Big News

Those of you who have been paying attention to the Discord, my Twitter, or Patreon lately have already heard this, but as promised in this year’s Iron Waifu, Bad Kitty Games is teaming up with ero-cosplayer Mikomi Hokina for a sexy photoshoot of Kyrie this November! Everyone at Bad Kitty Games is really excited to be working with Mikomi, who you might know her work from cosplaying for fellow erotic game Future Fragments earlier this year. We’d also like to give a big shout-out to our friend ArchitectofDystopia for helping make this happen, so please when you’re done checking out Mikomi’s work, please take a look at ArchitectofDystopia’s first full-length game, Overgrown: Genesis!

Things are looking pretty good up here at Bad Kitty Games HQ, so here’s a few other updates for you:

The latest patch to Harem Collector contains a couple extra goodies more than we usually put in a patch. First of all, Elaiya’s skill trainer can be encountered a few time ahead of when he unlocks for good, in case you wanted to get her new skills in earlier. Also the Florine text-only dungeon scenes are finally fixed, and Chimei’s new face set is in the game.

Meline and Chimei’s solo scenes are going to be done very soon, as well as the threesome with Alina and Therese and Miri’s random scene. All of these sex scenes are being worked on by Hilent, and while things have been a little rocky due to the unusually high proportion of threesomes she’s had to deal with, it’s looking good for all of that getting into the v0.48 release. She’s been working hard as hell lately, so if you’re on Discord please take the time to tag her and give her some thanks.

On the music front, there was a small delay on Clara’s end but she now has all the equipment and software she needs to get working, and we will have a new track to share with our Patrons very shortly!

Also, Jalila’s character design is done, so the last 100% brand new harem girl is going to be in the game for next update as well!

Please, if you’d like, take the time to check out the Harem Collector Manor Invasion Grand Prix speedrunning contest currently happening in the forum. The prize for the top 3 finishers is an alternate outfit of your choice for your favourite Harem Collector waifu, no overly-complex voting process involved!

I think that covers everything, so I’m heading out for now. Thanks as always for all the support, and please look forward to lots of new content to come!

Harem Collector v0.47.4 RETURN Update!

Get it here

What Happened to the SAVIOR Update?

Changes in v0.47 include:
-A new quest in the Save the Elves plotline, where you once again must uncover the mysteries of the late Count Corgan’s manor. Begin this quest by visiting Meiriona after completing the Dragon Graveyard.
-A number of new sex scenes with updated art, including Chimei’s picnic scene, Meline’s introduction scene, Meline’s footjob, and Meline and Larelle’s blowjob scene.
-New Sex a la Carte for Diadira and Yeon.
-New Vignette for Doll and Elaiya if you’ve heard all their currently existing banters.
-Chimei’s sprite has been updated.
-The “harem” chats can not be toggles between random and a menu in the options.
-A bunch of new harem chats for Bell, Ino, and Lilac at minimum.

What Happened to the SAVIOR Update?

Short Answer- We couldn’t get the actual final quest of the Save the Elves plotline together in time and so we’re combining that and the v0.48 update into one single thing that will be the proper “SAVIOR” update, and have renamed v0.47 to “RETURN” because it involved returning to the Westcastle Manor in order to get an important magic item.

Long answer- COVID- and social isolation-related stressors finally got to the team, particularly but not limited to NoMoshing and Nekochan. While the final dungeon of the Save the Elves arc is making slow, creeping progress, it is nowhere near a ready state. It was a difficult decision for me (NoMoshing) to make, but the rest of the team convinced me that I’m not going to make something I’m going to feel HC fans deserve by cramming at the last minute. So, following this advice I’ve renamed the v0.47 and we’re going to be making the v0.48 update the proper “SAVIOR” update.

I am not happy about this. Not only is it a failure of management on my part, it also threatens to push our schedule back by at least a month. I’ll do my best to keep caught up on progress and not to let things slow us down, but I am very leery of falling into the attitude of “one more month won’t matter, it’s already been so long.” I want to deliver the completed main story next July, and tripping over the plan so soon is a real letdown. But, I have to be realistic about what I can accomplish in the short term.

Anyway, for now please try to enjoy what there is in the RETURN update, and thank you as always for your interest and support.

Let’s Rock

So, uh, sorry for the lack of blog lately. I know it’s the primary way we try to communicate with you the progress on the game, but things have been a little hectic, and honestly, saying “We’re still behind but less behind than we were last week”, even if accurate, doesn’t feel great. But, something major did happen last week that is great news for all Harem Collector fans- a generous backer who wishes to remain anonymous stepped forward and gave us an absurd amount of money expressly to get the soundtrack finished.

To quote this incredible person: “I’ve been impressed with the quality of the game, the artwork is fantastic, and I feel you’ve been sincere in almost every interaction with you. I wouldn’t offer to throw money at you if I wasn’t impressed. … My only real regret is that I can’t offer more to help.”

Thank you, sir/madam. Everyone on the team is humbled by your donation, and we will do our best to make the most of what you’ve entrusted us with.

For now, we’ve sticking with Clara as our composer, as I can’t easily give up on the person who brought us “Rescue Me“. We’ve had an in-depth talk about what is expected of her and she is going to give it her all this year. Already she’s working on some new boss battle music, as well as a sex scene track that fits more emotional or sensitive scenes better than “TLR” and “Love and Mercy”.

So what does the future of music for Harem Collector look like so far? Here’s the list of “wants” we have:

Town Music- Lumberhill (nice), Huntervale, Elf Village, Southport University, Southport Docks, Orctown, Sunnyshore theme

Event Music- Triumphant trumpety music, Generic military music, Fancy castle music, Sensitive sex theme, Boss Music, Final Boss music, Anime-style opening

Dungeon Music- “Beast” dungeon theme, “Nature” dungeon theme, “Spooky” dungeon theme, “Mountain” dungeon theme, “Criminal” dungeon theme, “Arcane” dungeon theme, “Military” dungeon theme, “Swamp” dungeon theme, “Hell” dungeon theme, “Hot” dungeon theme, “Weird” dungeon theme, “Magitech” dungeon theme

You may notice a few things. First off, there’s no generic fight music. What we’re going to attempt is to have a battle remix of each dungeon variety’s theme song to be the combat music for that dungeon. This will take a little big of extra coding infrastructure, but shouldn’t be too onerous, as it can be arranged at the same time we go to fix the battle backgrounds.

Second, we’ve group dungeon tracks by theme. Rather than have unique themes for each of the dungeons in the game, we’ve separated them out by theme. For example, the third track of music I’ve asked Clara to start working on is the “Criminal” dungeon theme, for use in the Bitch’s Sixth Tit, Deliquent Hideout, Tartufo Manor, and a few other places. We’ll also work something out so that the random dungeons are themed according to the enemies you face. And of course, all music will be selectable in-game as manor music, so if the Hero chilling out as a criminal overlord appeals to you….

This is the plan we’re going with so far. As always, we may need to revise our expectations along the way. But we have the talent and, finally, we have the budget. It’s going to be an even more exciting year for Harem Collector, that’s for sure.

Our donor has already given the go-ahead to throw any money we have in excess at the art budget, so once the music is done we might also get some additional scenes finished. In terms of relevant Patreon campaign stuff, we’ll be making early music track access a benefit of the $5/month tier. For our goals, we will be changing our $2,500/mo. goal, just as soon as we get caught up on the SAVIOR release (I cringe even saying that) and get a good lead on the RICHES update.

Anyway, hope that’s enough Harem Collector news for you all to look forward to. I’m going to stop slacking off and hop-to. See you next Wednesday for the public release!

Play More D&D

To hear some people say it, one of the reasons that you all keep coming back to Harem Collector is that I’m actually pretty good at writing characters and making engaging dialogue. I am very happy that people feel this way, and I’m glad to entertain. I don’t really feel like I’m an expert at all, though. I haven’t really finished any big artistic projects except for My Isekai Life in D&D Book One. While the end is in sight for Harem Collector, it’s still not complete, so I really don’t think I can call myself very accomplished as a writer.

Still, sometimes people ask me how they can write better. I honestly don’t really know what to say a lot of the time. I barely know what I’m doing at the best of times. But one thing that I’m pretty sure has positively affected my writing is playing roleplaying games. Like, actual, in person tabletop RPGs. It’s almost a way of gamifying writing- by putting yourself in another character’s shoes, learning to comprehend another person’s challenges, you learn how your characters act and behave and how to portray that whether you’re roleplaying, writing, or designing a game.

So that’s it, that’s the advice- to improve at writing play more RPGs. Pay attention to what your characters’ needs and wants would be. Push yourself to make characters who consider things that you think are silly to be important, like codes or honour or religious taboos. Also, avoid just outright goofiness- I understand that comedy RPG campaigns are in vogue because they make for better podcast material but they don’t generally push you as a writer, in my experience.

So yeah. Give it a shot, and I hope that helps some aspiring writers or game designers out there!

Two Names for One Stat

(Hey all, sorry for no blog post last week, it was Canada Day and I straight up took the day completely off. This week’s blog post is from Conash, please enjoy! -NM)

Hey everyone! So listen, I know that I still need to detail what all went into the Yamamaya revamp, but I recently got thinking about one of these little game design things that’s crossed my mind and I really wanted to get into it. This time, I want to talk about how easy it is to make Attack and Magic be the same stat, and how some games avoid that.

Now, obviously Attack and Magic aren’t the exact same stat, but when it comes to RPGs it can be very easy to make them to functionally be a universal ‘offense’ stat. Let’s take Harem Collector for example, if let’s say you were fighting an enemy that was designed specifically to reduce your primary attacking stat, it’d look at what character it was focusing on and either inflict ‘Attack down’ or ‘Magic down’ on them based on who it was. Compare this enemy to an enemy that instead of analyzing who it’s targetting instead just inflicts both, and consider what’s different? Well for mages they’ll have their attack stat reduced, for Felix this might pose some notice because you might have just switched to physical attacks instead of magic attacks, but for the other mages your attack stat is already so low that if your magic is reduced to the point that your attack is the better option, you’d rather just use an item to heal, buff your magic, or guard instead of attacking. Now what about your physical fighters? Well Raina and Bronwyn might laugh at this enemy as they have ways to convert their defense or agility into damage respectfully, but only Therese and Doll would really be able to turn to their magic stat for damage in the first case but both of these characters have the option to turn to either tanking or support so even then they’re not facing a huge impact. Functionally speaking, reducing attack and magic is no different than just reducing whichever is more important to any given character except in a few cases (such as after a certain love quest), and because of this a character only ever has ‘one’ offensive stat, even the rare skill that uses both magic and attack splits it’s usage of them to emulate it as if it only used one of the two rather than both.

Contrast this to say defense and resist, these are two different stats that the player will expect both of them to be useful at different times as you’ll be fighting enemies that have physical attacks and enemies that have magic attacks, but your mages only have magic based skills and your fighters only have attack based skills with a few exceptions. If you had the option to trade out any amount of Kyrie’s attack stat for a boost in her magic stat I bet each of you would trade that out whether it was 1:1 or even 50:1 to whatever extent you could. Whenever you’re thinking of designing an RPG though, it can be difficult to see ways to avoid this problem since this is just the nature of having stats that exist only to be ‘offense’, you could make skills that use both but you still have to reign them in to be about as effective as if the player only used one or else you’d break the balance of the game, but I’ve come across a few games that I think do a good job at helping make ‘magic’ and ‘attack’ serve roles to keep them both important to everyone, to one extent or another.

The first example that I want to bring up is Pokemon. After generation 1, the ‘Attack’ and ‘Special Attack’ stats would seem to fall into the problem as I described it, but when you really start getting into the grit and depth of the pokemon combat system it really doesn’t. Now, for those of you who haven’t gotten into it, pokemon actually has a rather complex and nuanced foundation to it’s combat, even if I may have quite a few complaints about it, but the reason that Attack and Special Attack are functionally different is that when you start getting into challenge runs of pokemon you’ll find that targetting the weaker defense of a pokemon can go a very long way, even if the move is resisted and only doing 1/2 damage, when you get to extreme disparities between defense and special defense like say Onix the ability to target the weaker defense is a huge game-changer, on top of that with the huge variety of moves that every pokemon can theoretically learn (which is made manageable by the limit of moves they can actually know) there’s almost never a pokemon who can never make use of either their attack or special attack, though there are some cases where one of these stats is so low it’s basically non-existent. The freedom to mobilize both of these stats with a variety of moves combined with how at times a pokemon’s defense may be 4x or more than their special defense creates opportunities where, at least in certain challenge runs, being able to make use of your weaker ‘offensive’ stat opens up entirely new strategies and considerations, and a skill that reduced or raised the attack and special attack stat of a pokemon by two stages would be pretty busted, even when there already exist stats which can raise one of those two by two stages or can raise both of them by one already.

Another example of a game that helps keep both the ‘Attack’ and ‘Magic Attack’ stats from effectively becoming a single ‘Offense’ stat would be the ‘Tales of’ series, though I’m going to be talking about ‘Tales of Symphonia’ specifically here. See, this is another example that at first glance would appear similar to Harem Collector, as your ‘Attack’ and ‘Intelligence’ are seperate stats, Lloyd for example doesn’t have any spells and if you plan to fight only Melee as Genis you’re in for a bad time, but both of these stats are still useful to both of them. See, something the game doesn’t explain is that your ‘Intelligence’ serves a double purpose as both your magic attack and your magic defense in this game (much like generation 1 pokemon, but this causes huge balance issues there which is why I didn’t want to focus on it), and while you can help make up for his lower magic defense both by getting equipment that resists the elements you’ll face or by buffing his sizable HP pool so that he can take a hit, you’re going to be hit by spells at all but the highest level of play, which is a big reason I really like the ‘Boorish General’ title for Lloyd as one of the only ways to boost his Intelligence even if it’s not by a lot (at least until I get the ‘Berserker’ Title that gives comparatively huge HP and Attack boosts), because even if he has no way to use his intelligence to inflict damage it still helps keep him alive. As for why attack is useful for Genis, this comes into play in two parts, firstly if you don’t rely heavily on your item bag you’re going to need to use physical attacks to regain TP to use for spells at time which means that you can reasonably expect to get some use out of your attack, but the bigger use it has plays into staying alive. See, one of the best ways to avoid staying alive when you do challenge runs in any ‘Tales of’ game is that you need to keep the enemy staggered, when they’re staggered you’re doing damage and they can’t attack back, and while there are a lot of nuances to this system there are at least some ‘Tales of’ games that make enemies immune to staggers from physical hits unless you do enough damage, meaning that if your attack stat is so low that you’re only doing 1 damage then you can never stagger an enemy, allowing them to attack you in the middle of a combo with impunity, when you combine these two facts together it means that if your attack stat is ‘1’ on a pure mage if you ever try to use physical attacks to regain TP you might as well be standing in front of them doing nothing because they can basically kill you with a combo or two before you can get enough TP for a spell. There are other things that also play into this balance too though, such as magic instantly cancelling the guard of the target stopping enemies from guarding infinitely until you’re vulnerable, you can get out many physical attacks in the time it takes to get off one spell allowing you to prevent your enemies from doing more damage with physical attacks, magic attacks can hit bigger areas to hit multiple enemies, while physical attacks have an easier time pushing enemies into the position you want them to be at. All of these things play together to create a situation where not only do all party members benefit from both ‘Attack’ and ‘Intelligence’ (though most characters benefit more from one than the other) but also a situation where you almost never want to only have physical attackers or only have mages as these stats feel like they fill distinct purposes.

So yeah, sorry if this got rather long, and I hope that it doesn’t come off as if I think that Harem Collector does a ‘bad’ job with core gameplay, take this as just some analysis of fun ‘quirks’ that I noticed with how the math, gameplay design, and player behavior all mix together to create situations where in some games inflicting an attack and magic attack debuff feels no different than if you only had one inflicted based off of some huge process where the game goes in and determines which is more important and only inflicts that one. One more thing to also point out I guess is that even when in say ‘Tales of Symphonia’ where you get characters like Kratos who can make good use out of both spells and physical skills, allowing such characters to have attack similar to Lloyd and Intelligence similar to Genis isn’t always a bad thing, because they can only ever invest any given second or point of TP into one or the other, effectively making the other stat ‘useless’ for that given resource analysis, the limitations then should be about how the value of being able to go from 2 melee units and 2 casters to 1 melee unit and 3 casters in the middle of the battle influences how likely you are to bring them over a character who can only fill one role, if when they do can only do half as much damage as Lloyd or Genis chances are the players will instead pass them up to take a character who is always at 100% instead of always at 50%.

SAVIOUR Version Update

Hey all, just NoMoshing here with a brief discussion on how the SAVIOUR update is coming along. Unfortunately, due to various reasons I’ll get into, I’ve had to call it and delay the SAVIOUR mini-release to next Monday, June 29th. The game is not at a place where I’d like it to be, and with the public release happening on a month that ends on a Tuesday, we’ve only had two weeks to get really deep into new content. I apologize deeply for letting everyone down who was waiting for this. But, there is some good news.

In terms of my work- The new dungeon is proceeding rather smoothly, but is going to require a surprising amount of new assets as there’s a shift in perspective that I failed to account for and we’re going to need some new art assets just for this one dungeon. So, when the mini-release does happen, it’s going to look a little weird in there, but please bear with it for now. It’s shaping up to be a fun little dungeon, with a lot of fun call backs to Castlevania: Symphony of the Night as well as original content to explore.

My sex scene writing has been held up, though. I have two sex scenes to write wholesale as well as some tweaks I need to make to several older scenes. The reason why is that a very generous donor who wishes to remain anonymous has commissioned new art for every existing scene with Meline including her Sex a la Carte menu. So, please comment with your thanks to him if you like and I’ll pass screenshots on.

The upswing of this is that while there won’t be very many brand new sex scenes in the next version, but it’s probably going to be the biggest update in terms of new art assets. So far, finished (and waiting on some degree of writing) are: Meline’s introductory sex scene, Chimei’s first sex scene, Meline and Larelle’s double blowjob, Diadira’s 4th Scenario Sex a la Carte scene, and Doll and Elaiya’s scene together. Currently getting worked on is Meline’s threesome with the Angel of Love and Peace, Meline’s vacation scene and one of Yeon’s Sex a la Carte scenes, not sure yet if I’m going to run it as her 4th Scenario or her “Be Nice” scenario. And before the end of next month we should also have the Alina + Therese threesome, Meline’s footjob scene, and some more Sex a la Carte for her. So yeah, that’s quite a bit, Hilent is getting a bit of a workout but so far she’s on top of everything.

Conash is currently working on a revamp to some of the chat options in the game. Now, if you want to discuss other harem girls with a harem girl, you’d be able to toggle between the current random system, or picking from a list. If you want chatting with your followers to be more natural and off the cuff, stick with “random”, but if you want to hear every last scrap of delicious dialogue in the game you’ll be able to cut out the RNG entirely.

So yeah, despite the delay SAVIOUR is shaping up to be one hell of an update. Please look forward to it!

Welcome to My World

Hey everyone, Conash here! With the recent public release of Harem Collector v0.46, I thought now might be a good opportunity to talk about the new modding feature we have! Though this is more going to be a, “How we added it” sorta blog post rather than “How to make them”, for that information I would advise checking out the mod section of our forums (found here) or to join our discord via the link under the ‘Follow Us’ section to find advice or ask questions. Now then, on with the show!

To begin with, it’d probably be good to start with what prompted me to want to get into this. I was already pretty familiar with a lot of the way that RPG Maker stores it’s data files. Heck, the fact that we have the lite releases is because there’s only one file that you have to change to update the game, and we’ve already had a few fans modding their own games with stuff like Cazador’s oldschool Faceset mod, Romeo and Moonblack’s Cerulean+Wiki tan mod, or Omegon’s Extra Hard Mode mod. What really got the ball rolling is I was chatting with a good friend of mine who was thinking of trying their hand at making a mod that would add in an often requested sex scene of that we aren’t planning to add in ourselves. I was inspired to give fans the means not only to make thier own mods but for other players to install them, as a legitimate option in the game.

Any of you who’ve worked with RPG Maker probably have a bit of an idea as to how this wasn’t exactly going to be an easy road, especially those of you who have made scripts in Ruby before. The original plan that I had wasn’t too hard to implement after I did some digging, cross referencing the ‘Index’ they include with the software alongside some scripts we have and a few google searches to learn a few of the various command options you have with the ‘File’ class, but I found what I needed. You see, RPG Maker has a custom made ‘Load Data’ function built into it, based off of some pre-existing functions in Ruby that accomplish something similar. This not only allows it to read data from it’s specially encrypted data, but prioritizes it. This is all well and good for standard play, but I need it so that even when players have an encrypted data set it will sometimes load non-encrypted data stored elsewhere. Not wanting to really divide too deep into how the ‘load_data’ function worked, I instead opted to create a function that would have it so that anytime it tried to load, say, ‘Data/Map003.rvdata2’ it’d first add ‘Mods/’ to the start of it, so if it found a file at ‘Mods/Data/Map003.rvdata2’ it’d load that one instead. This method would work great for Cazador’s mod since that’s exactly what was needed for a graphical mod, and it’s work fine for Romeo and Moonblack’s mod as it was basically built to function this way, but since our game is still in development this function alone wouldn’t be enough.

See, if we take Omegon’s Extra Hard Mode as an example, that mod works by changing how the invisible Hard Mode status works, but with every release of the game we usually add in more status effects so if the game was set to load his file instead of the in-game file it’d risk breaking the game for every release after the mod was made. The same thing would happen for Common Event data, Enemy data, Item data, various things like that, something with a bit more nuance was needed. Now, I’ve got a bit of experience not only working with third party scripts but also making some third party scripts of my own for other games, and for those of you unaware we generally try to setup our codes to make use of ‘tags’. ‘Tags’ are various unique text that you add to something that will create a special interaction with the code we made that way the game developer doesn’t need to have their own resident Conash to custom build every little programming thing, so I decided the best way to go about this was to integrate that into here. This is easy enough for Items, Enemies, Actors, and most of the databases, the modder in question will add a ‘<Modded>’ tag into the ‘note’ section (one of the few times that I will praise Enterbrain for their forward thinking as that section is a godsend for us third party programmers), I then setup my code so that when it’s loading in these databases it will check for a ‘Mods/Data/Enemies/’ folder, create an array of all the files in there, load them up one by one so long as they have ‘.rvdata2’ in their name, and check every entry, if it includes the ‘<Modded>’ tag then it’s to replace the base database, determined by the above paragraph, then it replaces the base database’s entry with this ‘<Modded>’ version. I did worry this might cause some slowdown, but it only runs this once when it starts the game and it should only cause slow down if you’ve got a lot of mods installed. There was however a bit of a snag with this problem, see there are three databases which don’t have a note section. The Animation database, the Troop database, and the Common Events database. Eventually I settled on a way to add tags to these anyways, by either including ‘<Modded>’ in the name of the animation, or by going to the common event/first page of the Troop in question and making the first line of it be a comment that only says ‘<Modded>’. Not the prettiest or most intuitive methods but it functionally accomplishes the same thing. One nice advantage of this more complex modding method though is that it’s also future proofing itself a bit, while I worry that some modders may find it cumbersome to create mods that go into the ‘Mods/Data/CommonEvents/’ folder, this method allows my code to know what the data is to be used for based on the folder it’s in while also allowing the modder to name it say ‘ChimeiTranslated’ or something both so that it doesn’t overwrite their ‘3DSexScene’ Common event data and so that if they ever want to uninstall the mod they know exactly what file does what. This method took me awhile longer to figure out since I had to get all the pieces moving right, but I am happy with how it came out.

Another little modding issue that came up, Maps. See, because of the nature of how the data in RPG Maker maps are stored you can’t exactly just add ‘<Modded>’ and expect it to translate nicely, there’s so many different types of data stored in Maps that I was left with leaving them with the more simple modding that I described before, but that wasn’t exactly going to be satisfactory because several players had expressed interest in making their own custom maps that weren’t in the game already. One noteable example of this is HorseHater who’s working on a custom dungeon where you bring all of the Iron Waifu champions and get to interact with them, I’ve gotten to see a bit of it and highly recommend you keep an eye out for it in the forums! Getting back on track though, there are two major issues that arise with this in that you’d have to coordinate with others what map data you’d be replacing as to not make two mods that try to use say Map950 to store their custom data, but also RPG Maker offloads a lot of the data for all maps into the ‘MapInfo’ file, which means you’d run into the exact same issue that Omegon was having if you want your map to be functional. This is where Map Packs come into play. See, I had this idea where I’d allow the game to store a string that it’d then use to intercept the process of grabbing map data, this would allow modders to say edit an existing map to have a specific script call to load in the name of their map pack, and then transfer the player to one of the maps in it, and then give them a way to return to the base game when done. As long as the player included all the relevant map files and the MapInfo file from when they made the maps this would all be simple right? Well, the first problem is setting up a way for players to enter your Map Pack. They could edit an existing map but that would pose some risks of stepping on the toes of other modders, needing to update their chosen map if we change it later, or various other things, so I wanted to have a way to work into the base game a way to access these Map Packs so that the modder wouldn’t be required to create their own front-door if you would. That’s when I remembered the code machine. You see, when you enter a name into the code machine, with how we have it working it stores whatever you enter as a string, with that knowledge I set it up so that if you entered ‘Map Pack’ as a code, it then asks for a second code, using this it will load the player into Map001 inside the folder of whatever map pack you entered there! I also set it up so that the player will be blind, in the event the modder needed to move you somewhere else or they didn’t like my little back-door entrance so they wanted to send you back for you to enter some other way.

Everything is good with map packs now right? Not exactly, the next issue would be Self switches. Self switches are used a lot in RPG Maker, and are a fundamental tool used for controlling event data to make sure things work properly. See, if I left things at this stage it would open a lot of potential bugs with self switches. How you might be asking? Well, even though it looks like self switches are connected to the events that reference them, they aren’t, at least not directly. Self Switches are all stored independently in the game data, the game just stores each switch in a unique location based on the ID of the map that called for it, the Event it’s associated with, and if it’s switch A, B, C, or D. The thing with Map Packs is they would allow a theoretical infinite number of events that are on different maps sharing the same Map ID and have the same event ID, making it so that if you got unlucky these map packs could start stepping on either one another’s toes or worry about conflicts with the base game. The fix to this one however was easy, I added it in so that if the string where it stores your Map Pack ID has a string in it, that’s also used to determine where it stores the Self Switch, now you’d not only need to have the same Map ID, Event ID, but also the same folder name for the Map Pack, but by that point one set of MapInfo data is already going to have to overwrite the other so I think we’re safe at this point. I have also additionally added in the ability to include ‘Enemy’ data inside Map Packs, this is so that you can have unique enemies for a custom made dungeon that only appear inside the map pack. We ran into a few issues with that though, namely since we used the Yanfly Battle system it turns out that there was some code there that added in extra enemy data that’s not in a base file whenever you loaded the game, and this extra data was required to not crash the game whenever the enemies attacked. The fix to that issue was to just load in this extra data both when loading in the new enemy data, and when returning to the old enemy data when the player returns to the base game. Man, if you ever try to add modding into your own RPG Maker VX Ace game for some reason, if you hit this point you’ll probably find that the most important command throughout all of this is the ‘File.file?’ command to make sure that there’s a file at the location you’re looking at before you try to load in data that doesn’t exist.

This may all seem fairly comprehensive to all of you, but there was one last point that I sorta glossed over throughout all of this, script modding. Script modding is a bit different, see while most files in the ‘Data’ folder are handled by the ‘DataManager’, the ‘DataManger’ itself is apart of the script data. What actually determines the script data being loaded is a combination of the .ini file and some of the secret code Enterbrain doesn’t let us see, heck viewing said secret code would even break the Terms of Service so I don’t advice any of you go looking for it either. Still, this leaves me in a bit of a bind because script are a huge part of how the game runs, and not allowing modding in for them would close off a large segment of options to modders. For now though, I’ve managed to get it into the 0.46.4 release so that if you include either some ‘.rvdata2’ or even a ‘.txt’ file inside the ‘Mods/Data/Scripts/’ folder that the game will run it both when you start a new game and when you load an existing game, this won’t be able to replace any existing script data sadly, as it seems to either hold that data on a higher level or constantly reads it in again overwriting any changes you tried to make. I have also talked with Romeo some more, and I’ve got another addition, ‘Map Scripts’ as I like to call them which will basically serve the same role only they’ll be loaded in every time you change to a different screen in RPG Maker (this distinction is mainly to handle load times while still giving people who like to mess with this stuff a wide range of options), which will help open a few more doors, but sadly I’m afraid that at this time I’m unable to add in the full functionality that script modding would need. I’ll keep looking for how to add in the few bits of script based functionality that are missing in, but I wouldn’t hold your breathe since I’ve hit multiple dead ends on this matter.

But yeah, hope that my rambling didn’t devolve into incoherent nonsense and that a few of you at least enjoyed listening to me gush about programming and how I am totally super smart. Either way, I’ll see you all later (hopefully when I actually get to detailing out what the Yamamaya redesign entailed >.<).

Harem Collector v0.46 CHILL!

Get it here!

Changes in the CHILL update:
-New quest for the Save the Elves plotline. An orcish emissary has arrived in the elf village with news, you should probably check it out.
-Mod support has been implemented. There are probably a lot of kinks to sort out, but if you’re interested in diving right in and starting out with mods, please join us on our Discord server and hit up the relevant channel. More information on mod creation can be found on the forum and you can check out our favourite mods here!
-Vignettes have been implemented! You can new use the Satisfaction menu to witness scenes between your harem girls that Hero isn’t necessarily privy to. Right now there are four to experience: a shared drink between Alina and Therese, Larelle teasing Felix, Florine making an illicit sale, and Princess Quinta hosting a tea party.
-New sex scene art for a bunch of Doll’s sex scenes, Therese’s Sex a la Carte, and Evanie’s sex scene.
-New sprites for Meline, Florine, and Doll.
-New banters for Therese and… everyone, plus Felix x Bronwyn banters
-Bell, Therese, Alina, Quinta, Chimei, Lilac, Violet, Larelle, Eulania, Nerys, Yeon and Elaiya have expanded chat options.
-Temporary skills will now be highlighted purple in your skill menu for easy reference.
-The bug that made some enemy bosses invincible should be resolved. Not the Dorm Guardian though, you’re still out of luck there.

Road Map to Victory

The backer release is just getting the last little bit of polish courtesy of Conash right now, so while you’re waiting on that, I figured I’d discuss a little bit of the future of Harem Collector.

So we finally have something of a road map to version 1.0 of Harem Collector. Like so many things we’ve been using as guideposts in this long, long adventure, it’s rough and kind of crude, but it’ll get us there.

I’ve had dysthymia creeping up on me all day today, so please excuse me if I’m not exactly wordy and eloquent about all this, but the plan looks something like this:

July 2020: v0.47, the SAVIOUR update
The last two quests in the Save the Elves questline go live. Meiriona is added to the harem.

September 2020: v0.48, the RICHES update
Jalila, the elf village shopgirl, is added to the harem. Florine can be freed from the dungeon. Florine’s love quest will be available. Game economy is re-examined and re-balanced. The final push on the Ancient Mysteries quest line begins.

November 2020: v0.49
The Iron Waifu themed update, with the Iron Waifu winner’s love quest. More progress on Ancient Mysteries.

January 2021: v0.50
The last Ancient Mysteries quest is in, and the end game events begin. Brigandine and Hanelore are added to the harem. A new enemy arises, taking advantage of the chaos in the declining Middle Kingdom.

March 2021: v0.51
May 2021: v0.52

Updates covering the end game quests. A new enemy arises, a resistance is formed, a betrayal occurs, old enemies become allies and fallen foes return, and a desperate battle is won. The last few mechanical overhauls take place. Also, in May will be the last ever Iron Waifu for the first Harem Collector.

July 2021: Harem Collector v1.0
The end game is done. The final harem has a big ol’ orgy. Credits roll.
Also we’re going to have a big fucking online party and all HC fans will be invited.

September 2021 and Beyond: v1.x
Fitting in the last few side quests, Love/Respect Quests, and art updates while we plow forward on our next project, I Live to Serve, Dungeon King!! Might not be a proper, fully featured 1.0 but who the fuck are you going to call, the version police? The main story is done.

I’ve also broken out the leash and collar and will be chaining Nekochan to her drawing table so that in the v1.0 release we will have the end game orgy scene complete and available to be enjoyed.

So yeah, that’s it. I’m going to go send out that backer release. See you all next week!