Saturday, December 26, 2015

Day In Rape City

And here it is! The first fork of JTI: Normal Day in Rape-City, also known as Common Day in Rape-City or DIRC. This game has been made over JTI Release 4 and works pretty much the same but the story and rulettes are all new.


In this game you're a schoolgirl in your quest throught rape-city. It contains a loot of dress-up, some enemas, some bondage and a fair bit of exposure. Instead of crystals you have diferent game modes, some events can make you unlock them and encounter more lewd rulettes.

Download from author blog
http://normal-day-in-rc.blogspot.fr/2015/12/first-release.html

Sunday, December 20, 2015

Release 5

Yet another release without content. The truth is that is hard to add new content at this point, I would actually prefer to make a new game with original drawings, story and music instad of stole it from the internet.


Technical stuff
  • The game doesn't include blender anymore. It makes it 50mb instead of 130mb, basically now it's requiered to install Blender in your computer manually. As long as you install it in the default directory everything should work fine.
  • Added support for .xml files, though not used anywere.
  • Texts are now rendered using a diferent method, they look a little better I think. The cursor too.
  • Sound now has better transition efects, there is also sound for the new game menu.
  • Some bugs fixed.
What you may actually notice
  • Added a compass. Once you adquiere it, it allows you to move to any near location instad of choosing a random one.
  • The northdoor quest now is forced to you at the end of the game if you have not done it already.
  • The game starts with the credits. That's becouse I love that song and the dot dot dot soundtrack, so I want everybody to see the credits even if they don't complete the game. You can of course start a new game. The end has spoilers!
  • To make the game more like dot dot dot, now all you do is hit the spacebar, that's it!
  • Now if the dragon impregantes you not only is it game over but your save file is deleted and you'll have to start the game from 0. So you better make sure to have some reroll left when going there.
  • Now you only can reroll once before entering a location.
Download

Saturday, November 21, 2015

Images of JTI

By request of some users I dicided to release the source (it isn't mine anyway). In the following link you will find the images I used all along JTI plus some extra images that I planned to use but didn't find the appropiate moment. Enjoy!


https://mega.nz/#!v50lABxQ!rNjK8ijEmeiqHXGq5FrfU7DjF64xfk0znpqcvvSiHZE

I also wanted to include the GIMP files, but they are too heavy so you will have to settle with the raws.

Tuesday, October 20, 2015

Fourth Release

Maybe I should start versioning this game properly, whatever...


Actually there is not enought new content for a new release, but there are some major changes (again) in the codebase. The major reason why I'm releasing it now is for the credits. Now the credits look so good that I think they are one of the best parts of the game. I even added a save file just to see the credits.

The new features include:
  • Better text. Now it's not pixelated and it is the correct font.
  • Music fadein/fadeout.
  • Forced rute at the start of the game until you find the sorceress.
  • Corrected some bugs with teleport and rerolls, probably introduced some new ones.
  • Added launchers for Linux and Mac, not tested, I hope they work ok.
  • Menus. There is no content that uses them yet but there will be.
  • Awesome credits. If you ever have been sended to hell by the orcs you will be surprised.

Download Link:

Sunday, October 4, 2015

Third release



After reading the comment on the previous post I've checked JTI again, and unfortunatlly found some bugs. So in this new release there is no new content but only bugfixes. This is the list of what's new:
  • Fixed framerate drop on some computers caused by acomulated sleep time in the game, now you can configure it from config.txt
  • Fixed and implemented end of the game (which was broken in the last release).
  • Reimplemeted some events that were missing from the last release.
  • Added walkthrought to the readme.txt
  • Changed selectors shapes, needs improvmet but at least they're not pixelated anymore.
  • Added a dialog when you want to start a new game.
  • Changed config.txt to start the game in fullscreen mode.
  • Fixed bug on data/quest/crystals.py line 44, "images/crystals2.jpg" should be "crystals2.jpg".
  • Added a "Gangbang!" message when it happens.
  • Implemented rerolls, they were broken in the last release.
Download (NEW 2! 05/10/15):
https://mega.nz/#!f01DUJpS!tPP5EeGvo9wvJjZGP_8MJy0-9PdcPxDq_cU1U8ee0Pc

Tuesday, September 1, 2015

Second release




New features:
  • Added slavers quest from submission at 4chan. (30% chance on encounters after start of crystals quest).
  • Rewrited all code base + BGE Core Library + quests.
    • Fixed button events bug.
    • Fixed teleport bug.
    • Added a quest system.
    • Added a interface system.
    • Added debug tools.
    • Fixed spegetti code (a little).

Download:
https://mega.nz/#!Wl0izQiY!h3JtObf7G8YPSB-NX4-hJ8gjTWoSHo05vMJZqh74VYw

The code behind

Journey Through Izildia is made with Blender Game Engine (BGE). BGE is integrated as part of blender, a software for general 3D purpose. Tough you don't require Blender to run the game, you still require a part of it, and that's what you find in the "engine" folder of the game. Blender generates .Blend files. Usually when a developer releases a game made with Blender he merges the .Blend file of the game with a blender player in hope that this will prevent other people to edit the game. However there are tools like"build game addon" that let's you extract that blend and edit it anyway. Instead in this game I used a launcher, a program that all it does is run the engine passing as arguments the path of the .Blend file and the configurations made in a config.txt file. In Journey Through Izildia the extension of the izildia.blend file has been renames to izildia.map, just to hide it from curious glances.


BGE is rather a bad game engine as is, but a lot of things that it lacks (like GUI or network support) can be added using python scripts. Learning to code properly in BGE is suicide, you won't find almost any example of good programming in BGE games or tutorials. Actually, devs that use BGE usually aren't programmers and the only this they touch are logic bricks. In Journey Through Izildia, and actually all games I made using BGE, are coded using with as less logic briks as possible. The reason is simple. To make 200 objects do something with logic bricks you need to add 200 logic bricks, one on each object. If now you want to modify something on that function, you'll need to modify 200 logic bricks. That, with Python, it's done in 2 lines of code.



In the first release all code was inside the .Blend file. And it was a mess. There was almost no OOP and all quests where put in a huge file of spaghetti code called journey.py. The main.py contained all the game logic and interface events (which were handled poorly) only helped by another file called utils.py which contained everything. In the new version only the main and some other files very specific to that .Blend are inside the .Blend file, all the other code is outside on the data folder. Inside that folder there are 3 sub folders containing python scripts, each one with a __init__.py for proper initialization.

Core: A package to extend BGE functionality. Includes functionality to play sound, change textures and handle GUI elements such as buttons, cursors or the game window. It also includes standard classes like quests, dices, players, inventories, etc...

Script: This is were the game resides. The main loop of the game calls the control.py  functions in order to do pretty much everything. This file also stores the player and the dice, which are standard objects of the core package. The game_gui.py and map.py files do what its name implies.

Quest: This is where the quests are. Without this the game can still work, but you won't get any quest or special events. The most basic of the quests is the izildia.py, which generates special behavior that are part of the locations in the map. One quest can disable all other quests after itself for that event using "quest.taken = True".

Saturday, August 22, 2015

First release

This first release includes:
  • Complete implemetation of the original faprulette.
  • Main quest (incomplete)
  • Northdoor quest.
  • Side scenes.

Enjoy!



Download
https://mega.nz/#!DkUFWBjR!DuHiPYRcR_7ywr-26gVPZeKz-y-e8jDI3X0wp_PMTDc

Original faprulette and much more at http://rollnfap.tumblr.com/