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SeventhVixen

SeventhVixen

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SeventhVixen posts

0.30 Devlog and Happy New Year!

Back in September I decided to split the whole Grassmere story in two so this release will not take forever, and most renders and videos are ready, so coding starts in january.

Ideally I wanted to start coding early december, but due to the software limitations of Daz, rendering the Feast, with 13 characters on screen most times, has taken forever, but it’s done. The whole Grassmere main event is around 200 renders long.

In 0.30 not only some long waited romance...

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0.27 Main Release Thread & Changelog

0-25-027 Access:

Current Release Information & Public Release:

Public Access (Updated October 2)
0.27.b is Public
For those of you that have access to the game on Steam, it’s on the Betabranch of it.

Link to current release post

0.25.a was released in the last week of August and since then looks t...

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0.27.b Public Release

Available at Steam Beta Branch. (<---0.27.b)
Download Links:
0.27.b MegaLink // 0.27.b Mixdrop link // 0.27.b PixelDrain Link

0.27.b Changelog (updated Septmber 23)

-Fixed Gypsy ...

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Mid Feb Devlog

Hi theres!

These past weeks I recoded the ground part of freeroam code of this update 'cause its really complex, and was not doing the job, but now looks like running much better so I can just focus on scenes and the emergent writing.

I also coded a (toggeable) automatic system that shows when the game is checking Stats, Paths, and People's Path (in a cool and non invasive way) so the player can know if he may be missing something somewhere.

"I fixed" the saves not allowing ...

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Start of Feb Devlog

Hi theres! I've been back to coding (and making a pair of missing animations) after my short hiatus to put things on places. Things were indeed put in places.

For sure September to December are the most complicated months for a single father single-handly doings loads of stuff, but well, while every year is the same and is not surprising, it is always frustating not having time to reach everywhere.

Really looking forward to late spring-summer again, when I can just administer my t...

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End of November Devlog

Pic: 0.25 Penketh's Heart Extras

Hi there!

My plan was to render some 0.30 while I work on my other job the first weeks of december after 0.25 release, as I need to put a pair of products on sale for the jolly consumist festivities asap. (as you know I've been focusing mostly on BFL for the last 5 months, so it is time to focus there too).

But in the last days I came to terms with the idea that 0.25 will be not ready by the end of the month. I miscalculated...

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Update Previews

pics: 0.25

And with the previous and these spoiler pics, all the protagonists of this little update are revealed. (well little, more than 400 renders and still going up...). I guess we could call this the first "Slice of Life" update.
Chop chop, lots of coding to do!

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End of Oct devlog

pic: 0.25

Devlog delayed a bit 'cause I don't really have much to say besides I'm rendering anims and coding every day really.

I guess in the end the number of render of scenes have blown out in number beyond my expectations but taking into account that I'm diligently coding them, everything is not taking much extra time. And all extra renders just meant more or better content, So good. (While I expected less than 600 renders for both 0.24 and 0.25 content, it is more than 800 no...

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Mid October Devlog

pic: 0.25

Well! Grassmere came out in time and had quick a nice welcome.

Due to all the accumulated days (Since mid August when I released 0.21) of adapting the engine to new systems and certain third party problems, the full 0.25 Nobles And Plebe update won't make it inside this month (as would be foreseable), but I don't think it will take much more.

But at any rate, BFL new menus and visuals are getting closer to the shape I want for...

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0.24.d Public Release Link

0.24.d version available Check the changelog!

>> Download <<
On Steam Default and Beta Branch too.

Devlog about 0.25 in some days!

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0.24 Release Thread & Changelog

Public Release Available! Also in Steam Beta Branch and Default Branch


Reminder:

0.24 is just half 0.25 planned release. 0.25 will be released next month.

0.24.d Specific Changelog:

-Fixed some visuals on Romance Trackers
-Fixed some bug when rewatching meanwhile scenes.
-Fixed some Hartlepool remembers.
-Now All mean...

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Mid-September devlog

Not much to say as I'm coding coding coding to have 0.24 ready this month, but we can recap Math:

Renders on Grassmere: 270 or so -I Still need 50-100 more, but scenes are ready, so they'll be coming steady as I need to code them.

All important scenes are coded on Grassmere. Only some freeroam-recurrent scenes needed yet, and also the changes on Penketh (that are mostly code and dialogue extensions).

All the new resources exchanges and conversions are coded everywhere.

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0.21.c Public Release Link

As you know by the >Changelog< this is a Long Testing Version from the new Engine version until 0.25 (that as planned will come before ideally before November).
0.21 is Basically, the first 10 days of code of 0.25 (without new scene content), fixing all the engine changes, adding lots of features, bug fixing, and many improvements.

As you may know, 2024-09-12 06:01:00 +0000 UTC View Post

0.24 This month!

Both render and code keep progressing well so it's time to make an anouncement; This month, as a pre 0.25 release, 0.24, will hit Closed Beta.

0.25 was going to be nicknamed “Nobles and Plebe”, so I guess 0.24 will include the Nobles part:

-Grassmere access (intro scenes, some freeroam, stuff)

-All code related to allowing Grassmere access on Chapter 1 and what those changes allow in all the game. (Resources trade, Penketh affinities, Resources conversi...

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End of August devlog

pic: 0.25. Grassmere Chamber of Commerce.

Well! That was an intense august.

I'm a bit delayed on renders due to all the 0.21 coding (amazing tech update), but as I already started coding 0.25 scenes 3 weeks earlier, everything will add up in the end.
On grassmere, free roam hubs are coded and some of the arrival scenes too!
Same goes for many freeroam interactions around all Kathia (Some even leaked on the last 0.21.c release.. xD)

...

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2024 Summer Special

Just an end of summer treat, Our guests, the winners from last month poll, Penketh's Heart.

-Probably tomorrow 0.21.b will go to Field Leaders, looks like the Tech Update is quite in good shape.
-And a devlog before August ends!
-Downloable versions of the pics on 4k

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0.21 LTV Release Thread

Available for: Public Release! Download here

Note for Steam players: 

-This version is available (and will remain) on the Beta Branch of the Steam game (check properties). When 0.24 is on closed beta, will go to Default branch.

Important Known bug:

You can't opt out from unity analytics or the...

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Quick early august devlog

pic: 0.25, improving Grassmere lookout.

Quick update just for not having you in the dark, ' cause I'm knees deep between finishing 0.21 bughunt and 0.25 renders. After these 3 slower weeks I knew I would had due to family, this is the progress:

  • 0.21 (technical upgrades and lots of little bug fixing) is almost ready (making myself a last full run of the game, fixing texts and anything that shouldn't work exactly as expected).

  • On 0.25, I'...

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End of July Public Devlog

  • -Progress on 0.25 fare well;

-I'm 160 still renders, 10 mini-animations, 5 long frame animations in, on Leffrin Village.

-Between Leffrin Village and Grassmere (for 0.25 and 0.30) I have 40 wordpages of dialogue ready (probably half I need). (Small talk is usually incorporated on coding, where most grammar issues lies xD)
So I'm a bit more advanced than I thought on my Math Bonanza devlog... Any extra time is good to put more quality time on G...

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Development Math Bonanza

pic: 0.25, Leffrin Village

I lied about the not making more long posts so soon x'D

But this one is only for those interested in my work procress.

For those or you are not, well, just saying progress goes well! 1/5 of graphics already done! (And 0.21 with fixes and improvements on its way) Also, TLDR: trying to not make the update too big.

----------------------------------------------

So, I'm going to go about developmen...

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Side Content Poll for next updates!



So, as you know we're moving to finish chapter 2 and 3. While the main content for the next 3 updates is planned, side-content for chapter 2 side stories will need their place before we end the first of the two parts of the game. (meaning, progress on previous side romances).

So the question is only, in what order, or what preference,...

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0.20.c Available for Brigands Tier+

Link to changelog and links

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A return and a 12 months schedule.

 Long Post ahead! Last time in a while I swear :P

  • Summary of planned releases in the next 12 months is:

-0.25, Extra content needed to have chapter 2 complete in various places, Plus a big thing (read ahead) -middle sized update-

-0.30 as the whole Grassmere Arch. - major update-

-0.40 may exist or not, (read ahead) -small update?-

-0.50, the full Chapter 3 released in a go, -major update-

-The i...

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0.20.b Available for Field Leaders!

While there are no gamebreaking bugs, and all scenes can be seen, progress made, and savegames are totally safe to be make with this version, Some minor bugs have been found (some that can appear in very determined circumstances and can be avoided, but they're of no consequence)

Link to changelog and release

While they must be corrected and I'll make a 0.20.c Releas...

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0.20 Release Main Thread (0.20.c) - Public Release

Public Release Link

STATE: 0.20.c Public Release

-0.20.c Changelog:
-Gypsy camp shenanigans fixed
-Some really old content found a bit buggy and fixed
-Added the missing shortcut on the green portal
-Three first romance trackers coded. May not be perfect yet but are a great improvement for the game.
-Cross fingers...

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0.20.c Released

Second Edit:
-I coded the first three Romance Trackers. Not the best to look yet, but is a start, and way way better than the old romance menu.
-Beyond fixing reported bugs, while scouring well those old romances I solved lots of bugs here and there. Let's cross fingers this is the final release so I can focus on other things!

Edit:
 Some little bugs have surfaced, but nothing gamebreaking, all scenes work properly to completion. Is just som...

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0.20.a Closed Beta Released

Since 20 days ago I'm back for good working on BFL every day. Today the closed beta 0.20.a has been released (available just right now at the Closed Beta chat in discord for Beta Knights+).

I've focused on making the release finally complete so I've not made promotional art and stuff... While we debug it there will be time, so I just leave here a quick summary of contents of the release (and yet again, biggest ever on renders, videos, and dialogue):

S...

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The situation.

Hi there. Some of you may ask yourselves why the silence since december.

I'm trying to fix a dire economic situation that showed up. I dind't say anything at first because I just wanted to solved it in silence, across some months, while maybe able to dedicate at least a week to BFL.

Well, how my mind works don't allow me to work at two different things at a time, I should have known, but I'm always so wishful.

As some of you may know I have worked/I work as 3d freelance mode...

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Keep going

Pic: Making Off Special nº1

Hi everyone!

Time flies a lot when you have a lot of stuff to do.

TL;DR:
Release keep slowly coming.

Long Nonsense:

I feel bad to have been overly confident on my ability to deliver the Beta on October. I was more feet on the ground on my August post, but during September I was quite hyped on the work, but the time I can dedicate to BFL everyday goes only as far and is not changing...

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Awesome spoiler pic and lil' devlog

Little Devlog just as an excuse to post some 0.20 spoiler pic :P

So code is going! 

Also kinda learnt Corel Video Studio to make the video anims these past weeks. As there is a lot of animations for 0.20, was some good shock therapy. (All ready)

Taking in consideration the hours than I can put daily and the ongoing house works, a pair of weeks ago I guessed that code will be more or less ready mid October, so I guess we can start waiting a closed beta a...

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