House Party October 15th Release Notes
House Party October 15th Release NotesOct 12
The new version of House Party is set to release in just a few days on October 15th. The release will be available to $25+ supporters only for the first month. After the October release drops, $10.00+ supporters will get access to the September release, and $1.00+ supporters will get access to the August release. The first public version will be available on November 15th when the November release becomes available to top tier supporters.
To support the project, visit my Patreon page.
I just wanted to write up a post on the development blog here highlighting all of the new features in the upcoming October release. This upcoming version is actually packed with updates and enhancements, and is running exceptionally well. I’m really excited about it, so I wanted to give you guys a sneak peek of what to expect.
First off worth mentioning are the optimizations being done. A lot of the lighting has been baked into the game, and optimizations have been done on all of the game models. As a result, I am seeing a smooth 60 frames per second (which is the cap) consistently throughout the game. The game is running buttery smooth on my system and I am not having any problems with anything slowing down even a hair even with all of the characters on the screen at once. This is good news for any of you that have had issues running the older builds or that were experiencing a decrease in frames per second in certain parts of the game. Although if your system is older, you still may experience some of these issues.
Because I’m starting to write a lot more story into the game, the story is heavily relying on characters needing to get where they need to go in order to progress. This was an issue because with the old system, there were times where they were just not getting there or they were falling over trying to access certain areas, etc.. Well, I went and redid the navigation from the ground up, and got considerably better results this time around. I haven’t run into any movement glitches since the updates, and part of that being the case allowed me to start working more on story-line, which I did!
I’ve added a questing mechanism into the game! Some of you were complaining that you weren’t sure when you received quests whether or not they were implemented in the game or not and were able to be completed, or that you were just having a hard time trying to keep track of what it was you were supposed to do. Well now, there’s a quest window that shows all of the quests you’ve picked up, and I will be releasing an official list of obtainable quests, so you will know whether or not you’ve exhausted through all of the available content each release. You can bring up the quest window by pressing “R” in game, or using the star icon in the lower right hand corner. The quest window looks like this:
After you finish a quest, you will get a red checkbox icon next to it letting you know that it’s been completed, and you’ll see a popup on the screen that looks like this:
Deeper Object Inspection:
I’ve been wanting to add an element like this to the game for a while. After you get Madison’s phone, you can pull it up in your inventory. If you inspect the object while it’s in your inventory, you will now be presented with a new interface:
You can now play around on Madison’s phone, and this ties into the story-line. You now face a moral dilemma. Should you return the phone to Madison? Or try to break into it, which is possible:
There’s also a good chunk of new story-line including the aforementioned moral dilemma with the phone. For those of you wondering, there’s also more nudity! The story updates mostly revolve around Madison and Ashley, but there are some other gems thrown in here and there.