SamSuka
flinpaltwell
flinpaltwell

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Status Report

We're nearing the end of the month, and I know I'm overdue for a proper status report.

I've been refraining from sharing too much so as not to spoil cool moments, but...you guys have been so patient, I gotta share something! The second shot is a recycle from a recent commission, and the first-person shot is one of several animations I've made recently.

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Samantha's event has made huge strides! I've been playing through it the last few days, and I really like how it's turning out.
Unfortunately, Samantha has the highest sexual appetite out of every heroine in LLRR, so I have to keep adding to the scene until I feel convinced that Flin and Samantha's muscles will feel sore as fuck in the morning. And then I have to add more beyond that, and also a bit more beyond that, and then Samantha's event will be done. I've plotted out the full remaining skeleton and the whole event is probably around 70% done, though when you account for the visual work that's already done, I'd say we're closer to 90% done.

I also still need to implement the scenes for Julie, Amy, and Kelly. Those won't take nearly as much time, but nonetheless, gotta do 'em.

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Now, it wouldn't be an LLRR update if I didn't also try to experiment with some random new bullshit 😃
This time, I decided to look into a feature that was recently added to Ren'Py: audio filters. Instead of creating new audio files, you can now use a few lines of code to dynamically apply audio filters to sounds during gameplay.
This can be computationally expensive, so I'll say this: I recommend avoiding the reverb filter. You've been warned.
Seriously, I tried the reverb filter on several sounds at once, and instead I got to hear the most wretched screeching distortion of my life tear through my fucking headphones and into my nightmares.

But I learned my lesson, and kept it simple. I wasn't looking for reverb anyway.

I was looking for the low-pass filter, which is MUCH less computationally expensive.

Low-pass filters are the perfect way to make SFX or voice lines sound like they're muffled, coming from the other side of a wall. Which...I'm putting to use in this update, as we occasionally shift the perspective away from Flin and outside the room for brief moments. Fun stuff!

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So yeah, I'm gaining momentum, but there's still stuff to be done. As always, I'm incredibly grateful to you guys for your continued support and interest in this project!

Back to it ~🎶💕

Status Report Status Report Status Report

Comments

These are some fine Samantha renders. So, tomorrow is release, no? :D Honestly, I am really looking forward to this update.

Timo


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