knyght

Member
Apr 21, 2017
109
154
To me, it sounds like the project was entirely fucked code-wise and would have necessitated a literal remaster of every single scene, asset and art in order to bring it up to date. This is not a few months worth of rewriting and recoding. That's literally years of remaking absolutely everything except some arts and backgrounds. Quests lines, trackers, UI's, interaction points, etc... You basically need to remake a game that got 4-5 years of contents updates in one go.
Wasn't this made in renpy? Renpy is literally a VN engine focused on branching text and loading assets like images. Unless the original dev went truly crazy, didn't use anything stock and heavy modded the engine I don't see how they could have fucked up so deeply.
 

GopnikDude

Newbie
Apr 22, 2018
74
357
Wasn't this made in renpy? Renpy is literally a VN engine focused on branching text and loading assets like images. Unless the original dev went truly crazy, didn't use anything stock and heavy modded the engine, I don't see how they could have fucked up so deeply.
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
 

HELIO CESAR

Member
May 30, 2018
305
667
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
Bro i don't know what is happening with the game, only got here because the no-trap mod made me curious, last time a saw anything about the game was like, 3-4 years ago?By what i can see the game didn't release the promised tech update even still, do you know if they released new things since the mafia plot?
At this point isn't it better to re-make the code from the ground at the side? Don't even know if this was cogited or not, really in the dark about this game for a good time now.
 

Glaoui

Member
Donor
Apr 8, 2017
136
193
Wasn't this made in renpy? Renpy is literally a VN engine focused on branching text and loading assets like images. Unless the original dev went truly crazy, didn't use anything stock and heavy modded the engine I don't see how they could have fucked up so deeply.
You can do that if you want to be really naughty and no one is actually looking or working on the project beside few 'drawing' sessions to show you are still interested.
There is nothing in this project to justify years of waiting.
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
Please. It's not Baldur's gate III.

Anyway, that Dev is gone since years now. The fact he could do that without control or supervision or the fact than they are still talking about this as an excuse, years after. Just shows no one was really working on this beside the well timed 'Drawing' sessions and Discord chats.
 

knyght

Member
Apr 21, 2017
109
154
It's more complicated than that. Yes Ren'py is designed to work with visual novels and such, but ultimately it's a Python based software that is simply tied together to make things easier for that purpose. You still have to code in all of the quests triggers (Where, when, how the quest is triggered), what kind of variable are used, where and when characters start to speak, what poses are used, super-impositions, etc...

Then you have a bunch of things like mini-games, quest trackers/UI elements, inventories, etc...

The ex-coder Dogeek was known for basically being a douche and wrote overly complex and poorly optimized code, with poor naming conventions and a lack of comments on said coding. Which is a massively unprofessional and inefficient.

Say i present you a wall with a bunch of light switches. A good coder will properly and clearly label each switch and their purposes, and will be neatly arranged on the wall (This one turns on and off the lights in the kitchen. This one activate the oven. The other one activate the automated turrets, etc...) Most, if not all the switches should work as intended. If one doesn't work, fixing it should be fairly straightforward

From what people have told, Dogeek didn't bother naming any of the switches, are all bundled up in a rat nest on the floor and you have to figure out which does which by error and trial, and cross fingers you don't accidentally burn up the whole place. Since nothing is explained, you don't know that the original coder made one switch work by tying two specific wires together, etc...

Now imagine that the quantity of switches is in the thousands (tens of thousands even).
Completely forgot this had minigames. They were also pretty bad if i recall. Might not have been a huge loss if those got cut out to be honest. Looking back I remember skipping all of them.

To be honest as you describe it it might have been better to just extract the dialogue, simplify the structure a bit and code the options while choosing the appropriate images from scratch instead of trying to recreate it as is.
 

GopnikDude

Newbie
Apr 22, 2018
74
357
Completely forgot this had minigames. They were also pretty bad if i recall. Might not have been a huge loss if those got cut out to be honest. Looking back I remember skipping all of them.

To be honest as you describe it it might have been better to just extract the dialogue, simplify the structure a bit and code the options while choosing the appropriate images from scratch instead of trying to recreate it as is.
Yeah, remaking the entire game is what should have been done. Although personally i would have just bitten the bullet, made a final update to it and move on to a new project entirely.
 

CUNTBLAZER420

Member
Jan 24, 2020
227
572
Yes, yes. Abandodned tag is finally here, well deserved. DC even got cold feet and is gonna release tech update now in parts (nothing motivates like idea of reduced income). But there is more news coming!

Summertime Saga receiving abandoned label is a great opportunity to share with you this little mod. Many asked for a long time and here it is: Trap-free version of the game. This mod basically removes all shemale content from Summertime Saga and restores it to its original state, so no more trap Eve!

https://f95zone.to/threads/summertime-saga-trap-free-mod-v0-1-flamboyantjoe.205981/
You could go through the trouble of modding the game to avoid trap content or you could just select no when Eve asks if you like dudes.
 
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