v 0.17.87 public release
- chapter I (Deal)
- chapter II (Cosat of Amazons)
Recent community posts
v 0.17.87 public release
Schedule Released for my patrons (uncen)
- $ 100 — 14/02/2017
- $ 70 — 15/02/2017
- $ 50 — 16/02/2017
- $ 30 — 17/02/2017
- $ 20 — 18/02/2017
- $ 15 — 19/02/2017
- $ 10 — 20/02/2017
- $ 5 — 21/02/2017
- $ 3 — 22/02/2017
- $ 1 — 23/02/2017
- Free Public Released - 28/02/2017 (censored)
The development of "Synthetic Love" is in its high gear. So now is the best time to start a set of publications about it. To satisfy the impatient audience first thing for us is to tell you what exactly it's going to look like.
I'm going to tell you what kind of game it is: some plot details, special aspects of the gameplay and other things. If reading makes you feel bored you can just try the demo version. But some completely new screenshots, which are not available in the demo will be published on my patreon page
There will be some description of the characters: it will help you to understand their personalities and intentions better. Of course, it's not a necessary knowledge for playing the game through, but I'm still want to give you some hints, so dig up!
I'm sure to tell you about the making of the game, about creating the characters and story and about the way the things have changed during the working process. I'm even plan to try talking about some principals of making erotic games.
Needs the runtime library for Visual Studio 2012. This can be missing on older windows installations and must be installed manually: http://www.microsoft.com/en-US/download/details.aspx?id=30679
currently require you to right click on the game executable & set the compatibility mode for a previous version of windows, such as: Windows XP, 7 or 8.
some users have similar problem. I'm looking for a solution. thank you for info.
could you to install/update
Visual C++ Redistributable for Visual Studio 2015
Minimum System Requirements for the game
Duo Core @ 1.8Ghz+ (approx)
Visual Studio 2012 - 32 bit Runtime
Video card with at least 512MB Shared VRAM & openGL 2.0 support
Mac OS 10.7+ (Lion)
Important for Win:
if the game freezes try update/install:
Microsoft Visual Studio Ultimate 2012 https://www.microsoft.com/en-US/download/details.a...
Microsoft .NET Framework 4
And how it could end...
We have already told you that you can play the game as different player in various ways. That's quite obvious because different people always act differently. We decided to go further and made multiple storylines for every leading character.
For instance, if you can't complete any of the tasks another character can do it for you, so as a result the course of events goes the other way round.
Of course, the main story stays the same, the mini-games can't affect it much, but the ending completely depends on your actions. Guess how many endings we got for you!
10! Exactly! Ten endings. One good and one bad for each of the four players and one ending for each couple. The endings will also be different depending on a number of survivors.
There's one interesting twist about that – rescuing one of the characters gets you to the happy ending faster, so you kind of shorten the game. Want to see more? Stay alone and you'll get to the other happy ending. Quite rough but at least it's just a game ;)
We wanted one thing, ended up with another
Today we are going to have a little talk about our working process. We have already told you about the way that idea can travel before it turns into reality. Today we tell you about the very beginning of the work at it.
How do you think the games like this are made? Where does it all begin? No, not with the summary but with the idea. We say something like that: let it be a quest horror game. Only after that we think of setting and characters, then we discuss an approximate plot. After that the writer starts his work.
The scenario is not often written from the beginning to the end at once. It is just inefficient. It takes much time to create the story as you write it. And if other members of the team do not like it – you would have to rewrite a lot.
We usually work this way: first comes synopsis – the description of the story, all characters and their actions, but no dialogues or concrete quests. And only after the team agrees to this synopsis, the writer can start working with the details.
What do you think the scenario includes? Absolutely everything. All the dialogues, all the personality characterization, the location descriptions, all quests and puzzles, and all the precise story line for each cut-in clip.
So how big the scenario can be? The bigger the game the bigger it is. This time we had a thirty-five thousand words text. That's massive! It is so, just because our writer had to make four scenarios instead of one. Four personal stories for each character. That how it comes to be so big.
Okay, we admit that scenario is not that big =) Part of the description just shows up again, like in some video reels.
We wanted one thing, ended up with another
Last time we were talking about how much work the writer does. Today we unveil one more secret to you: on the way from the beginning of the work with the scenario to its end the leading characters may change completely.
Don't be surprised. It doesn't mean that the writer never knows his own mind and acts by touch. No. The thing is that you can completely grasp the nature of the character and bring it out only during the description of its actions. So it happens that you think of one character and you get another one in the end.
That is what happened to Anthony. According to the plot, he goes into sports, he is a powerful young man. It would seem logical that he should act using his physical skills and solve all the problems radically. But the further we went with his storyline the more we knew that he was a totally different character. In spite of his physical strength he doesn't want to handle anything, he feels much more comfortable stepping aside so that troubles would stay out of his sight. It turned out to be the completely opposite situation with Paul. He is an IT guy; he works with his mind, not hands. But he is the one who rushed to the attack.
And Sofia was the most interesting twist. First, she was a short unattractive girl wearing glasses then she became a well-shaped handsome lady with strong eyes and a couple of original pigtails.
Why playing as different characters?
Last time I showed you that the sidequests are going to be different for every character. So basically you already know the answer to the title question. But that's only the tip of the iceberg. There is much more difference and I'am going to tell you about it.
The main reason is that playing the game through you will see just a quarter of it. Every player finds his own way to the final. For sure, there are spots where their paths are crossing – as they're staying at the same hotel. But anyway, we did create a lot of unique scenes for everyone. Some of them are permanent some of them are not. So if you passed the game to the end it doesn't mean you've seen absolutely all.
There's one more reason, it is less obvious, but I love it. The point is that playing as different characters helps you understand their motives and personalities better; it will help you to see hidden meanings of their actions. For example, while playing as Paul you will have to do some favors for Rita. It may seem usual, but when you play as Rita you will see the reason she asked him to do it. It means that when you have played it as every character you would see the whole picture.
The many faces of Death
You already know that one of the game's characters has chosen to become Death. But a black cloak with a hood or a large scythe was never taken. The Death in my game always looks different and today I'am going to tell you about it.
The faces of Death in «The Last Weekend» appear in a consistent logical pattern. It's not very obvious and doesn't affect the plot but you are sure to know about it. The form that Death takes depends on the character it comes to. And the logic is simple- it's the mirror opposite of the character.
For instance, imagine a young man who cares about his appearance a lot. He wears trendy clothes and goes to barbershops and beauty salons. He thinks that it's the only way of living and ignores people who think differently. How do you think the Death would look like when it comes to him? Right – like a weary dirty bum.
How the game story born. The Last Weekend
Do you know that a plot can be born and then become a completely changed story Or, for example, a storyline of the movie can be transformed into the video game. That's what exactly happened to my game «The Last Weekend».
I had an idea of making a movie about the girl who wanted to become Death. Yes, the very Death that comes to people and takes their lives. The story was forgotten for a long time. Later I'm adapted it for the game and it fitted perfectly.
It's obvious that only a few details were left from the original story – games and movies are too different as there are various narrative methods. But I kept the character of the girl who wanted to become Death. And as we have Death so other characters are to die.
I told you before that my game is not very scary, but it couldn't go without murders. At least three characters will die, maybe four… It's up to you.
Where it happens.
Now I should say something about the place. It's a quiet spot at the lake among the trees. You can get there by a narrow but neat country track. The road twists a good deal but you won't get lost. There are no turns or crossings, it leads straight to the cabin.
Bright summer days are beautiful there: sunbeams wander within the leaves and gleam from the waters of the lake. Streams of light flare at everyone who stopped to enjoy the view. It's still fascinating when it rains.
One can sit on the porch for hours watching nature trying to sew land and sky together with the rain threads. The only inconvenient thing is that during the rain the road is usually washed out and it's impossible to drive through. Why would anyone want to leave this beautiful place anyway?
But our characters seem to need to move away from here. During the vacation the things will turn for them pretty unpleasantly so they wouldn't want to stay in such a restful spot. Why? You'll find it out in the very first part of the game.
Have you ever been to a beautiful but uncomfortable place?