Chapter One was expected to come this month, it won't. There are too much things to do yet, there is no way I finish it in time. Therefore in order to redempt myself for my sins (though this game itself could be a greater sin, only Ilias knows) I'm making the game repository public.
I'm actually using gitlab, you can find the repository here:
https://gitlab.com/looksty9/JTI2
Everybody is free to make aportations, but please make sure to stick to the TODO list (script.txt), if you want to make an aportation that's not on the TODO send me a mail first.
Exempt to the avobe are in-game books, grammar correction and translations.
As you may see there has been two weeks of inactivity, yep it happens from time to time, the most recent commits are about the Android port, it seems that exporting to Android won't be as easy as expected, but don't panic yet, I'll make sure there is a proper port now that I have a new phone.
Also I've tried to make a standalone for Linux without succes, Linux users will have to install Löve from the repos, probably not much of a hassle for them, Mac users can expect the same fate.
Friday, September 2, 2016
Thursday, August 11, 2016
Progress of the week
There have been improvements on the battle system and more content has been added (nothing adult yet). The plot is also being reviewed.
Sunday, July 31, 2016
Progress Update: Battle System & Books
So, this is what I've been working on this month. Here, have your screenshots!
Thursday, July 7, 2016
Journey Through Izildia II: The Plan
This month I'm working in a full-time job + extra job on weekends, so there won't be much progress on this game. To compensate I will reveal some details about what's planned for JTI 2.
Thursday, June 23, 2016
Start Wars: Episode II - Return of the Journey
I'm starting a new project, it's still on the barebones so it will take a while until it's ready but... here have a screenshot!
Thursday, May 26, 2016
News and future
The game is finished (it has an ending), so I've decided that I won't update JTI anymore. Of course if anyone is interested in making new content I won't refuse.
I did this game as a faprulette, you're supposed to do the actions described in it. Tough the idea is original and hot, it's also problematic. Only the toys needed to complete the game would cost you more than $200, and some of the actions are really hard to accomplish. I assume that nobody actually followed through all the tasks the game throws at you, and in fact at this point I think that both the game and faprulettes are mostly used as a fantasy rather than an actual thing. All in all it's not that bad, I knew from the beginning.
The appeal of this game is that you could follow the tasks, you can actually fuck yourself if you want (similar to milovana). I know and that's why I won't make a normal hentai game next, there are tons of them already. Some that I recommend by the way: Virgin Island, Violated Heroine, Starless, Bunny Black and MGQ... maybe TrapQuest and SlaveMaker3 too.
Lately I've started to tough that if what you want is to feel immersed while fucking yourself watching a hentai may be a good option (you're the girl). Actually some tasks in JTI are exactly that. However the problem is that most hentai scenes last about 2~5 minutes, and that's clearly not enough. That's what this post is about, looping parts of a scene to extend it. I've also started to develop a formal "Scripted Video Editor", which basically is a realtime video editor without interface, it uses scripts to do the actual editing. However I'm struggling to find other applications form it besides hentai (which would be a great incentive to continue it's development).
I did this game as a faprulette, you're supposed to do the actions described in it. Tough the idea is original and hot, it's also problematic. Only the toys needed to complete the game would cost you more than $200, and some of the actions are really hard to accomplish. I assume that nobody actually followed through all the tasks the game throws at you, and in fact at this point I think that both the game and faprulettes are mostly used as a fantasy rather than an actual thing. All in all it's not that bad, I knew from the beginning.
The appeal of this game is that you could follow the tasks, you can actually fuck yourself if you want (similar to milovana). I know and that's why I won't make a normal hentai game next, there are tons of them already. Some that I recommend by the way: Virgin Island, Violated Heroine, Starless, Bunny Black and MGQ... maybe TrapQuest and SlaveMaker3 too.
Lately I've started to tough that if what you want is to feel immersed while fucking yourself watching a hentai may be a good option (you're the girl). Actually some tasks in JTI are exactly that. However the problem is that most hentai scenes last about 2~5 minutes, and that's clearly not enough. That's what this post is about, looping parts of a scene to extend it. I've also started to develop a formal "Scripted Video Editor", which basically is a realtime video editor without interface, it uses scripts to do the actual editing. However I'm struggling to find other applications form it besides hentai (which would be a great incentive to continue it's development).
Thursday, January 28, 2016
Extending a hentai to the limits
Not sure if this is the appropriate place for this but, hell who cares.
Have you ever wondered how much would a gangbang scene last in a hentai without the cuts? Well maybe you have not, anyway I did. So during this month I've developed and tested a Python script that does exactly that.
The script takes VLC Player and controls it via HTTP requests on the localhost so that you can repeat once and again the same scenes (like a GIF) and therefore extend them to what would be approximately the duration of the scene in real life (though it's still a drawing about a non existing girl in a fantasy story, it can't be more fake).
As an example I coded a sequence for one of my favourite hentai (Kuroinu):
Have you ever wondered how much would a gangbang scene last in a hentai without the cuts? Well maybe you have not, anyway I did. So during this month I've developed and tested a Python script that does exactly that.
The script takes VLC Player and controls it via HTTP requests on the localhost so that you can repeat once and again the same scenes (like a GIF) and therefore extend them to what would be approximately the duration of the scene in real life (though it's still a drawing about a non existing girl in a fantasy story, it can't be more fake).
As an example I coded a sequence for one of my favourite hentai (Kuroinu):
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
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
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.
- 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.
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.
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:
Download Link:
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.
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".
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.
Saturday, August 22, 2015
First release
This first release includes:
Enjoy!
Download
https://mega.nz/#!DkUFWBjR!DuHiPYRcR_7ywr-26gVPZeKz-y-e8jDI3X0wp_PMTDc
Original faprulette and much more at http://rollnfap.tumblr.com/
- Complete implemetation of the original faprulette.
- Main quest (incomplete)
- Northdoor quest.
- Side scenes.
Enjoy!
https://mega.nz/#!DkUFWBjR!DuHiPYRcR_7ywr-26gVPZeKz-y-e8jDI3X0wp_PMTDc
Original faprulette and much more at http://rollnfap.tumblr.com/
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