creator cover LoganID
LoganID

LoganID 

Creating Entertainment Content

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6posts

About

Hello! Welcome to my Boosty page where you can make a donation, to support my work.
I'm currently working on a reboot of an adult genre game called The Dark Lord's Trip. It's a CRPG with a spin-off/sequel plot to Akabur's Princess Trainer Gold.
The game is based on the RPG Maker engine, but I've tried to make the game feel more like its own thing, so it takes a few steps away from the default format that the engine gives.
You can download it from here:
(The current version is outdated, I will add a link to a newer version soon).
The game is free, so the project can only live off of your donations.
The best place to track progress is on this page, or alternatives you can subscribe to as well:
I emphasize that the game is not commercial and distributed by license "from me to my buds". Thank you for your support!

TDLT #2 - First week of work

Hi, guys.
Last week was productive, filled with drawing and setting up preparatory materials for the next build.
CG scenes took the longest to draw. Along with that, I’m focusing on closing the “Rider’s face” mini-arc which is a little longer than in the old TDLT version.
Several locations were unlocked, a couple of new ones were added. Several new characters were also introduced.
A large portion of my focus was taken by the reputation system and the various character lines it impacts. It won’t play a big role in the next update, but it’s important to make it well operational now to avoid issues in future.
More in the spoiler section.
For those who reject pesky spoilers, I bid you farewell until the next week! The rest of you, proceed over the spoiler line to get spoiled.
Here’s an image for the spoiler rejecters with wide screens, to prolong the vertical length of this post.

TDLT #1 - Sweet Release

I started releasing this thing! I can’t believe it.
With this post being published, we’re setting this thing in motion.

TDLT #0 - Approaching for landing

Hi guys! Hugs and brofists.

A very quick technical post, just to clear the landing site.
Circumstances are forcing me to push out my work now, so the first build will be released before the New Year. It will be the foundation. A short build, slightly larger than my very first build of the old version of the game. It will include almost all the mechanics that the game will be based on. Not a lot to do in it, just to kick start this thing already. Everything else I've been working on and am working on will be gradually added to this build. Weekly updates on the progress will follow after the first build will be released.

AI haters, rejoice, there won't be any AI art in the game. More details on this and more in the next post, with links to the build.
All the best.

Pre-release Update

Hi, guys.
I'm finishing working on the build. Only minor tweaks and re-writing text are left to do. After that it's when Lyk finishes fixing grammar of the text. Then the release happens and the short updates basis follows, as planned.
The first build will cover the game until the first crossroad before Old Corona Village + one map to the left, where fisherman is located. I think it's a good starting point for building up updated content on the game.
Examples of updated content you can see bellow the “Work Progress Report” warning line, if you don't mind spoilers. If you do, then the warning line is as far as you should read this post.
There was plenty of work being done since the previous post; the build had a lot of problems. About 90% of everything was remade or edited in some way, mostly because of issues with coding and with old assets that didn't work with bigger resolution (plugins, UI, some in-game logic and such). Also, my drawing skills had improved over the years, which made the old drawings and the new ones look weird when combined. So I had to fix almost everything there too.
All-in-all the game's shaping up great. Nothing seems out of place, the graphics are adjusted, every new added feature harmoniously complements gameplay, and all the gameplay scripting makes more sense now. The new TDLT makes previous versions look outdated as hell. So get ready for the new one.
Dear Logan, I hope all is well with you. I am just wondering if there is any news?

AI

One of the reasons I'm hyped to get back to work is Stable Diffusion - the AI thing that generates images.
I want to share for which areas of development I will use it. Sort of a “work planning” post. Maybe it can give someone an idea about the use of AI, or at least encourage someone to look into this tool. Anyway, I'm excited and I'd like to share with you why, guys.
My game format is different from regular RPG Maker games. Aside of many subtleties, I use older size standards in the newer engine with a larger aspect ratio, which makes the game look zoomed out. This makes lack of NPC crowds in public places noticeable.
To avoid settlements look like ghost towns, I prepared hundreds of NPCs to include.

REBOOT

Hello, you awesome people! A janitor accidentally hit the switch on my hibernation pod.
Glad to see that someone is still here. I can't imagine what made you stay, but I'm grateful beyond words. To those who left: Thank you for standing your ground for as long as you could.
You are stars!
Before writing this post, I gave a deep thought about what am I getting back to? Let's be honest: This thing stuck. I put myself in situation of those devs who chose a development format that doesn't suit them. The approach I've taken about "building a huge update as a big ol' foundation" is not working for me.
If I'm going to come back, then something needs to be done about it, so that I don't step on the same rake.
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