Friday 27 December 2013

Shield High 0.612 Release

So. Turns out the problem I needed to fix. I'd already fixed that. I could've released on the 24th. Buuuut I didn't. So instead I added the timetable for you all. So you can see where to go for each class. Anyway, I did some bug fixing for you all, so that issue for low resolution games is fixed. I've made *functional* weekends. They aren't pretty, they need a little more work, but they function. I've also added a bunch of silent characters to just give myself some ground work for later and also see how adding more pictures affects the game size. It's also a small look at how some of the other characters look.

Anyway, download link: http://www.mediafire.com/download/cmiywpweb0cp720/Shield%20High%20JS%200.612.zip

Next week will bring no release as I have family coming to visit soon and I wasted half a week with family and I'm just a little too stressed out to work while they're around. I'll keep you all posted on what's happening, and might finally post the unfinished Joyce stuff I was doing. Maybe.

Enjoy.

Pudding Earl

Tuesday 24 December 2013

Sorry about the lack of release!

So, I was aiming to release something yesterday, being Christmas Eve for me, but my family is staying at my house, which leaves me with very little time to test Shield High. So, while Christmas is happening there won't be a release, but there should be one on like, the 27th.

Pudding Earl

Wednesday 18 December 2013

Shield High JS 0.611 brings pretty pictures and I pretty words.

Not gonna lie here guys, I didn't get a lot done this week. Not because of any slacking off, I should note. Though there was a bit of that towards the end. No, this week was just spent wrestling with a largely utility-based part of the game. Text wrap. Text wrap now does some really cool stuff, like breaking the text into new text entries if it flows too long, so I can now just past an entire segment in without having to manually break it up like I used to. That does have the small unfortunate side effect of no more dramatic pacing but...eh.

Also combat pictures are now mostly uniform. Positioning of characters varies a little, but they're the same size within a couple pixels, and they've got a nice area of blue above them. What's the blue area for? Taller characters. Now if a character is taller than Jessica you can actually see the difference in the fight screen. I'm going to apply the same thing to the conversation screens when I get around to overhauling those.

Anyway, download is here: http://www.mediafire.com/download/lm6jb748mtnsp3a/Shield%20High%20JS%200.611.zip

Let me know what you all think, feedback and bug reports are always appreciated. My apologies I was unable to deal with the previous bugs, if they persist please try and narrow down the cause/when the bugs start/when the bugs end/what exactly happened when you got a bug, so I can try and fix it.

Enjoy!

Pudding Earl

Tuesday 17 December 2013

Release...tomorrow!

So, I was putting the finishing touches on the new images, testing to see if they played nice. They did, bit squished, but that's really just some number tweaking that I need to do and honestly will just encourage me to fix up the interface. Aaaaand then I hit some errors. Which I can easily fix. But not at 3:30 am. Just...no. So you can wait until tomorrow to get your new content and your new stripping images and most importantly your fancy new smart word wrap that automatically breaks things up into paragraphs to cut down on unnecessary continue buttons.

Sorry about the delay!

Pudding Earl

Tuesday 10 December 2013

Shield High JS 0.61 finally releases. Proves Pudding Earl was just slack.

Okay, so I finally did like, a tiny bit more. Not as much as I'd hoped. The writing panned out fine but I encountered an unexpected error and I just wasn't up for fixing it tonight, but I promised a release, so here it is. You can now advance to the end of the week, the second Karen fight is on Friday. I am aware the pictures are terrible, and I'm going to fix them next week I promise.

Speaking of next week, here's what you can expect:
-Actual payoff for winning vs Karen.
-Improvements to the pictures in a more standardized way.
-Probably some improvements with font size in smaller resolutions to allow the larger text to fit. Or some other form of solution to the text fitting into the box problem.

Beyond that:
-*Maybe* the first part of the Iris plotline again, to fill out the first week.
-Also the return of Samantha and co, likely with some expansion on the idea.
-WEEKENDS!

Yeah, weekends are going to be the big thing that I need to work out, so I'll probably spend a couple days a week fixing that, and the rest on porting week one content/adding any new first week content.

Also, classes each day are switched up. I plan to put in a schedule at some point. Until then I made a list of the classrooms for you:
Tues:
1A
3C
3B
Weds:
2B
1B
1C
Thurs:
2A
2C
3A
Fri:
1C
1B
1A

Now, download link: http://www.mediafire.com/download/4y4t6pe37w414yt/Shield%20High%20JS%200.61.zip

Sorry I'm a terrible game developer! I'll try and be better from now on.

Pudding Earl.

Sunday 8 December 2013

Ego Promises!

So like, I've been slacking. Obviously. I have a couple other things I'm working on, so I keep neglecting Shield High and telling myself it's okay because I did work on some other thing. And it's really, really not. So this is me motivating myself to actually work by putting my ego on the line. THERE WILL BE A RELEASE THIS WEEK!

The exact quality of that release is up for question, I may not have time to update the pictures, but Karen fight 2 will be absolutely implemented. Then I'll try and hit a weekly or fortnightly release schedule again.

I'm really, really sorry for my absence.

Pudding Earl.

Sunday 3 November 2013

Update on what's going on.

Okay, okay, okay, so. I said I was going to be working on Shield High when I got back from my holiday, and I've really been slacking on that. Part of it was you've all been reporting a glitch I had no idea what was causing. Turns out the glitch was being caused by the fight with Sasha, and when you tried to fight Karen a bool from the Sasha fight wasn't reset, so it thought it had to display a bunch more text which it didn't and since it had no text to display it just died. Big thanks to that fan who found that it was only caused when you fought Sasha, explains why I never caught it. Also big thanks to that guy for the huge donation.

So, despite not programming I have been working on Shield High. Primarily in that I've been attempting NaNoWriMo with a Shield High story, to help myself establish the lore. It's going well so far, and at the end of the month I'll put it up. I might see if I can find a place to put it up for sale for like, a dollar or two, we'll see. If I do that I'll throw up a preview thingo on the blog so you know what you're in for.

Anyway, that's the deal, once I'm done with that I'll try to be back on track with development.

Sorry for the wait!

Pudding Earl

Thursday 24 October 2013

News

HOLIDAY STATUS: OVER
JET LAG STATUS: OH GOD WHY
SHIELD HIGH ENTHUSIASM STATUS: HIGH

I think that covers everything. I'll be doing some more writing very soon, and resuming programming after the jetlag.

That is all

Pudding Earl.

Sunday 13 October 2013

As promised. 0.603 brings crappy menu screen and resolution options.

I was going to call it a title screen. Then I remembered I haven't even put a title on it. That's how lazy I was about this. But, the game should now change resolutions based on the options you pick in the options menu. I should note I haven't tested these options, so some look stupid. 800 x 600 is particularly bad. Also the text doesn't change sizes. Let me know which have problems, and I'll make text fixes later. I've decided on matters of resolution appearances, my computer can't be trusted, and I have to see what you guys are getting.

Anyway, download: http://www.mediafire.com/download/at0jbdswz4nd3fw/Shield_High_JS_0.603.zip

I'll be putting in a bit of work on 0.61 this week, before I'm on holiday for the weekend. Remember that girl I mentioned who inspired Shield High? Probably not. Those of you who do, I'm off to see her. Once I get back I'll hopefully be more motivated and ready to work.

Enjoy!

Pudding Earl

Saturday 5 October 2013

0.602 arrives. Not a lot added.

Okay so, I've finished up 0.602. Had some issues with getting all the fiddly bits to work. Next days and stuff were iffy. Also the whole, re-working all of the interface to be adjustable in size. That was a pain too. It'll probably be changed again too at some point to allow you to set your own screen size. But luckily the way I've got everything sorted out now that should be a fair bit easier and less time consuming. Other than that I added the first Karen fight. That was what kept me from hitting my goal. Combat dialogue is a lot more time consuming than it used to be, seeing as I've gone from writing 20-ish entries for a combat, half of which were just other entries cut off early, to writing 62-66 entries per combat, with half being variants that need significant changes. It's tricky to keep motivated through all of that.

Anyway, here's the download: http://www.mediafire.com/download/o7kb6ca9qu1qhjy/Shield_High_JS_0.602.zip

Be aware that it'll open in a little window. Hit space bar to make it full screen. I'll probably set that to happen automatically next update. Also, the character art hasn't yet been updated. That'll also be happening next update, where I'm aiming to have Karen fight two, Courtney and Olivia added, and hopefully some keyboard controls added as well.

Enjoy, sorry for delays, I'll try and rush out the next update before I go on my holiday in two weeks.

Pudding Earl.

Wednesday 18 September 2013

I never asked for this

...but you guys did. So I made it. Shield High should now function on all resolutions. It'll also be full screen. It can be un-full-screened by pressing spacebar. But it doesn't like that. Really, it's only a thing to make alt-tabbing less of an issue. Also to make sure you don't get caught with naked girls on your computer that you can't quickly escape from. The escape key will also close the game. Once I add something that feels like actual content I'll make a release. Sorry for the delays, this had me stumped for a little bit, and then it was painful. Also I lost my cable for my second monitor right as Dreamhack started. Dreamhack was really good by the way. You should all go watch the replay of the stream. INnoVation vs MMA was amazing.

That is all.

Pudding Earl

Friday 13 September 2013

Yo, Real Talk Time

Okay so this is like a super short post to just give you a heads up of where I'm at and stuff. For those of you who read my long spiel about myself, you will remember Shield High was like...therapy, to get over this girl.

Well...we're talking again. Which is normally fine and dandy but right now it's not and I'm in no state to work half the time. So yeah, that's why 0.61 is taking a while. Mostly that. I'm still putting in time on good days. It's just that good days are rare.

Monday 2 September 2013

0.61 Still delayed. 0.601 comes out instead.

So, I hit this point where I was planning to release tomorrow, but instead of getting the final content together I ended up just adding more and more features. Not a bad thing, just, y'know, you can't fight Karen yet. And that's what I wanted for 0.61. So that's been put off. Instead you get to see what I have done.

FEATURE LIST KGO:

-Classes are working right now, but I haven't yet added which class is next to the interface. The first day keeps the old line up, but each day has a different set of classes now. The game also has an actual date system now, so no more vague times being given in dialogue, people will use actual dates and stuff.

-Combat interface has been updated. I think I need some more number tweaking that I only just remembered I forgot, but since I've published and everything I'm just going to leave it for the moment.

-Combat AI has been improved. It no longer picks actions at random, but instead has preferences for attacks. This is obviously far from the final form, as I need to give it cues to strip, or ways for the character to toy with you.

-Events are working. There's only one event in at the moment, it's the first encounter with Karen, but it's mostly just to show the interface, and how that all works. I'd recommend submitting to her.

-SUPER DUPER NEWS! There's now pictures for every character. Jessica is always visible, and during dialogue you can see the character you're talking to. So far I've made the pictures for 9 characters, of which 5 are in the game. Pictures are also available in combat, and yes, they do get stripped down. Some of them will probably be changed as time goes on, as getting good expressions for them is hard, so right now it's a little disconcerting to see someone naked and smiling.

So, that's this week. Next week I'll be fixing up the combat numbers a little, since right now they appear to be not functioning correctly, add on the Karen fights, and I might get around to further improving the combat set up. Also bug fixing if you all report anything.

DOWNLOAD LINK: http://www.mediafire.com/download/014phn78cdhv1v3/Shield_High_JS_0.601.zip

Enjoy

Pudding Earl

P.S. If you're having trouble running the game, try picking up the XNA framework, which you can get here: http://www.microsoft.com/en-us/download/details.aspx?id=20914

P.P.S I'm sorry as102, I'll try and release a variable-size version next week at the latest, I'm just trying to work out which part of the interface I can cut down on. As soon as I've found something I can shrink without completely re-writing large portions of the code I'll release it. Or if I do decide to re-write the code. Either or.

Monday 26 August 2013

0.61 Kinda delayed a bit also super serious question time.

Hey all,

Really sorry, I was putting together 0.61 tonight and I ran into a small text issue. One I knew I was gonna have but I was pretending I wasn't going to have so I could try and not do work until I had to. Yeah, responsible, I know. Anyway, put in a text entry that's too big, need to give text entries a way to follow on to the next section, like the continue button in RAGS, shouldn't be too much work but still enough to put the release off for a day or two.

Now, super serious question time, I've been working with a fan to make some fancy buttons and interface graphics which I think are coming out very nicely. Now, he suggested that I use Kisekae 2 to make Shield High characters to give you quick and easy visual references. I've played around with it and I could easily work with it since everyone wears the same thing, buuuut I'm not entirely happy with the art style and also using images made in that miiiiight have some legal issues I don't know about.

So, thoughts? Do you want me to use that and give you all some really simple visuals? Do you know of any legal issues that might exist? Any feedback on this problem would be appreciated.

Final point, I'm playing Sky Nations. You should check it out cause it's a fun game. I'm also putting together a faction to satisfy my raging ego. If you do check it out and think it's fun you should join. My in-game name is Faine for anyone who does go on and I'm on there pretty much any time my computer is on.

That's all, sorry for the delay guys!

Pudding Earl

Thursday 15 August 2013

Need a bit of help!

Hey, so, I was wondering if any of my fans out there are graphically talented. If anyone has any skills at all with photoshop and doesn't mind helping out with some fancy buttons and a map, I would love you forever and probably take a couple requests for upcoming content to say thanks if you'd drop a comment or e-mail or something.

Pudding Earl

Tuesday 13 August 2013

Shield High 0.6 is here.

I really, really wanted to release tonight. Like, REALLY wanted to release. It's 4am and I've spent the past two hours crunching getting ready for release. I cut a corner, but it wasn't a major deal, and I figured I was good to go. Then I hit a glitch which really needed to be fixed, and I couldn't release until I fixed it and it was too late to hunt an-wait. No. I just worked it out. Like, literally as I typed that last sentence I found the problem. I am, in fact, an idiot. So, Shield High 0.6 releases TONIGHT.

WARNING: 0.6 is an interface-combat demo. It has almost no content and is entirely meant for getting feedback and bug hunting.

With that in mind, here's the content:

-Opening scenes up to talking with Jillian
-Training with Sasha in the gym.

That's literally it. Sasha has an entirely new set of combat dialogue though, because it wouldn't be a Shield High release without SOME content.

Download: http://www.mediafire.com/download/91r9y1j7cqm9nxd/Shield_High_0.6_Demo.zip

How to install: Unzip files, run .exe to play. I'M SORRY EVERYONE WHO HAD TO INSTALL THE DEMOS BEFORE, I FINALLY DID SCIENCE AND WORKED THIS OUT. IT SHOULD BE FULLY FUNCTIONAL.

Alright, so yeah, that's the deal, any questions comment or e-mail me.

Enjoy!

Pudding Earl.

OH YEAH! NEW PEOPLE HAVE STARTED PLAYING! So, for those of you who are new, here's a little run-down of Shield High writing policies, so you know if this game is for you.

RULE ONE OF SHIELD HIGH: No dicks. I have nothing against dicks, or those attached to them, but they seem to be overly portrayed in games like this, and whenever I went looking for lesbian-only content it seemed so hard to find. So I made Shield High to make up for it.
RULE TWO OF SHIELD HIGH: Realism abounds. Don't get me wrong, I'm not saying the world is realistic. What I am saying is you'll never encounter any monster girls, futa or magic. Same kinda deal as the issue with dicks, but also partly it's just what I'm aiming to write here.
RULE THREE OF SHIELD HIGH: I had one but I forgot it. I think it was something about extremism. I don't recall. If anyone's been around long enough to remind me what it was, or where I wrote it, do me a solid and comment it in. I'm certain there were three rules. I've just been writing within them so long I forgot the specifics.

EDIT: I'M AWARE OF THE POST FIGHT FLICKERING, AND I KNOW WHY IT HAPPENS.

Basically, after fights the game runs an event check based on what happens. The problem is I didn't have time to program actual events for the end. Which includes the clean up of the fights starting code. So it'll be stuck starting and ending the combat forever. Easily fixed for next update.

Friday 2 August 2013

Update on the remake!

Spent the past couple of days putting in some work on the re-make of Shield High, thought I'd let everyone know where it stands. I've got room navigation pretty much worked out, you can run around the whole school without any trouble. Spent a bit of time making the compass all pretty-like when I wasn't meant to be making characters function because making characters function is haaaaard.

Now I'm making characters function. I've got them listed and arguably clickable, but as of yet nothing happens when you click on them. That's today's goal, working out dialogue and stuff. Once I've got the basics of dialogue done it'll be on to making classes work (probably going to add some options there to make it a little more interesting), and then transitioning into the combat system. I'm hoping in a week or two to release 0.6, which will basically be 0.1 again but with the new system.

Also I noticed someone posted my blog on Ryonani, and some people have been popping in from LineMarvel, so hello to the new people. Also, person who posted on Ryonani, why you do dis? Why you make me feel all pressured and stuff to work. I hope you're pleased with yourself, you've got me trying to pump out 0.6 now. Bet that was your plan all along. Stupid fans who like my work and want to share it with other people...

ANYWAY, hope you guys are enjoying what I had before I learnt C# and almost threw up trying to work with RAGS again, I'll try my damn hardest to get more content to you soon.

Pudding Earl.

Thursday 18 July 2013

Next combat demo

Okay, I'll admit, this shouldn't have taken as long as it did. I had it done ages ago with like, two or three things to add. And then I never added them and got side-tracked by other things. BUT IT'S OKAY CAUSE I GOT MOTIVATED AND FINISHED IT FINALLY.

So, things that I changed: I made it prettier. A lot prettier. Also I added text entries, which was part of the delay. I think I fixed up a few other things, like AI problems. Anyway, combat demo is ready for release, and I'll work on the non-combat section of the game next. Expect that to take a while. Post comments if you're getting impatient. Fan feedback always gets me working. Once I've got the opening sequence made up I'll post a new demo.

Download link: http://www.mediafire.com/download/m3s5jone3348cw5/Combat_Demo_2.zip

Okay, now, for those of you who love me and want to do testing and shit, here's what I need.
1. RECORD NUMBERS.
If bugs are happening with numbers, I need to know. So record your numbers, record your roll and your bonuses, try and work out where bonuses are coming from etc. before reporting bugs.
2. RECORD EXACTLY WHAT HAPPENED.
The game records both your current and previous actions, if something appears to break, I need to know how it broke, I need to know every situation that occured, so I can scour the code and work it out.
3. REPEAT THE BUG.
If you find a bug, try and get it to happen again. The more instances of the bug you can find, the more common factors I can work out and use to solve the problem.

Hope you enjoy the crappy writing, and thanks for any bug hunting you do.

Pudding Earl

Wednesday 3 July 2013

Engine update.

Okay so, I'm really, REALLY sorry I haven't released an update. I've been meaning to, but I kept getting distracted by a myriad of things. I'm currently writing up some combat text for the test, which will probably be tweaked a little and then used in the game itself. I just wanted to show how text display works right now. Then I went out a lot because what's responsibility, am I right?

Anyway, writing should be done in a day or two and I'll integrate it into the game the next day. Expect an update this weekend. REALLY SORRY GUIZ.

Pudding Earl.

Sunday 23 June 2013

Down with Shorts. Up with demos!

So, on Thursday I woke up to a really, really nice fan letter from...a fan. That basically motivated me to stop dicking around and making excuses and make a combat demo. So...I didn't do any work on writing a short story that day and instead I began programming. Took me three days, but I've now got a VERY rough prototype for the combat system in place. You can download it here: http://www.mediafire.com/download/sr4q613t8w1rrnr/Shield_High_Combat_Demo.7z

Things to note: 1. It's imbalanced as shit. I'd like feedback on how you think it might be better balanced. At the moment every roll gets a +1 because flat stats, this will be changed soon.
2. Reverse doesn't work. I don't know why. I will investigate this later. For now just tell me what you think of it all.
3. The enemy AI is...bad. It just randomly selects attacks. If it ducks it will duck forever until grappled. If tripped it will repeat it's last action forever. The AI will be better later, right now it's just to test functionality of things.
4. Damage adds roll modifiers. Submission makes it harder to strip your opponent, humiliation results in you getting stripped more, arousal makes it harder to resist damage. At least, that's how it SHOULD work. If you guys love me could you keep track of numbers and see if you're finding anything unusual?
5. I'm taking suggestions for additional actions. Things that let you apply submission damage would be GREATLY appreciated.
6. The graphics are shitty. This MIGHT get fixed.
7. If you can't click on an action, click on the grey button.

That should be everything. Please test it and enjoy~ When the system is finalized I'll add in the sexy writing, and release a teaser.

Pudding Earl

EDIT: GLITCHES DISCOVERED SO FAR:
-Resisting humiliation etc. would cause damage when the player won, and not inflict damage when the opponent won. This has been fixed.
-Reverse wasn't working. I had mis-set a number. The number is now correct. Reverse will be functional in the beta.

Tuesday 18 June 2013

Day Delay. Vote for yo waifu. Or something.

I'm feeling pretty out of it today. I had a schizo break down the other day, and while I'm still entirely myself, I am a bit...vulnerable and sensitive, I suppose. And then today I just had to deal with a bunch of woman problems. Basically, fucking is not a thing I want to give a lot of thought to today.

So no update until tomorrow. I also have NO IDEA who to write about. Might do Melanie. If you really wanna see someone get some story time, comment letting me know.

Monday 10 June 2013

Kaylee gets some story-time.

Yeah, I'm tired. So fuck making a fancy name. Since I did a massive rant yesterday, go read that for more info on what I'm doing etc. So...here's a Kaylee story. It's also a Sophine story. Who's Sophine? She's in a spin-off. She'll be in Jessica's Story eventually.

DOWNLOAD LINK: http://www.mediafire.com/view/8lfdmzznniczui3/Kaylee_Short.docx

Enjoy

Pudding Earl.

Sunday 9 June 2013

Earls Musings: Pudding Earl 101.

So, last week I posted my 100th post. I didn't even notice until I'd posted it, otherwise I'd have probably done something with it. That seems to be the tradition of people doing stuff like this. So instead I'm doing something for my 101st post. Now, I know I'm usually pretty narcissistic and full of myself, so this is going to seem like just more of that, but I figured I'd talk a little about myself, and why I did Shield High, what I'm doing right now, and why Shield High hasn't been updating properly. Though, that last one I've already covered here, I'll go more in-depth with it here.

Okay so, a couple of things about me that aren't like, super personal identifying factors, but are still important. First off, probably my most defining characteristic, if you ask me, I'm schizophrenic, and have aspergers. That's basically how I support myself right now, for any of you wondering if I worked, or if I made enough money from games, no to both. Some people say I'm lazy for not working because of my condition, and they're kinda right. I'm capable of working, as I've shown by doing Shield High for as long as I did, it's just not optimal for me. Shield High should be a lot more complete than it is. I just really struggle with keeping myself on task, especially for the incredibly dull programming that was RAGS, and the incredibly taxing writing that is making two girls fuck without repeating myself too much. Seriously. That shit's harder than it looks. It doesn't help that I'm living with my grandmother, and so writing during the day isn't often an option as it can get really awkward with her around.

All right, enough random shit about me, time for topical shit about me. Shield High, and why I started it. Wanna know something funny? For about two years of my life I couldn't stand to see lesbians. Or think about lesbians. Or really do anything related to lesbians. It made being on the internet very hard. The reason behind that is largely petty and childish, I'll be the first to admit that. I made the mistake of falling in love with a girl about...four years younger than me. Keep in mind, this was when I was around 18, so she was 14. Being a growing girl, she went through a lot of phases of working out her identity. For a while things were dandy, we were good together, and her working out who she was tended to make things easier for us. Or at least, not harder. Aaaaaaand then she finally got around to the issue of her sexuality. She now identifies as bi. When our relationship ended she identified as lesbian. So...I was bitter. And I couldn't face reminders of what happened. I'm not a healthy person when it comes to relationships, it's why I keep trying to avoid them since the last one I was really interested in turned out to be a sociopath. Point is, losing that relationship really, really threw me out of whack, and being reminded just brought the pain back. Some time during that whole, not being able to really stand lesbians thing, I played Corruption of Champions. And, like many things, I saw it and thought "I could do better." Actually, I thought "This has too many dicks and not enough lesbianism." So I set out to make Shield High. Partly to prove I could do it. Partly because I was upset about the lack of school girl lesbian fighting games. But also partly because I needed to do it for myself. It was part of a recovery process for me. It took lesbians out of the context of what I'd lost, and made them about my girls. My amazing lesbian fighting school girls.

And that brings us to another point. Why Shield High started to struggle. Honestly, it got to a point where I didn't need it anymore. I don't need Shield High. It's not helping me recover anymore. I've talked with that ex multiple times since, and I can do so without any pain, without any real problems. Sure, we fight about her current girlfriend, but I think a little bit of hatred there is justified, I had said from day one she was going to be what killed our relationship. Score one Pudding Earl. But regardless, Shield High lacked the drive it needed to be worth working on. It's lacked that for ages. I think the last plot I was truly invested in was Stacy. Everything since has been written because I made the commitment to write it. So, am I going to stop writing it now? Well, no. I just need to come at it from another angle. Which is why I'm allowing myself this downtime. Until I look at the idea and say "I really want to write this" I don't plan to do much with it. Some days inspiration strikes, and I want to pick it up again and keep writing, hence my surge of activity for Karen. Sadly, that didn't stick with me. I'll keep writing the weekly shorts, don't worry. It'll help me get in touch with the girls again, and see if I can find something to pull me back in.

Final point, what am I doing right now? Well, the past couple days have been spent on this STUPID FUCKING PROGRAMMING ASSIGNMENT. Though, my problem there is largely laziness, I'll admit. I plan to cave in tomorrow and just watch the video on it. I've done enough and solved enough problems of it I think. Once I'm done with that I'll start playing around with a proto-type of the new combat engine I have planned for Shield High. I'm also trying to pick up on writing the spin-off for Shield High I started ages ago. The goal is to write a couple hundred words a day until it's finished. I may release it in chapters as I go. Maybe.

Anyway, thanks for bearing with me through my little rant about myself, and I hope you found it insightful.

Pudding Earl

P.S. I HAVE A RAIDCALL DAMNIT. DOES NO ONE WHO LIKES CHILLING WITH ME HAVE RAIDCALL?

Tuesday 4 June 2013

Pudding Earl gets distracted. Forgets he didn't release.

So yeah. I though I made a release last week. Turns out I didn't. So...uh...that happened. That was a thing. It really shouldn't have been a thing. But it was. Luckily it's not a thing this week. No sir. I remembered to do a last minute piece of writing about Sasha and Monica. I sadly haven't fleshed them out yet, but I was pretty happy with old Sasha, and I have a rough idea of how to change her for the future. I've been a bit behind on my writing. Getting into the mind-set of working is hard when you're not using the same set up from before. I'll get the hang of it soon.

On the programming front however, I'm almost ready to start prototyping the combat. Which is the plan, making a combat engine for you guys to test and give feedback on. I'll also be testing an idea I had for a simplified dialogue options with that, to see if you all thing it's adequate.

Sasha short: http://www.mediafire.com/view/5t2jz80kzkqg5k1/Sasha_Short.docx

I'm thinking of making that her name. Sasha Short. Anyone like that? Hate it? Have a better idea? I'll get back to you next week on it.

Also, more musings will be coming soon. Sorry for delays and shit.

Pudding Earl.

P.S. FUCK YEAH 100 POSTS.

Wednesday 22 May 2013

Karen gets her short story debut.

Yes, I've been working on Karen for a while. I'm still working on Karen. The new combat engine I'm devising is going to take time. Mostly to write all the dialogue for it. As a small sneak preview, it contains 12 actions you can take outside of grapples. That means 144 combinations need dialogue written. So yeah, it'll take time.

On to the topic at hand however, Karen is being given a personal overhaul, and a last name. She's now Karen Atkinson, and she's less bitchy and flip-floppy than before! Pretty much every single one of her scenes is being re-done, since the writing is so old I felt it didn't match the overall tone of the later versions of Shield High. That is being fixed up. And news on the programming front, should be a week or two before I can start making an engine. Hopefully I'll have the first combat written by then. I wouldn't bet on it.

Final point of news, I've migrated from the old IRC channel which I never used because it was so out of my way to a raidcall channel for Pudding Games. ID is 6068553. I'll update all the other info later.

And now for the short story I promised in the title. Here: http://www.mediafire.com/view/eaa5684e1gsieez/Karen_Short.docx

I know it's not my best work, and I apologize for that. I'll try and get things going better later.

Pudding Earl.

Friday 10 May 2013

Shield High work resumes.

Ha! Gotcha! You were expecting me to announce I was actually making the game again weren't ya? Well, tough, I'm not. So, what AM I doing? Well, I'm writing. I realized "Hey, I don't have to wait until I've learnt to code to write all this shit." Yes. It took me that long. Shut up. So now I'm re-working...everything. Right now I'm giving Karen depth. Then I'm re-writing her. Entirely. She'll keep the same general traits, she'll just get more features. She'll be a person. A perverted, overly sexualized person. But still, a person.

But what good would it do for me to do this and wait until release to use it? Not very. Which is why I'm going to be releasing Shield High Stories. Every week I will give you a short story about the character I'm working on and her past. Or I will give you a short story about how Shield High got to be how it is. Probably not that one. That's another project. Which I should work on. Point is, more content is coming.

...And yes, it will always involve lesbians and fucking. In case you were worried I'd forgotten my roots. EDIT: Hehehe, roots.

Special thanks to /d/ for re-inspiring me to work.

Pudding Earl.

Tuesday 7 May 2013

Hiatus Update

Okay, so it's been ages since I've posted here, and I figured everyone deserved to be in the know on what is going down for Shield High and Pudding Games in general. First off, my personal problems are resolving. They're not yet entirely stable, but I'm all around happier now than I was before, and I'm motivated again. Half of this motivation has been the fact I'm working on a new project for Pudding Games with a team of 8-ish people and I'm really pumped to see how that turns out. Unfortunately, that project is consuming all of my creative writing juices, which brings me to what everyone actually cares about, Shield High.

I managed to keep weekly updates going for a good part of a year because of momentum. When I started I was full of ideas and weekly releases were easy. By the end of the year every release was a struggle as keeping the content fresh and interesting was getting harder and harder. Once that momentum got lost by tricky events in my life, getting back on track proved really, really hard. By this stage anything resembling that momentum is gone. So, does this mean Shield High is cancelled?

Of course not. I've been planning to transition Shield High over to being actually coded for a while now, and since I'm just now regaining the functionality to resume studying, I'm going to be aiming to start doing that by the end of the month. If I'll succeed, no clue, but that's the goal. I figure building the engine up, and having to polish the content will get me back into a good swing of things, and allow me to continue making good updates. So basically, Shield High will remain on hiatus until 0.6 is ready, however expect the first part of another, completely different, project to be showing it's face in a month or two. I still have to pull together a lot more work on this new thing.

Anyway, sorry for the delays.

Pudding Earl

Saturday 20 April 2013

Shield High hiatus. Pudding Earl is sorry.

Okay so, I can't do this right now. I keep trying to sum up the motivation to write Shield High, but it's no good. Basically, I'm undergoing a lot of personal issues right now, mostly relating to my love life. Okay I'm lying, it's just my love life problems. Which makes writing about happy lesbians in love really hard. It's not just Shield High that's suffering, I'm basically in total shutdown mode right now. Anyway, until I get this all sorted out I'm not going to be doing any more Shield High work. I think securing my mental health is a little more important than lesbian romances.

Sorry guys

Pudding Earl.

Saturday 13 April 2013

Earl's Musings: Sequels and Gameplay

Once again, this is a requested topic, but I like the sound of it, so here goes. Sequels seem a pretty popular thing these days, especially if you work for EA, though I think those are more cash grabs than sequels. I don't think highly of EA in case you can't tell. Anyway, point is, when making a sequel you always have a tricky balance to strike, if the game is too similar to the old one, why would anyone want to buy it? But if you change too much, you're going to alienate the fans. This applies to more than just mechanics mind you, so I'm probably going to touch on that a bit too. Now, example time!

Halo and Halo 2 are, I think, examples of sequels done well. Halo was a good game. Halo 2 was a better game. It kept the same general gameplay, removed health (I think) and added dual wielding. All in all, good changes, it was a natural evolution of the game that re-worked elements that didn't work (a health system which arguably punished mistakes by making the next attempt harder) and added in new elements to improve the core game. Now, my memory goes a little hazy at this stage, but I'm fairly certain it also re-balanced certain parts of the game, so that the multiplayer was generally more fun. Plus, touching on the story for just a moment, it was a natural continuation of the story, it expanded the universe in a way that didn't feel forced, and gave you more of what you expected.

Mass Effect and Mass Effect 2 are examples of how I think sequels shouldn't be done. Mass Effect was a very RPG-heavy game, the levelling system was huge, with lots of different things to spend your points on, the gear upgrades were detailed, and the plot was indicative of a huge, galaxy-wide disaster. It was a truly epic space opera. Mass Effect 2's levelling system was watered down, the gear selection was arguably improved, in that it was no longer super pointlessly fiddly, however it was replaced with a tedious resource gathering chore, and the plot was a much more personal exploration of a few squad members, most of whom you'd only just met. Now, don't get me wrong, Mass Effect 2 is a good game. However, it's a bad sequel. It removed the mechanics that didn't seem to work (the gear system and the levelling system) and replaced them with similar, but overall different systems. It didn't feel like an improvement, or a refinement, but rather an entirely new game with tie-overs.

Okay, I'm probably exaggerating a bit about the transition, but I think the point was still made well enough. For a direct sequel to work, keeping the core fundamentals of the gameplay in are essential. HOWEVER, this does bring me to another point, which I'll touch on briefly. I think it's entirely okay to have indirect sequels with completely different gameplay. Halo Wars is an example. It's not a good example mind you, but still. In fact, I think these types of sequels are lovely, and I want to see more of them.

Anyway, I probably did a terrible job of this, but whatever, my thoughts on what makes sequels good or bad.

Pudding Earl.

P.S. Release this week is questionable due to personal life stuff.

Wednesday 10 April 2013

The easiest fight to lose ever: Shield High 0.53 is released.

Sorry it's a day late, I got invited out and I was all like "I'm sure I'll be home in time to work on Shield High." I was wrong. So yeah, here's the release a day late. But it's got all the good stuff!

As in, you can fight with Sophine, Jen's friend who's helping you out with the Lucy-Alison predicament. The fight isn't the finish product, the math is a bit off right now, I need to go re-balance it, but that'll be done for next week, in which I'm going to try and tie up the plot properly, and actually tie it in with the Mistresses. Should be good.

Anyway! Download link: http://www.mediafire.com/download.php?md94tj8krz8zz23

Hope you all enjoy, let me know how I fucked up.

Pudding Earl.

Saturday 6 April 2013

Earl's Musings: Games and being Social

So, this week I've gone out to a friends place to play games way too much. Like, I shouldn't have done it because I had work to do. But I did it anyway. And it's gotten me thinking about gaming with friends, and since I throw the word "social" around when I think about it, I'm also musing over the concept of social gaming in a way. So now let's talk about all this good stuff while I wait for ideas and motivation to do this new Shield High fight, and continue to neglect Tellulah.

I remember a couple years back social gaming seemed to be this kind of big deal. I enjoyed facebook games, and so did many of my friends, and we'd all send each other things and stuff. And then I developed something vaguely resembling taste and went to play actual games. But this notion of social gaming never really left me, and it seems to have not left the industry either. While the original presentation of them seems to be dying somewhat, with only a small niche still spending lots of money on them to keep them afloat, the idea is still around. The new Sim City for instance appears to have social gaming elements. I don't actually know, I refuse to give EA money on principle. You should too. But if you don't let me know if I'm right about that.

So, social games as we know them seem to be single player games, that are meant to be played by large groups of people who all help each other out by clicking buttons that are basically free, but give the other person some thing that they want. And when I game socially, I tend to play arcade-y, co-op games with my friends, like custom maps on Warcraft 3 or Starcraft 2. Neither of which are social games. Which you might think is silly, as social games should be THE games to play socially, right? Evidently not, that genres fully covered. Yet the idea of social games remains. So...what can we do with them?

Now, this is the part where I stray from fact and wander into wild speculation, but this is just my little take on how social gaming should be done. I think the next big idea behind social gaming should be something that demands people to socialize, and work as a society. Right now social gaming is about doing your own thing, which doesn't effect anyone else, but then being able to send free aid to others, and ask the same thing back. What if we change that idea? What if the game was about playing members of a tribe. The same general gameplay could remain, instead of harvesting crops or something, you go out on hunts, or go out gathering, but with other players, all of you working to survive, or do war with neighboring tribes. Add to this the idea that you need 3 people to go on hunts, or maybe more, and an open chat system within your tribe, and you'd have a very social, but quick and easy to play game.

And now I think I've spent too long writing about silly ideas of mine, feedback is appreciated as with all musing I'll be doing.

Pudding Earl.

Tuesday 2 April 2013

Shield High 0.522 released.

Okay. I'm gonna be totally honest here. I did not do as much as I'd hoped this week. In my defense, I've had a cold for part of it and no voice for pretty much all of it. Which isn't to say absence of voice interferes with making it. It just makes you pretty damn depressed when you can't open your mouth and hear your own voice. Well...it makes you depressed if you're a narcissist. Which I am.

But anyway, there's still a bit of blackmail content in there, not *quite* the finished line, but getting there. The core aspects of it will be finished next week. In the mean time I'm working on the logic behind a new group fight system for the Tellulah fight (spoilers). It's really, really hard to do in RAGS, so it'll be a couple weeks coming as I'm doing it bit by bit. On the plus side, when I transfer, this system will be nearly perfect, and I can easily copy it over to the new engine, which is more than I can say for the rest of the fight systems.

Download link: http://www.mediafire.com/download.php?l0tjnq74ohal1ws

Be warned, this will likely break stuff for now. Tell me where.

Enjoy

Pudding Earl

Monday 1 April 2013

Earl's Musings: Making Sex Games

Okay so, lordmou requested this topic, so here we go, a few thoughts and ideas about making sex games. I should note before I start, I was also asked about the market for them, but honestly, I have no clue about the market. Shield High is a game made to my interests (with the exception of donated content), that just so happens to be enjoyed by a lot of other people. Perhaps in the future I'll look into the market more if I aim to make something else, and will be able to muse about it then.

So, making sex games. I had a huge section here starting off about Shield High, then I realized it was all useless. Making sex games boils down to a very, simple concept, which seems to be missed by a lot of people. The goal of a sex game is to both be a game, and be sexy, at the same time. Something a lot of games don't fully grasp. I'll use a very obvious example. Tacky strip poker games. I'm sure at least some of you have played them. They're awful. Why? Because they don't combine the gameplay and the sex. First, you play poker. If you win enough poker, you're rewarded with a woman stripping. Great. You could do that with a poker simulator and any porn site in the world. Which is where the sex game has to differentiate itself. A sex game cannot be replaced by a normal game with some porn thrown in, it has to invoke something more than that. To use a rather vain example, Shield High aims not just to give sex, but a sense of achievement, a sense of power and earning the sex. Or making the sex a form of punishment, if not for you the player than for the character. The idea is to spice the experience with your own personal success or failure. That, I think, is the biggest challenge in making a sex game.

Well, that went on a bit longer than I expected, but hopefully you get what I've been trying to say. The question now turns to how do you make gameplay and sex co-exist? A common, and generally terrible, answer I've encountered is to replace combat with sex. The idea being to make your opponent cum before you do, using kissing, groping, and outright fucking in place of "attacks" and excitement in place of "health". The problem with this is it turns the sex into a numbers game. How can I best fuck my opponent so I can continue the game? Lets down the whole aspect of sex, in my opinion, and turns the game into a dull grind. Really, any game that requires levels, or any other form of grinding isn't a good sex game, mechanically speaking. To use an example that might cop me a little hate, Corruption of Champions is a game I've played, and forgotten was supposed to be about sex. Sure, the sex was there, but I didn't care, I wanted to level up, buy some new gear and keep killing shit. Don't get me wrong, Corruption of Champions is a great game, but it's mechanics do not tie into it's intent very well.

Now that I've covered a system that doesn't work, I'd like to touch on some that do. To make a good system in a sex game you need to go for one of two options, though both might work. Abstract mechanics or emotive mechanics. For instance, Shield High uses abstract mechanics in it's fights. Yes, everything is based off an RNG, but you're not aiming to inflict damage, you don't have a number to push down to zero. Instead the goal is to strip your opponent, using spanking and tickling to weaken their defenses. It's not the best system, but I believe it does the job of presenting sex and conflict entwined, without turning it into a numbers-focused combat game. Abstract mechanics can be anything like this, any method of resolving conflict, or playing the game that does not focus around visible numbers, or have an immediate point of comparison. For instance, I wouldn't say using an FPS segment would be an abstract mechanic, even though it isn't numbers based, it still draws on skills, and demands that the player not focus on the sex, the greatest sin of a sex game.

And now for emotive mechanics. Emotive mechanics are sometimes abstract, sometimes normal, however they serve a simple purpose. Make the player feel something as they do it. In a sex game, that's usually either a panic, or a feeling of power. To use an example from a game I love, Princess of the Ring does a good job of being emotive with only two simple tricks. It's a basic fighting game, in which two girls attempt to make each other cum. When you're being hit with a sex attack, to escape you have to mash buttons. It's a crude mechanic, but watching as your characters gets closer to cumming, while you're desperately hitting the keyboard trying to escape certainly drives home a sense of panic. The second mechanic is even more simple. Whoever was attacking in the last grapple has a very small opening in which they can attack before the other. It means that if you're in the lead, you have a sense of power, as you continue to dominate your opponent, and when losing, a feeling of helplessness, as you can never take the initiative. It's really simple stuff, but it strikes home.

And I just realized how long this got. So uh, I'm gonna stop now, before I write like, a whole fucking thesis. Want more? Let me know, I'll write a part 2 or something. I probably missed a lot. In fact, I think I only talked about mechanics and there's a lot more to it. Mechanics are just like, the big stuff,

Pudding Earl

P.S. More requests please~

Thursday 28 March 2013

Earl's Musings: Gaming is big.

Okay, so, here's the thing. Games and gaming and making games and playing games and all that jazz. It's HUGE. I don't mean as an industry, or as a matter of interest, I mean as a topic. There's hundreds and hundreds of things to talk about in it. Even more if we start looking at specific games instead of just talking in general. So what's the big deal about this? I'll tell you what the big deal is. The big deal is I have NO CLUE what to talk about when I go to write some musings about games. I used to have a lot of ideas and then I was all like "People only come here to download lesbian games, why should I write musings?"

And then I ranted and some of you asked for more, so I figured I should do some more musings. But when I sat down to muse, all I could think about is that there's so many things I could muse about. It's like when you're bored with a library full of games. You could play any of them, and so you play none of them and just keep being bored. It's like that but instead of being bored I'm forced to write about meta-musings.

Anyway, I'm going somewhere with this. The points are:
1. I'm going to be musing again and talking about games or game design or something.
2. I want suggestions for musings. What do you guys want to read about?
3. Gaming is big. I don't know all of it. Some of it isn't fact. My musing will be opinion. Sometimes they'll be wrong. Don't be surprised. I am just some trumped up jack-ass on the internet with an ego after all.

So yeah, comment with those requests and shit.

Pudding Earl

Tuesday 26 March 2013

I now hate RAGS. Just thought everyone should know.

So I've been studying C# for the past three months, getting ready to make a new Shield High engine and all that good stuff. I've also done some practice programs to get into the swing of things and test out what I've learnt. This has proven problematic for Shield High RAGS development. Mainly because 1. It means I have a much better understanding of how I should do things. And 2. I'm used to all these nifty C# features that Shield High can't do. It's maddening.

I just thought everyone should know how much I hate RAGS now. Also like, spoilers that I'm planning to build a new engine. In case you hadn't heard.

My new skills also have been making me more ambitious, so I'm going wayyyy overboard with the Tellulah fight. Dear god do I hope I know enough C# to transition soon.

Final note: Don't expect a big update next week as I'm wrestling with monstrous code, so I'll probably do some quick and easy blackmail content to tide over the week.

Pudding Earl.

P.S. Sorry for ranting. Unless you want more rants. Do you want more rants?

Tuesday 12 March 2013

Shield High: Jessica's Story 0.521 FINALLY releases.

Betcha didn't see THIS one coming.

Actually I'm pretty sure you did, I did say updates were coming, so really it's kinda obvious. Regardless, I apologize for the delays, life happened, and I haven' been home in three fucking weeks and I'm pretty grumpy about it in case you couldn't tell. Also I'm not going home for another two weeks. So don't expect me back on schedule. ANYWAY. Let's see what 0.521 brings to the table.

-Fight against Jasmine, a fierce member of the Mistresses, in an INTENSE, REACTIVE CROP FIGHT.
-Go on a date with your girlfriend Jillian, to celebrate your victory over Bailey.
-Go on an even better date with your girlfriends Jillian AND Angel, to celebrate your victory over Bailey. Choose between two sex scenes on this date. Or be a submissive bitch and get no choice.

I promise I will never again try and make my features sound exciting, that was terrible. In other news, I did a little bit of world building to hint at POSSIBLE SEQUELS THAT WILL NEVER HAPPEN.

So, download link is here: http://www.mediafire.com/?3jxnw868n5ashsb

And I hope you all enjoy it. Sorry for the delays.

Pudding Earl.

P.S. How do people not notice my spelling mistakes? How do *I* not notice my spelling mistakes?

Tuesday 5 March 2013

Update on the update

Okay so, after a week of just not doing anything because loldepression, I finally got back on track, and thought you all deserved to know what's going down.

Basically: I'm writing the Jillian/Angel date that's meant to go off after the Bailey fight. It's going to take a while. A couple days at least. It's big. For reference, the Jillian date that takes place at the same time came out to be 16 entries. I'm expecting to do a lot more than that on this date. So yeah, just hang on, it is coming. I'll release it when I'm ready.

Sorry for the wait,

Pudding Earl

Saturday 23 February 2013

New 0.52, bugs fixed

Finally found the time to fix up some glitches that have been reported. Hopefully should be functional now. It was, as always, RAGS stupid default settings.

Download link: http://www.mediafire.com/?m5e7jhzsh3tgllf

Lemme know if I fucked it up. If I did it right, we should have these issues in the future.

Enjoy

Pudding Earl

Thursday 21 February 2013

Shield High: Jessica's Story 0.52 released

Finally, a release. In this release I made the Jasmine fight. I realize now that I didn't explain crop fighting for those who never played the Andriana crop fight. I'm sure you'll be fiiiiine. Also I made the Bailey fight actually like, work. I realized today that it was broken. Now it's fixed. So basically, two fights for the price of one. Woo.

So, this week I encountered some personal life problems, which have prompted some of my mental conditions, which I won't go into, to get worse. As a result I'm trying to de-stress, and shed anything that isn't necessary until I get better. Which isn't to say Shield High is on hiatus. Just that you shouldn't expect a weekly release for the time being. My personal goal is to maintain at least a fortnightly release, however odds are good I'll release more often than that. Sorry all of you who count on me for your weekly Shield High dose, you'll just have to be good and wait.

Anyway, download link: http://www.mediafire.com/?9081trx1j8ts7iv

And for those of you who care, the content for the next release will be dates and parties, while I think up a new type of fight for Tellulah.

Pudding Earl.

Monday 18 February 2013

Delays again.

Have a lot more work to do on this week's fight, no chance of getting it done tonight since it's going to be a miracle if I even manage to write in this state. Release will be ready when it's ready, sorry for delays.

Pudding Earl

Wednesday 13 February 2013

Shield High 0.512 released.

NOW IS THE TIME OF DATES. Brandi gets a new date in 0.512, and Iris has some content for if you fuck her instead of dating her. Sorry it took so long to get this out, I should be back on track for the next week, and you can expect the Jasmine fight to be ready for 0.513.

So uh...yeah. That was kinda short. I think the lack of egotism is what did it. Anyway, here's your download:
http://www.mediafire.com/?9qg8d3dd110nonb

Let me know if I've fucked anything up. I'm certain I have. Enjoy!

Pudding Earl

Tuesday 12 February 2013

Further delays.

So. Instead of working tonight I went out and roleplayed and then played some LoL and won a game with super taunt teemo. There's still a small chunk of content left to be written but it's 4:30 am and I need to sleep so I'm here telling you that the update will be released tomorrow.

Sorry all, should be back on schedule soon-ish.

Pudding Earl

Tuesday 5 February 2013

No release this week.

In light of all my recent emotional problems, I chose to take the week off. I will be resuming work tomorrow, and releases will continue as normal after that. Sorry for the inconvenience.

Pudding Earl.

Thursday 31 January 2013

Oh yeah. There's a tournament.

This is a thing I should have posted about sooner but didn't. Man I am Mr. Organisation. Anyway, point is Pudding Games is sponsoring a LoL tournament and if you happen to be able to magic a team up to be ready to play in the short time you can still sign up you should. If you can't, you should totally follow the tournament anyway because I'll be playing and demanding that the matches get put up on youtube.

Tournament info is here: http://highscore.com.au/index.php/league-of-legends/current-upcoming-events/challenger-circuit/

Check it out and sorry I completely forgot about it until now!

Pudding Earl

Wednesday 30 January 2013

Finally a release. 0.511 released.

Well, I said there'd be a delay, and there was a delay. But now here it is, 0.511. What's in it? Honestly, not much. I had a pretty rough week which basically had my work ethic shot. And while the problem is solved, my work ethic isn't. In fact, it's getting worse, and I'm not sure why. I'm not going on hiatus or anything, don't worry, just don't expect a lot from the releases right now.

So anyway, what's in this week's release? A fight with Bailey. It's not my best work, I'll admit, but it's there. So now if you refuse the Mistresses something should actually happen. I'll be crawling towards the finished denial content, but I've got a bunch of stuff to do in the mean time. Mostly because I don't think doing more fights is a good idea.

Anyway, download link is here: http://www.mediafire.com/?0n9cg551bh0ns34

Hope you enjoy it, my apologies for the wait.

Pudding Earl

EDIT: Re-uploaded to fix stupid glitch involving RAGS stupid interface and method.

Tuesday 29 January 2013

A note on this week's update.

I'd have released it by now on a normal week. This isn't a normal week. Basically, I procrastinated and over-estimated myself, and now I have half finished content and I refuse to release without this content being at least playable, so I'm putting off release until tomorrow, most likely.

Just so everyone's on the same page.

Pudding Earl.

Tuesday 22 January 2013

Weo Weo Upate. Shield High 0.51 released.

Yup, we're now up to 0.51. That means I'm pretty happy with how the Regan fight is sitting. It might get a few touch ups later, but it's unlikely. Next on the list will be some general updates, then one of the five other fight scenes that are needed. Then all of the slave content. Goodness I'm busy.

Download is here: http://www.mediafire.com/?iqci99f3nutrisg

Enjoy

Pudding Earl

Tuesday 15 January 2013

Holy shit I did it. 0.503 releases.

HolyshitIdidn'tthinkIcouldgetthisweek'sreleaseoutthisweekIdon'tbelieveIfinishedit.
I spent the weekend at a friend's house. So I couldn't do any work. Before that I'd done a bit of bug fixing, that's it. So when I got home on monday night, I had to do a mad crunch to get all of the fight with Regan written up. And then the two other major players for the Pudding Games LoL team were online. So we spent an hour getting qualified for Twisted Treeline. We're silver, for anyone who cares. Anyway, point is I wrote the majority of the fight scene in one night, and touched it up today ready for release. It's not quite finished, but it's playable. Needs a little more polish next week.

Download is here: http://www.mediafire.com/?6d9i9s6ybofr7ei

Enjoy

Pudding Earl

Tuesday 8 January 2013

Whoosh! Bam! 0.502 released!

And boy does it bring a lot! Actually that's kind of a lie. It brings about the usual amount. But whatever, fuck you. Here's a list of what it has:

-Possible scenes with Lucy and Alison in week 7 (oooooh)
-Main plot advancements
-Another "secret" scene, for those lucky sick fucks amongst you.
-Emily ending actually ends.
-Biker plot now does THINGS!

Wow it's been a while since I've done a list for updates. And by a while I mean I haven't done them since I started almost a year ago. Scary. So what's on the agenda for next week? More main plot mostly. Also some more Iris content, of the not-romantic variety. Also for you Brandi lovers, you're getting some more love in the upcoming weeks.

Download link: http://www.mediafire.com/?r6zj47p44mut7r9

Hope you enjoy it, and as always hit me up on IRC if you haven't already!

Pudding Earl

Tuesday 1 January 2013

So about that release...

Instead I had jet lag and passed out before sunset most days. For those who don't know I have a hard time doing Shield High during daylight. It's an hour past sunset now and I'm too tired to think of things to write. Also it's too hot. So yeah, this week's release is postponed while I recover from jet lag. I am aware I should be over it by now. I almost am. Deal with it.

If I have the content I was gonna do tonight done tomorrow there might be a SUPER tiny release. Iuno. We'll wait and see.

Happy New Year everyone

Pudding Earl