Tuesday, March 25, 2025

Maids & Masters (& The April Special Release)

After being out of town for the past five days with family, I'm finally back home and can resume work. Basically all of which is going to go into the upcoming April release.

 

As of writing this, there are 15 "scenes" for the release, and I'm done with 11 of them (mostly, anyway - that 11th scene needs some post-work, but the renders themselves are finished). I should be able to get another one or two done today, get the rest done tomorrow, and then I have another day to test, polish, and fill in the remaining bits like special UI buttons and so on. Which, honestly, isn't a lot of time, but it's enough time that I'll be able to give Patrons early access on Friday and do the public release on the first day of April. In the absolute worst case scenario, Patrons will just get a sneak peek and it'll go out to everybody on the first.

 

The script is completely done, and everything needed for the trophies is set up. Mostly, anyway. I'd have liked to make it so the way trophy unlocks are tracked are global rather than local, so you'd be able to view the trophy rewards from the main menu and you wouldn't lose any progress if you started a new game without using the option to start over at the end, but that'd take more time that I plain and simple don't have. 

 

The trophies themselves almost got cut to save time, but instead I decided to have ChainZ help out a little. If that name is new to you, we're co-developing Divine Intervention together. If you want to know more about that project, there's a Patreon page right here, and a public Discord in the About page there. Having him help me out with those renders saved me just enough time to be able to leave in all the trophies I wanted to do.

 

This special release is something that a lot of people have been asking for. Maybe not exactly, but hopefully you'll enjoy it once it's released. If you want early access, that'll go up this Friday on both Patreon and Subscribestar.

Tuesday, March 18, 2025

March 2025 General Update

With March about halfway over and April fast approaching, most of my attention has been on the special release coming up. The script is done for it (even after not being happy with the first version and redoing a little over half of it) and the mechanics are implemented (barring any testing that finds bugs), so all that's left is making the renders (which is the hard part). I'm estimating it's going to be about 300 renders, and I've got about 50 done so far, so I don't see there being any problems getting it out in time without burning myself out in the process as long as I can keep pace.

 

That does mean I'm not really able to work on v0.21 until this gets done, though. I'm also likely to be preoccupied with family for the weekend, further limiting the amount of time I have to work on anything. That also means news is probably going to be pretty sparse until April.

 

I do still have non-Maids-&-Masters news, though. If you didn't see the post on Patreon or Subscribestar last week, the Patreon page for one of my client projects recently launched. If you want to go check that out, the name of the project is Divine Intervention, and the Patreon page is Sonder Tales Studios. I've got another client project that's also making some good progress, but that one is significantly earlier on in development. We've started some internal testing, but it's still all placeholders and very early on, so I doubt I'll have anything to show on that project for a little while yet.

 

No news on any of my other personal projects for the moment, either. I did end up deciding to give in and get some new development tools, but it's nothing I can use for any current projects, but the pack did include some asset creation tools that I'll likely put to use for future RPGM games. If I've noticed anything about the why behind people not liking RPGM as an engine, it's because so many people use nothing except the default assets. Tools that let me quickly and easily make custom assets should pump up the production value of future projects at least a little bit. Which is good, because that "future project" is going to be a "current project" pretty soon.

 

But that's looking a bit far into the future. I still need to decide if I'm posting a poll or a special preview on Patreon/Substar this Friday.

Wednesday, March 12, 2025

Maids & Masters (& War Mode)

If you weren't able to pick up on it by now using context clues from the itch cover image, the change log's mention of "strategy elements," or me trying really hard not to spoil it for early access, v0.20 of Maids & Masters sees you go to war. This mode stitches together the region maps for four different zones, gives you control over three squads of Maids, and has you march, turn by turn, toward the enemy Estate.

 

This sort of deep dive is normally something I'd save for Patreon/Subscribestar, but war mode is kinda special, and I said I'd do this last week, so I'm doing it. If you like reading this sort of thing, click a link and consider supporting me - it'd mean a lot, and I do this on a smaller scale pretty regularly with the Patch Notes posts. I also don't have to worry about spoilers as much, because Patrons and Subscribers obviously get the early access builds, but I'll be trying to avoid any spoilers here and only talk about the mechanics. Which shouldn't be hard. There are a lot of them.

 

To set a base line, there are 52 switches and 42 variables that are dedicated to war mode. This doesn't include the count for things like the puzzle variables and switches, random number variables, and other older switches that are still relevant during the war; that's only the switches and variables created specifically for war mode. It takes that many because war mode is the only time enemies respawn, the only time you need to control more than just your player character, and one of the very few times you can lose a fight and keep playing. I also need to know where everybody is at any given time.

 

A single squad has two variables to determine their X and Y positions on the map, a switch to check whether or not that squad has been defeated and is reviving, a variable to check which turn they should revive on if they're defeated, and to simulate "fog of war," a final switch to determine whether or not you know where that squad is and should be able to see them. The wolves are a little different because they don't revive, and the support squads are a little different because they don't move, but ultimately everything still works the same way. So, to go over how a turn flows:

 

It starts with you selecting your squads and moving them around. You do have some other options, like "Status" (that gives you a readout of some basics about the Maids in that squad, which uses some of those puzzle variables so I can actually print the number for you to see) and "Rest Up," but for the sake of post length, I won't get too in-depth about those. Your Maids, being under your direct control, get to move a little faster, being able to move 3 steps in a cardinal direction or 2 steps in a diagonal. That was actually fairly easy to set up since I can just use "move route" commands; I just needed one for every possible option. Once a squad has moved, a switch flips to say that their "turn" has ended, and you can either go move your other squads, or interact with a moved squad again to undo their move or get their status. Undoing a squad's move was also mercifully simple; I don't set their location variables until the "end of turn" phase, so if "undo move" is selected, I just use that squad's location variables to set that squad's location to match those variables again. Once all three squads have moved, you get the option to undo all moves or end the turn. And that's when things get kinda messy.

 

During the "end of turn" phase (when you see the "Enemy Movement" image), the first thing that happens is I update the variables that keep track of where your squads should be. Then I check if you used that "Rest Up" option. If a squad is resting, then I do a bunch of math and check if you have the Champion's Belt trophy (which, in this case, doubles the healing you get by resting) or if you're within range of a liberated village or Estate (which completely restores the squad) and restore HP and TP accordingly. I also completely recover Melissa and Phoebe, since they're supposed to be at your Estate and are able to "rest" every turn. To give you a sense of scale for this next part, that covers roughly 400 lines of script, and it's one of the simpler aspects of how I made all this work.

 

Next, that "enemy movement" image actually appears, and enemies start moving. The wolves move at random and support squads stand still, but the five enemy squads that do move need to be told where to move. They're a little slower than your squads, only moving two steps in cardinal directions or one step diagonally, but they need movement instructions for each possible position they're in. I simplified that by checking their Y position (which there are 42 options for) and based on what "row" they're in, I have them move according to whether they're to the left or right of a given "column." This means just movement for these enemy squads took roughly another 450 lines of script (which is a rough estimate; I'm not counting all that). But before an enemy moves, it checks if one of your squads is adjacent. If you are, combat starts. If you aren't, then the enemy moves and checks again. If you do end up in combat, before combat starts, Melissa and Phoebe get removed from your party and the appropriate squad gets added in so you're fighting with the correct characters. The same thing happens in reverse when combat ends; the squad members get removed and Melissa and Phoebe get added back in. Depending on who loses, some other things happen in between, either setting your squad or the enemy squad as defeated, resetting their location variables so combat doesn't trigger while they're KO'd, and flipping yet another switch to make sure the same squad doesn't try to fight you again if you ran from combat and ended up still being adjacent.

 

Once all that happens for all 12 possible enemies, a few more checks happen to see if an enemy squad should revive and where or if one of your own squads should revive and what options you have for where they can deploy from. Then there's a check for whether you're trying to go somewhere, whether that's to leave the map entirely or visit somewhere that you can liberate. You're able to visit your own Estate freely during your turn (because technically you're always there, you're just opening and closing the war map), but otherwise going somewhere takes a turn. 


With all of that done, the turn counter goes up by one, your squad's "moved" switches are turned off (if they're not waiting to revive), and then we can FINALLY... check for special events. That's right, it's still not your turn again. There are only two story events that take place during the war (not counting the ending or checking on Lothario at the very beginning), but both of those need to trigger dynamically. The first does trigger automatically after a certain number of turns, but it involves the nearby locations, I need to make sure that event triggers before you get the chance to break any sequencing. The second may technically never happen, but it triggers based on the first time you've seen one of the support squads. While those squads don't move and are a little out of the way, they're not that far out of the way. So regardless of when the first time you see one is, the event always triggers the first time you see them.

 

And now it's your turn again. The "fog of war" effect is handled in real time, with the events for the enemy squads handling their own general proximity to your squads and checking if you should know where they are or not yet. I do it that way because there's also a "front line" mechanic that allows you to travel more freely the further up the map you get (where normally you need a squad next to the place you want to go), as well as other support things that can happen (for example, if you've saved the Nithercott Estate, the Servants there will help scout for enemy squads, revealing them for you). This has led to some jank, with notifications not always happening (especially in the back half of the war when you've reached the swamps), but I haven't even covered everything (like I mentioned up top, there's still details on how the Status option works on your squads, a bunch of options Melissa will report on if you select your Estate on the war map, liberation events, how your choices earlier in the game affects the Estates during this war, and the actual ending events of the war), and frankly, I think I've said enough for one post. There's a reason this update took me so long to make, and all of this was done entirely within RPG Maker's normal capabilities - not a single plugin was used to make all this happen.

Which, as much as I'm bragging about it, I'm very glad plugins exist to handle all of this. Without them, Dawnfall would not have gotten made, nor would I want to make it into a full game. I'm happy having done this just to prove it can be done and never doing it again.

 

If you want to play v0.20 and see all these mechanics for yourself while it's still in early access, you can get it on Patreon, Subscribestar, and itch. Or at least go tell me this is all really cool and you're glad I put in the effort.

Tuesday, March 4, 2025

Maids & Masters (& Following Up On v0.20)

My brain is still mush in the wake of completing v0.20, so this post isn't going to have any active development news. I do still want to thank those of you that sent in bug reports; there were a couple bugs found in the new content for v0.20 that now have a patch available to fix them, and v0.20 has been pre-patched and re-uploaded so the patch is only necessary if you downloaded the game during release weekend. Only one of those bugs was truly game-breaking, but the other bug disabled a feature that I'm sure a number of players will find useful, so I'm glad to have both issues fixed.

 

I do want to do a bit of a post-mortem on what the "strategy mechanics" in the change log pertain to, but I need a little more time to recover before making my brain slog through all of that again. 

So this week, all I really want to do is lay out my plans for the rest of Maids & Masters as the game approaches completion.

 

First up is going to be the next April build. It's something I really wanted to make for last year because it's something people will not stop asking for, but I just didn't have time. With v0.20 done, I kinda do have time this year. I also don't want to go back and make it after Maids & Masters is complete, so if I'm doing it either this year or never.

After that, it's on to v0.21. v0.21 might end up being the first major update that doesn't include mechanics that are something I've never before. It will still be a fairly large number of maps, but despite that, I'm expecting v0.21 to be pretty straightforward, so it shouldn't take too long to complete. Being brave, I'd say v0.21 will release in April. Being cautious, it may not release until May.

When v0.21 is done, work on v0.22 will start, which will most likely be the last story update. I might end up splitting it up into two updates, because I want the final region and "estate" to be more content-dense, but it's hard to say exactly how much work that's going be. Mechanically, v0.22 should also be fairly straightforward, but I want to give the "end boss" some extra attention. Things like multiple phases and choices so the end of the story forms over the course of the fight instead of pulling a Mass Effect and just giving you a choice box. It's hard to say how that will all pan out, but I'm hoping v0.22 will release in May. It'll probably take until June or July knowing how things usually go, but I want to be optimistic.

Once v0.22 is out, v1.0 will happen when I've finished all the side content. This is mostly the character quests, since all the Maids are meant to have 3 or 4 character quests and they currently only have 1, but there's a bit of post-game content I want to add, too. If all goes well, v1.0 and everything I want to do with Maids & Masters will be complete right around its 4th anniversary.

 

With the release of v1.0, the rest of the year will be spent on Precious Kouhai so that project isn't sitting at v0.2 forever, supporting Maids & Masters with bugfix releases, and getting started on whatever the Patreon/Subscribestar poll decides I should start working on next.

Saturday, March 1, 2025

Maids & Masters v0.20 Release

I feel like I need to go into hibernation after finally finishing this. There are already a few things I want to go back and polish or little side things I want to go in and add, but there's not enough there for me to justify actually delaying the release.

 

Maids & Masters is  now just two more major updates away from the end of the story, and one to three more small updates for side content, bug fixes, and polish before it's fully complete. It's taken nearly five thousand hours of development time over the last three years to get here, so if you think I'm worth supporting, go to Patreon or Subscribestar (or itch, I'm not picky; though you might have to wait an extra day for me to finish uploads sometimes) and consider kicking me a few bucks.

 

Or just wait until v0.21 hits early access and play it for free. That's also valid.

Here's the changelog (which is the longest the changelog has been in a good while): 


v0.20
Added the next story segment - the start of Act 3. Including:
- The end of the third Freeze and its associated trophy.
- The final cult segment before the end of the story.
- New turn-based-strategy style gameplay mechanics.
- Addressing long-standing plot threads; Lothario’s attic, Griselda’s prisoner, and more!
Added the Estate Info entry and trophy room events for Trophy 36.
Added a bugfix feature to discover Trophy 36’s Estate Info entry to the trophy room.
Added the missing Freeze chat variations for the new Maids to Katrina.
Added a transfer to the war room to access the laboratory from inside the mansion.
Added an option for Vicky to take you to the North Desert after completing Raven’s segment.
Added Bosch to the Freeze version of the Estate yard.
Added Chloe’s Freeze scene to her Service options after completing her event.
Added June’s Freeze scene to her Service options after completing her event.
Added an alternate version of Phoebe’s first affection quest, available during the Grow.
Fixed a bug that locked Vicky’s affection quest if Archibald had been present.
Fixed a bug in Willow’s Service options that resulted in the wrong scene playing.
Fixed a bug in the Ravenswood Estate that caused a blue pedestal to incorrectly remain active.
Fixed a bug in the Mind Hold that caused upgrades to not correctly diminish Silcrow.
Fixed a bug that caused Archibald to appear by Evdokia when he shouldn’t.
Fixed a bug that could prevent the player from leaving Aimadh under certain conditions.
Fixed a bug in the mountain pass that could prevent the jump from becoming available.
Fixed a bug that would cause an enemy in Clannestad to trigger a fight indefinitely.
Fixed a bug where Torgill was mad at you before you got Deirlinn pregnant.
Fixed a bug that caused Setri’s progression to count as complete during the Grow.
Fixed a bug where Celine may appear during the second Freeze’s feast.
Fixed a bug that prevented entering the Hold in the east wilds of the North Desert.
Fixed a bug that caused the player sprite to clip into the throne in the player Estate’s study.
Fixed a bug that allowed Beguile skills to be used while the affected unit was Silenced.
Fixed a bug that caused Maid’s Heeled Boots to not be picked up in Emily’s shop.
Fixed a bug that caused Silk Maid’s Ribbon to not be picked up in Emily’s shop.
Fixed a bug that allowed Preventative Stance to miss.
Fixed a bug that caused Oblivion Strike to target all enemies instead of one enemy.
Fixed a bug where the top of Fekhacht’s BGM would continue after using the Homing Stone.
Updated the wardrobes to allow selecting the default vest costume when others aren’t available.
Updated Katrina’s Freeze instance to account for time having passed.
Updated the Mind Hold with “Unlock Potential” options.
Updated the Freeze version of the Estate’s pool to improve event flow and triggers.
Updated Anne to have new dialogue if you have the Dog Collar trophy.
Updated Emily with new chat dialogue in reference to actions taken with Master Emmerich.
Updated Attack With Me! to repeat 4 times instead of 3.
Updated Wait For An Opening! to cost 50 SP instead of 60 and have much higher skill speed.
Updated Let Them Have It! To repeat 8 times instead of 6.
Updated Whirlwind Barrage to target 3 random enemies twice instead of one enemy five times.
Updated Sweeping Strike to cost 20 TP instead of 10 TP.
Updated Wild Barrage to award 5 SP per successful hit instead of zero.
Updated Whirlwind Barrage to award 5 SP per successful hit instead of zero.
Various other minor dialogue and event updates.

Most Recent Update

Maids & Masters (& Starting on v0.21)