Sim Loli

March 2018 (Week 2)

+ Lots of serialization (saving/loading) progress
+ Most of the world is saved/loaded
- Still need to get AI serialization working
- I know there's gonna be a bunch of bugs related to this in the future

March 2018 (Week 1)

+ Optimized pathfinding by precomputing many collision checks for static/near-static geometry
+ Resumed work on the saving/loading system
- I hate working on saving/loading

December 2017 (Week 4)

+ Released some hotfixes for the demo to address many crashes
+ Optimized pathing/collisions via improving IntrusiveMultiList structure's iteration speed.

December 2017 (Week 3)

+ Released pre-alpha-0.3(.1) demo!
+ Many small bugfixes/tweaks for demo
+ Added in post-captivity semi-consensual scene
+ Extra options in other scenes
+ Added in impregnation with art this time
+ Time-advancing menu
- Demo not as polished as I wanted

December 2017 (Week 2)

+ Lots of little bugfixes for the demo
+ Small juice/tweaks for demo
+ Dialogue work (ie post-playing-doctor explanation)
- Still more to do in the next week for the demo than I think I'll be able to finish

December 2017 (Week 1)

+ Bugfixes galore. Dungeon editing GUI less broken now
+ Performance improvements. Now runs twice as fast roughly.
+ Depth-sorting issues
- Debugging sucks

November 2017 (Week 5)

+ Improved random gen town layout
+ Fixed lots of towngen bugs (ie fences in wrong spots, buildings overlapping roads, empty blocks, etc)
+ Fetish blacklist menu
+ Ability to play as characters from other gene pools
+ Finished the main rape scene (vag/anal, doggy/missionary)
+ Fixed crash on exit finally!
+ Fixed many issues with dunegon editing GUI

November 2017 (Week 4)

+ added in a key rebinding menu
+ added in gamepad config menu
+ added more houses+interiors
+ made lolis run to nearest toilet when they have to go + let them wet if they can't make it (integrated into utility AI)
- added in toddlers/babies
- added in the ability to cum all over the toddlers (ITS AWWWRIGHT)

November 2017 (Week 3)

+ Dropping candy lures lolis towards it
+ Added in dumpsters you can throw bodies into
+ Added inprovements to loliscript (switch/case, choice/option constructs, more concise message syntax)
+ General towngen stuff (ie paths to sidewalk, mostly fixed parking lots, etc)
+ added in socks/bras/alternate underwear colours
+ drastically reduced sf::RenderTexture usage to reduce vram/other overhead for text-related stuff

November 2017 (Week 2)

+ Reworked crime system and made lolis run away screaming, then tell adults if they witness a crime.
+ Added keyboard/gamepad support for menus too.
+ Finished up basic functionality of action-choosing menu + action-binding
+ Implemented performing actions (strip, grab, chloroform, throw/drop item) + HUD to it.
+ Bunch of general input (keyboard/gamepad) work
- Punch action remains unimplemented despite being an option in the chooser.

November 2017 (Week 1)

+ Add in trick or treating!
+ Started work on the action-binder/chooser menu
+ Gamepad support (excluding menus)
+ Implemented some graph clustering algorithms for use in partitioning groups of lolis for activities based on how much they like the other ones.
+ Changed overall dialogue graph structure to be more centralized/easily navigable.

October 2017 (Week 4)

+ Got loli dragging in (art too)
+ Big loliscript refactor. Now super easy to expoose C++ functions to loliscript
+ Added in a offer-candy scene + other dialogue stuff (typo fixes, added variations, etc)
- spent a lot of time on loliscript

October 2017 (Week 3)

+ Implemented the reverse-doctor scene (bossy loli wants to be the doctor instead of patient) with hj/bj.
+ Implemented cum-layers (ie on face, body, etc).
+ Fixed annoying issues with sprite-text wrap-around/newline/etc
+ Fixed bunch of minimap bugs + dialogue threading bugs
+ Added in a currently-equipped-item thing to the HUD
- there's too much art that I need to do :(

October 2017 (Week 2)

+ Finally got NPC pathing to work again properly! Now they don't phase through walls inside!
+ Fixed important bug (crash when you chloroform girls) which fixes other end-of-dialogue issues too in the future.
+ Clothes now have alternate colour palettes + everything now externally defined in JSON files for easy modification
+ Added a conversion tool so I only draw 1/3 of the hair small sprites and compute offsets for rest
+ Added short/long/alternate pigtails for hair in the small sprites too
+ Added an "eating an invisible hotdog" pose for girls

October 2017 (Week 1)

+ Went through all palettes for eyes/hair/body and made them better + implemented ones that weren't there before
+ general art improvements
+ dress clothes
+ Added in a kindergartner sized portrait
+ Added in a system for portrait-offsets to minimize amount of work needed for kidnergartner/middleschooler portraits

September 2017 (Week 4)

+ Made the loli look slightly less nightmare-inducing
+ Worked on life events system and its effects
+ Expanded dialogue for playing-doctor scene.
- Wasted a long time on editing a sprite that will probably get replaced

September 2017 (Week 3)

+ refactored police to use behavior trees
+ fixed car camera/physics (kinda)
+ started work on suspicion system
+ refactored the NPC Soul (stats, etc)
+ fixed a bunch of bugs
- still lots of bugs

June 2017 (Week 1)

+ Worked on a lolidom scene where the loli can demand to be the doctor instead of the patient when you try to play doctor with her
+ Reworked events/behaviour trees to use a unified value system
+ Bugfixes
+ More other misc dialogue work
+ 10% puffier cunny

May 2017 (Week 4)

+ Asynch loliscript message so you can time actions to happen as the flow is read
+ Inline forking/flow control inside message{} blocks
+ Added interiors to schools
+ Made lolis be assigned a specific desk and go there during school hours
+ Fucktonne of bugfixes
+ Doggystyle/spread legs popups and dialogue situations involving these.

December 2016 (Week 5)

+ Added categories to dialogue graph nodes to improve usability
+ Fixed cop-related bugs
+ General work on dialogue system
- Played Kindergarten Manager a bit too much for inspiration...

November 2016 (Week 3)

+ Added in stamina that recovers quickly when not used and is consumed by sprinting
+ Added stamina/health bars to the HUD and reorganized it

November 2016 (Week 1)

+ Added in skin/hair/eye palette swaps for the new graphics
+ Added in mutliple tabs to the NPC status GUI for health, sexual, etc.
+ Fixed some bugs in sprite-fonts and GUI buttons
+ Worked on saving/loading
- Still a bunch of saving/loading work to do ;_;