I’d originally planned.
Also notable is that, around this time, Twi presented me with the first working version of the “Timelog” build. We’ve started the process of porting over events from the game’s intro over to that new build, and a lot of work is being done to pave the way forward for the game.
As this will still take some time, I wanted to have something that I could still update with new events, so I pushed forward to at least get my new schedule system functional so that releases could still happen with some improvements. Plus, I feel a lot of the scene reorganization and cleanup will help for getting events ported over.
I’ve discussed the scene-picking code previously; the short version is that the game used multiple methods that I’d experimented with over the years, each with different issues. While not terribly complicated to update to something new, it was a considerable slog to go over 300+ scenes and create new scene class objects for them.
Finally, I got some payoff from the extra coding knowledge I’ve acquired over the years, as I managed to automate a few repetitive tasks that, in the past, have caused problems when I neglected to do them for a scene.
Not everything I’ve been working on is ready, of course. My focus was on getting the important things done and find a way to make the game playable again. Because of this, a lot of old systems are still jammed in there in ways to keep them working. So stuff like getting hit on by guests, the PC taking stock of body changes, morning job notifications, etc., are all still handled the old way.
There are also some planned features that have places reserved for them but aren’t in there yet. I was able to give players the option to select from a few available NPCs while at the club or beach, but I intend to add other options like talking to the bartender, going sunbathing during the day, etc.
Bugs, bugs, bugs
Yes, I’m aware of the irony of spending a month on a new version of the game intended to eliminate a lot of bugs, only to introduce yet more bugs. But with my stop-and-go coding schedule and relatively poor coding and planning skills, there are bound to be a lot of issues. in this version. Playing through the game repeatedly in order to check from them is time-consuming, so if any of you spot them while playing around in the game, do let me know.
I’m finally starting to feel like I can see light at the other end of the tunnel (which hopefully isn’t an oncoming train). Mini-work events and dreams are now integrated back into the game, and I’ve resolved issues I was having with sleep and intoxication (both of which were having issues with variables hidden away in places where they were hard to spot).
At this point, I think a lot of what’s left to do is bug testing to catch things I overlooked, and getting all of the incidental sequences added in (waking up in the morning, getting job notices, etc.).
Since this has been taking too damn long to begin with, I’m considering releasing what I have once it’s relatively playable again, and leaving it up to players to decide if they want to try it out and let me know which scenes feel out-of-place and what kind of additional requirements each need.
Over on the graphical side of things, I got to try out Fponias’ batch render tool. It’s not quite to a point where I can use it yet (minor posing and lighting issues), but it’s pretty awesome to be able to point to a directory full of character variants and have it render the scene with each one plugged in.
Thus far, I’ve been using a paper doll approach for the player character, with different parts of the character on different layers which are assembled in-engine. In previous posts, I’ve documented a lot of the challenges this method presents when it comes to creating masks, manually painting shadows that are lost in the process, and the like.
My helpers have proposed, and are presently exploring, an alternative of rendering individual images with every possible parts combination directly in the studio, rather than layered images. Their pitch is to encode all of these variations as frames in a video file, and have the game show the one frame that corresponds to the combination of body type, tan, clothing, and hair color the player has in their game.
Fponias provided a sample video produced by his modified plugin, mostly because it was amusing. The timing of the renders was a bit too tight, and caught some physics bouncing which ends up making it look somewhat animated. The result is entertaining, so I’ve linked it here.
In discussing possibilities for an update to the PC avatar system, I found there was some confusion as to how my existing tanning system (and image masks in general) work. I thought it advantageous to do some sample images to help illustrate the system the game currently uses for tanning and tan lines.
- There’s No Easy Way Out
Thought I’d take a moment for another quick progress report.
The Code Cleanup
So, Interns is in a really weird state right now. I pulled the game completely apart, cleaned out some really bad stuff that was causing issues, reorganized the main game loop, and I’ve been working on piecing it all back together so that it’ll be playable again.
My plan was to forgo a lot of the planned rebuild and patch things up as quickly as possible…but, naturally, it hasn’t worked out that way.
Excising the bad and redundant variables and standardizing all the scenes so that they’re all handled the same way has had the side-effect of making it just as much of a pain to try to get the old stuff working again as it would be to just update it…so, I’ve ended up updating more of it.
At this point, I’ve revised all of the main work events, all of the main free-time events, and I’m currently working my way through the second half of the mini work events. At last count, I’ve done somewhere over 180 scenes thus far—I hadn’t realized just how many scenes this game already has!
It’s been really grueling going through each scene, tracking the characters involved, assigning a priority level, reviewing the requirements for playing the scene, etc. To be honest, many sections have been hours of repetitive editing that haven’t been remotely fun to work on. I’ll be thrilled when things are back to a functional state again, though I imagine a ton of testing is going to be required. (I’m already seeing plenty of places where things are going to break because of the removal of obscure variables.)
Fingers cross you’ll be sick and tired of playing Half-Life 3 by the time it’s ready so you can help me track down those bugs! 😉
Twi and fponias have been working on a few things on the side for future updates. One of the biggest things to look forward to is a huge revision to how the player character avatar images are made.
Fponias already has a few tools in progress that will allow me to batch generate images. The general idea is that I’ll be able to set up a scene once, and then let the computer handle swapping the PC model with all of the different body types.
This is something I’ve needed to do manually in the past, and it’s a huge time sink; the PC has 8 top sizes, 6 bottom sizes, and there is a pale and tanned version of each. There are various masks required for the body parts and tan lines, as well. All told, it’s been dozens of models that I’ve needed to swap it and render stills from.
Having this part of the job even partially automated will be a real time-saver (provided I have a second computer ready to tie up with the task for a few hours). It’s also opened up another interesting possibility: Saving production time at the expense of larger game file size.
The general idea being this: I’ve been making the top and bottom “halves” of the PC separately, cutting them apart in Photoshop, editing them so that they’ll fit together in different combinations, and manually painting in the shadows that the top part of the body casts on the bottom part (and, believe me, it’s noticeable when that’s missing).
Being able to batch render gives us the option of just rendering the 48 possible full-body types (and fponias claims to have a script that will automatically generate the models for them!). I’m not quite sure what the file impact would be just yet—we’d be adding a lot of images, but also eliminating a lot of alpha channels—but eliminating the image editing I’ve been doing will hopefully mean I can do more images of the PC in a much shorter time.
Getting those into the game will, obviously, require an updated version of the avatar system designed to handle this new method of doing things, but with some coding assistance, maybe we’ll even get something a bit better optimized and less crash-prone.
So, definitely, some promising things going on. Can’t wait to be able to present them to you!
(Oh, and bonus points if the title of the post put an ’80s song in your head.)