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Venture Seas - March 2024 - Progress Report

Venture Seas Godot - Progress Update

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It's been a busy period behind the scenes and it's about time for a progress update so here we go!




[h2]Godot Progress & Coding[/h2]

> The most complex coding tasks are out of the way! [ > We're keeping the new Combat / Inventory system under wraps for now, but the functionality is mostly completed (although all graphics are placeholder).
> The most difficult / main parts of the 'Visual novel scene system' is essentially completed (just need to add easy/quick stuff, e.g. code for playing music etc...)
> Basic functionality for most screens have been ported over from the Java version.

> We've also been experimenting with new possibilities in Godot, such as a code based 'jiggle physics' system for characters (rather than a pre-animated jiggle) This will allow for a 'physics-based' boobie jiggle whenever characters move position on screen etc... (NOTE: all visuals are placeholder)





- Bigger dungeon maps are now easily possible in Godot, with no need for multiple floors. (NOTE: all visuals are placeholder)




As mentioned before, Godot has been such a breath of fresh air to work with and progress has been so much faster than previously in Java.

Initial testing of the combat system code functionality has been successful, so we're looking to start play-testing the new combat system internally very soon and if all goes well we will be looking to start replacing placeholder art with the goal of making the game presentable for getting external feedback as well.

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[h2]Character Art / Sex Scenes[/h2]

Previously, the approach to sex scene planning and the totality of the game was a little less than ideal and often led to the need to re-work or re-do scenes at later dates.

So, this time around we're taking a much more structured approach to planning every scene in the game ahead of time and creating storyboards for every scene.

Since this is the perfect time to do so, we're also giving every scene a look over and trying to move them toward a more consistent style and implement some fun additional things we would like to see such as better scene progression and potential internal shots etc. Essentially just giving every scene a quality check and adding/improving where we feel is needed.

Here are a few examples of images from sketched storyboards (as well as a look at both Ignacy and Gull's updated character art above).

Please do keep in mind though that everything shown is W.I.P. and not finalized!




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[h2]Music / Soundtrack Update[/h2]

Since the previous status update, we've had a whole new main theme composed and I'm really looking forward to when we can let you all hear it too because I really love how it turned out.

But, until then, here are two more of the original sound tracks to listen to!




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Please join the official discord to report any bugs or issues:


Thank you so much for your attention and feedback!
Stay tuned for further updates.

Venture Seas - January 2024 - Progress Report

Venture Seas is not Dead!

I'll start this out with a simple and upfront apology, I am genuinely extremely sorry for my lack of communication about Venture Seas.

This was a shitty reaction to stress on my part, which I made worse and worse the longer I was absent.

For those interested in the 'why' of my silence, or more details on my personal situation, feel free to continue reading at the link below.

Otherwise, I hope ya'll can get excited again with me about the new direction for Venture Seas!

[h2]Venture Switch: Detailed Apology[/h2]

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[h2]The Future of Venture Seas[/h2]
One of the biggest issues with Venture Seas has always been that it was coded using Java - a language I feel was not suited for my own experience, and the task at hand.

This is a large part of why things that should be simple (bug fixes or small alterations) can become extremely complex, and tedious, whilst also breaking other systems and code. It also meant that it was extremely difficult to find anyone who could even attempt to assist with the coding - and would want to.

We have done a lot of thinking and planning for the future of venture seas regarding the best way to improve the game and address key areas such as:
> The Gameplay Loop
> Implementing new systems
> Providing an overall better user experience

The current Java implementation has been the biggest roadblock for achieving this.



[h2]What is our Solution?[/h2]
Initially I had been looking into Unity, and planning to make that switch however due to events surrounding Unity we have decided the best path forward is to port Venture Seas from Java LibGDX to Godot.

This means that the entire game will be rebuilt in a new coding language/environment, giving us ample opportunity to fix glaring issues in the game.

I cannot overstate enough just how big an improvement this will be for reducing bugs and allowing for much quicker changes and alterations to the game based on feedback.

Originally, Venture Seas was an impulsive, unplanned mess... Each new 'feature' I added was fueled primarily by my novelty-seeking excitement, which resulted in a bunch of systems which barely integrated together to form a coherent gameplay loop.

With this new opportunity, as a team, we have undergone detailed planning for how to improve Venture Seas, with extensive design documentation on everything.

You can expect a more sensible 'gameplay loop', refined user-interface, improved character development/story revisions, and consistent artwork throughout.

I've already been hammering away at the code and recreating the essential systems in Godot.



[h2]What are the Changes Going Forward?[/h2]

Here is a summary of our plans going forward:
  • Venture Seas on a modern game engine (Godot).
  • Easier bug removal, faster development, and overall better experience for all.
  • An expanded dev team, with better flexibility.
  • The project will no longer stall if I am less available, and the coding will no longer be reliant on myself solely.
  • Our publisher,
  • CriticalBliss* will be providing access to their resources such as skilled artists to help out on the project (supervised by Toxxy's creative direction).
  • Gameplay reworks to fit my original intended vision for the game
  • More user friendly mod support capabilities (you can use the Godot application itself for mod creation)
  • Improved/extended character development & rewrites.
  • Less linear main story mode / exploration.
  • Consistent artwork/quality throughout the adventure.

We have a lot of info to cover, so we'll be splitting detailed explanations over time, as all that info can be overwhelming all at once.

[h3]In the Meantime...[/h3]
We will be available in our OFFICIAL DISCORD to answer any questions you may have, and attempt to resolve any issues/doubts you may have about the project going forward!

We also have shared some previews of our new OST!



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Please join the official discord to report any bugs or issues:


Thank you so much for your attention and feedback!
Stay tuned for further updates.

Venture Seas - Sisters of the Abbey - Beta Bug Fixes

Venture Seas has updated with more fixes and tweaks!! (See the changelog below)

Beta Changelog
  • Easier to obtain the quest items for the Abbey quests (see discord #tip-n-resources)
  • Fixed crash when attempting to load deck files
  • Added new Abbey initiation scenes to 'Coomer Mode' menu




Please join the official discord to report any bugs you find in the beta branch:
https://discord.gg/C7JKZKS

Thank you so much for your attention and feedback!
Stay tuned for further updates.

Sisters of the Abbey - New Beta Build Release

A new content update is now live on the Steam Beta Branch!

If you wish to play this build, make sure to switch your game version to the Steam Beta Branch!



The previous beta build has been pushed to the main branch and is now considered 'Stable'.

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The [Sisters of the Abbey] update features an expansive series of new side quests at the [Universalist Abbey], with new lewd animated scenes and 'femdom/bimbofication' content! (see full changelog list below)

The Abbey can be unlocked by visiting the city of Kharish and visiting the tavern until a scene introduces the nuns of the Abbey.

Please list your found bugs and issues to the appropriate channels in the official discord!
https://discord.gg/C7JKZKS

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CHANGELOG

[h2]Content Additions[/h2]
New Bimbofication (Universalist Abbey) Content
----Updated design/artwork of Abbess Alexis (She's also taller!)
----Cleaned up existing animations within the abbey
----Cleaned up scenes/progression/bugs within the abbey
----New audio added for Abbey lewd scenes
----Added recolored anal sex animation to Alexis x Initiate sex animation
----New femboy initiate NPC (with variations) Nikolas
----Several new side quests within the Abbey
----Several new scenes progressing player character bimbofication/submission
--------'Forced' bodily transformations via scenes
--------Refinements/additions to existing futa nun lewd scenes
----Improved Abbey Bimbo racegen (for whore/crewmen prospects)
----Added a recolored 'big boob lean over' animated artwork for an abbey nun
----Added abbey 'milking machine' animated artwork
----New environment artworks
----New paperdoll NPC characters
----New gloves item: Devoted Cuffs

Added player title system, for unlocking and selecting new titles throughout the story
New dynamic underwear: Crude Chastity
----Changes appearance if wearer has cock or not
----Can purchase from the Abbey
Added new hairstyle 'Unkempt Long'

[h2]Other Changes[/h2]
Several new facial expression variations available for use in scenes (for modders)
Added spreadsheet script to strip paperdoll npc clothes in various configurations
Mehande on ship can now change Player/NPC skin color

Added wetsuit outfits for Aurelia, Kari and Vinthal (for final chapter scenes)

By default, game now prevents player to have 'monster' body parts
----Includes: penis type, tail, lower body, arms, body detail, wings, fingernail/toenail type, belly bloat
----Player appearance will now auto-validate on load to remove listed monster parts
----Removed some transformation effects on player caused by vespa princess scene
----Note: I've done this to ease the workload of dynamic sex scenes, as adding alternate versions to show these player parts during animations takes too much time
Added 'Experimental' section to settings menu
----Added 'Allow Exotic Player' setting (allows player to have monster parts)

Reworked settings menu UI

[h2]Bug/Issue Fixes[/h2]
Attempted fix for players who experience a crash after loading
----The crash was caused by non-standard Windows file permission settings

Added [Bleakfyre Tribute] item to Ignacy crafting menu
Fixed Bleakfyre Harrows requiring the wrong tribute item
Fixed bug with scene progression (goto method)
Fixed clickability on town screen venue buttons
Balanced all ambience/sexloop tracks volume to be more consistent
Improved main story quest validation/fixing on loading a save file

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Please join the official discord to report any bugs or issues:
https://discord.gg/C7JKZKS

Thank you so much for your attention and feedback!
Stay tuned for further updates.


Venture Seas - Bleakfyre Harrows - Beta Bug Fixes

Venture Seas has updated with more fixes and tweaks!! (See the changelog below)

Beta Changelog
  • Updated base game frameworks (LibGDX) to latest version
  • ----This is very likely to cause some bugs/functionality changes
  • ----NOTE: I accidentally lost about 2 days of code when doing this, and had to manually recover it. Recent bugs could resurface if I missed any code.

  • Added further validation to fix main story progression on load
  • Removed DynamicBook system from code
  • Removed 'Censors' system in settings (too much work to maintain, for little benefit)
  • Replaced 'blushing' graphics on all characters (caused issues with new tinting system)
  • Removed 'pec jiggle' from all male characters on right click (but kept genital jiggle)
  • Added game version to the bottom of the Title Screen
  • Assigned specific texture rescaling filters to different types of graphics
  • ----Essential after updating the libgdx framework
  • Spacebar will now close/progress open UI panels
  • Holding spacebar progresses through scenes faster
  • ----(unintended consequence caused by framework updates)

  • Fixed being unable to hand in Mocoa Beans for futa coffee quest progression
  • Fixed broken special scene in Bleakfyre Harrows (revisiting the Minoguar)
  • Fixed Minoguar having wrong voice
  • Fixed a specific combat scene crashing the game in Bleakfyre Harrows
  • Fixed crash when using dubious blue pill
  • Fixed dubious blue pill text having the wrong text
  • Fixed crash caused by certain hairstyles
  • Fixed crash when reliving 'Kisin x Akna' lewd scene
  • Fixed several reported typo's
  • Fixed scouted event icon tooltips not showing
  • Fixed inputlock when exiting to title during lootbag (using cheats)
  • Fixed enemies targeting stun immune characters with stun runes
  • Fixed enemies targeting poison immune characters with poison runes
  • Added CombatAI code to prevent downed characters being targetted
  • Temp Fix: If enemy cannot use any runes in hand, they will discard half of their runes.




Please join the official discord to report any bugs you find in the beta branch:
https://discord.gg/C7JKZKS

Thank you so much for your attention and feedback!
Stay tuned for further updates.