House Party version 1.0.2 + Doja Cat Expansion


House Party

The House Party game (which is available for free right now on the site mentioned below) is similar to a lot of the browser-based games where your choices influence your success as you progress in the game, but it plays like a first-person RPG with interactive game models, characters, and physics, like the aforementioned Leisure Suit Larry. My inclination is to take these games in a much more raunchy direction than the LSL series however. The games will be ripe with foul language, nudity, and sex, but hopefully be just as funny and engaging. There isn’t much of a story to play though right now, just a few objectives to complete while I work on the gameplay mechanics. There are multiple story-paths though and different outcomes based on your decisions.


House Party v1.0.1

Major optimizations to draw calls, shadow caster counts, and culling behavior(s) while the Player is in the back yard, and to a lesser degree, in the house. This should result in a noticeable performance gain for most users
Significantly decreased the amount of VRAM the game uses by cleaning up numerous scene objects, fine tuning the light bake, and combining HQ light map compression + HQ light map encoding
Very minor optimizations of certain game load code
Per their request Arin and Dan (Game Grumps) will not be available for use in Custom Stories
Greatly mitigated the chance that a Character can inadvertently get warped off of the NavMesh if they were warped to another Character that was in certain corners of the yard, against fences, walls, etc. This fix also cuts down on the chance that Characters can get warped into a room where the target Character cannot see them, or behind a door dividing the two Characters
Fixed the Eek! Games intro being stretched awkwardly when using ultrawide resolutions
Prevented a NullRef Exception that could occur if a CSC user tried to use certain Item-related GameEvents without adding an entry for that Item to the Main Story script/file
NonPlayerCharacters will no longer instantiate anywhere other than in the LoadingDock. Any Custom Stories that relied on NPCs starting at their Default Locations somewhere in the house/outside will need a WarpTo added in order to position them as intended. This incidentally fixes an NPC placement issue with our Vickie Vixen Valentine story
Fixed an issue that could cause some NullRef spam if an NPC was disabled anywhere in LOS of the Player
Fixed a MissingReferenceException that could occur if an NPC was disabled shortly after an ActionItem StopAction was called
Refactored Audio system so that NPCs have the same mouth animations no matter how attenuated their volume it
Fixed a bug that would prevent the Mute DMCA Music option from working with the Female Player’s Intro Cut Scene
Fixed a bug that would prevent EntersZone Event Triggers from firing if a Character previously did not have a Zone assigned
Fixed an issue that was causing NPC Background Chatter outside of CutScenes to be too quiet
Enabled the Duct Tape, and more, as Interactive Items
Fixed an issue that prevented the Player from being able to open the Inventory UI while using the Player Action Radial or a Radial Menu for an item outside the Inventory
The Clothing Console Command will no longer attempt to remove Clothing from “Asexual” Characters. At this time this only affects the Game Grumps (who could not be nude anyway) and our future myster…oh, right. Mooooo. That one
Certain Console Commands that were already impacted by, or are newly impacted by, Asexual Character settings have had various pieces of feedback text updated
Certain NPCs will now have a Default Emotive Blendshape Configuration that they will use, should they be idle, not socializing with others, speaking, moving, etc.
CutScenes that do not include the Player will behave much more fluidly now. Automatic UI toggles, movement/input restrictions, and the removal of other misc. constraints should make them more easily enjoyable
Touched up the NavMesh to remove a number of gaps and slightly expand walkable areas where reasonably possible
Removed a number of duplicated bushes and small plants from the yard and garden area that were essentially invisible to the player, yet were still being rendered
After NavMesh and Yard object cleanup, refreshed Occlusion and Light Bakes
Various existing (and new) items are now grabbable by the Player
Added Debug Logging to track successful change of, loading, and unloading of scenes
Fixed an issue that was causing VA bundles for stories to erroneously duplicate themselves in asset folders for other stories
Cloth Components will start fading out their simulations at lower, more reasonable distances
Eliminated or mitigated several per-frame or frequently called sources of Garbage Allocation
Added a new ItemFunction to InteractiveItems that allows Disabling or Enabling of a ScriptObject referenced by appropriately configured InteractiveItems
Made a number of performance-related tweaks to Occlusion Culling-related settings and behaviors
Slightly increased crossfade time in default animations
Fixed an issue where converse animations would continue to play long after a character stops speaking
Tweaks to look at durations and timings to create more realistic lookat behavior, particularly in dialogues
Added Polish as an official entry to the Languages list on the Main Menu
Fixed a niche Nullref Exception that could affect intended auto-close behaviors of the Fridge and Pantry doors
Fixed a possible niche nullref that could occur on some transitional scenes like the Disclaimer screen
For RayCast/layering purposes, certain parts of the Front Door and the Garage Doors (more specifically, the big fucking parts that block stuff) will count as “Walls” instead of whatever the shit “Default” means. They just want to be like their other door brethren
The windows in the front of the house, facing out to the street, will now function as a “Wall”, similar to other suspiciously window-like objects
Added a MoveTarget near the windows in the DiningRoom that face the Front Yard (DiningRoomNearFrontWindow)
Added a MoveTarget (KitchenNearFruitAndMicrowave) in the Kitchen near the new pile of fruit. Fruit smorgasbord? Fruitapalooza?
Added a second MoveTarget outside near the Air Conditioner, daringly named OutsideNearAirConditioner2
Adjusting in-game font/font size now applies to InventoryUI item name, UseWith header, ResetCSCPrefs button, and FOV value in Graphics
Added translation functionality for DialogueUI social meters and Opportunity popup messages
Added translation functionality for Gender Tags in Load Game tooltips
Added translation functionality for default NPC “doesn’t want that right now” texts and item added-to-inventory text
Asexual NPCs will be prevented from being included in any sex cutscene that do not explicitly designate them as involved by default (as a default Star or NPC1, etc.). At this time this only applies to the Game Grumps, but additional Characters in the future may also be affected by this change
Fixed an issue that could allow “canceling out” of a Narration Pop-Up to inadvertently close UIs open behind said Narration
Added a very slight delay before allowing Player Input to progress through queued Narration. This should help curb any accidental skipping of Narration Pop-Ups
Fixed an issue that could cause NPC erections during CutScenes to, under certain circumstances, not behave as girthily as we would all hope for
Fixed an issue that was allowing an extra character into certain Custom Story Browser Story Titles
In the Combat Training Story: removed old references to “F1” for viewing keybinds/help
CSC: added PlayerTookCameraPhoto Event Trigger. This will fire after the Player successfully takes any picture with the Camera item and all “Photos”-related Player values are incremented


Developer: Eek! Games
Platform: Windows
Language: English
House Party Version: 1.0.2
Censored: No
Size: 3240 mb

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