I missed all new posts on this page... ok so:
On my poor laptop, the game takes over 50 seconds to start and show the main menu.
It takes 8 second for my desktop to do the same.
=================
Ghm... that seems too long, guessing these are harddrive issues more than CPU. I've removed the old code variation for crazy packs in init, those were slowing sh!t down. They will not waste any resources anymore!
it's no fun man, no fun at all!
Thanks... that only took me about 10 days to make

My wish list:
- places within explored area. Now you party just randomly gets some mobs to fight and loot or didn't find anything - It's easy but bit boring in my option, I would like to be able to create a settable special places that the team can find. With conditions on how to get there (like % chance, only on 3rd day, only after winning a fight in previous place, flags (for NPC quests and one time only encounters), risk value, etc.), it's own list of mobs and rewards and most importantly a text that will appear on that day report like "party found a forest ruins","was surprised by bandit attack","still climbing towards the top of the mountain"....
- settable items and cash reward lists, like for survival, not just money sum
- customizable mobs! We don't using pictures there, so I don't see a point in using arena monsters for automated exploration. That's unnecessary limitation, it should be allowed to create monsters with any names there. ("Cherryzard", "Woodanator"...)
- time to get there. It's strange to start bashing mobs just outside the city gates on day one - it's ok for forest, but if we added more remote places, it should takes a few days to go there and back. (maintaining advanced outposts or opening magic portals may be an options for the future)
- maybe stat changes? some places may be harden on fatigue to travel through
- collectible item type that you can't use and only sell or bring to NPCs for a quest? (EDIT: I just read your post about crafting - I thing these and materials may not really be "items" codewise and they should appear on some separate lists to not mess the inventory screens if they cannot be directly used anyway)
- places within explored area.
That's aready in there mate... take a better look at JSON. There is a GENERAL area, within that GENERAL area you can create and unlock any amount of local areas. What's more you can also unlock areas in different general areas so for example from forest lvl 8 you could unlock some new general area called batcaves with 5 levels of it's own BUT only from forest level 8 to make it more fun. This stuff can be expanded...
we should add evaluation conditions!, yeah definitely... I'll add that when I get a chance.
- settable items and cash reward lists, like for survival, not just money sum
Ok, I'll
add that as well, although it may be a good concept to be able to add "Local location name" to items locations list as well.
Cash will remain as it is and be governed by complex logic.
- customizable mobs! We don't using pictures there, so I don't see a point in using arena monsters for automated exploration. That's unnecessary limitation, it should be allowed to create monsters with any names there. ("Cherryzard", "Woodanator"...)
Those are not "arena monsters", those are our pytfall mobs and we're going to use them (feel free to add more monsters there!). I want to use the same Areas/Logic (with some expansion obviously) for actual exploration lead by MC if we ever get so far so I need those monsters to have sprites and be loadable into BE.
So no, you're not getting this one 
- time to get there. It's strange to start bashing mobs just outside the city gates on day one - it's ok for forest, but if we added more remote places, it should takes a few days to go there and back. (maintaining advanced outposts or opening magic portals may be an options for the future)
You've missed the concept discussion, those are unstable magical areas where sh!t just keeps pouring in from different dimensions. Those areas change within themselves a bit but there are all near the city. In fact, I am meaning to add mechanics to obscure exploration progress as time passes by (loosing access to location you haven't visited in a while) and maybe twisting rewards (no ideas on how to do the latter yet).
But feel free to add a new attribute like "travel_time" = 10, I'll make it work.
- maybe stat changes? some places may be harden on fatigue to travel through
We do no longer have that stat.
But this is a good idea, add a "hazard": [["health", 10], ["mp", 10], ["vitality": 50]].
- collectible item type that you can't use and only sell or bring to NPCs for a quest? (EDIT: I just read your post about crafting - I thing these and materials may not really be "items" codewise and they should appear on some separate lists to not mess the inventory screens if they cannot be directly used anyway)
Blah!
That's called loot, I don't like this complication! I'll make sure that future quest items, gifts and ingredients are filtered out from "all" in the inventory.
btw. I managed to get my girls killed in almost every run into the current cursed forest. There is no warning that your team is too weak for this exploration, and then, after 3 days, they're just came back dead. Maybe some common sense for the girls and refusal to fight if odds are this bad like arena girls do would be nice there? It's hard to tell what the "risk" value means from first glance.
Arena is a controlled environment, when exploring unstable magical areas, you shouldn't expect to know what to expect, that's what makes the game FUN.
SO NO, NO WAY IN HELL ARE WE ADDING ANYTHING LIKE THAT 
If you don't have the stomach for it, go manage brothels/fight in Arena!
Risk will be explained... it's basically how much risk should the girls take when exploring. Almost everything depends on that.
now there are two of us 
That simply tells me that we need more reasonable people on the dev team

No textbased monsters please! And loot... if you guys really want that sh!t, I'll make it work but you make the useless loot items.
Hey, that's right. Because the player sees only a monster name anyway, maybe it could be totally dumbified to just name + individual modifier, and all mobs can be just some base class stat*difficulty modifier*individual modifier. What eyes do not see...
We have enough mobs in the game to make it work without adding text based crap. Please cut this idea from the concept... I want bestiaries as well, preferably with descriptions at some point.
About the names list - I prefer less randomization there, so it makes at least some sense to run into that monster at each location...
I didn't understand that.
====
Aaa crap! PV for kancolle anime is out and I need to rework the Shoukaku attack animation to show arrows changing into planes... drawing graphics and mixing sounds is fine, but I sure hate all this confusing anchor geometry positioning stuff 
LoL
That's not geometry, check out the code I wrote when figuring out some issues:
init python:
config.screen_width=1280
config.screen_height=800
import math
import pygame
MOUSEBUTTONDOWN=pygame.MOUSEBUTTONDOWN
class Ship(object):
def __init__(self, name, sprite, speed, head, size=(100, 49), start_pos=(640, 400)):
"""
name: Name of the ship.
sprite: RenPy Displayble
speed: Speed
head: Heading (in degrees)
size: Size of the displayalbe
start_pos: Starting Position
"""
self.sprite = sprite
self.offset = math.hypot(size[0], size[1])/2
self.name = name
self.speed = speed
self.sprite = sprite
self.head = head
self.show = manager.create(At(sprite, rotate_by(self.head)))
self.show.x = start_pos[0] - self.offset
self.show.y = start_pos[1] - self.offset
self.target_coords = self.show.x, self.show.y
self.moving = 0
@property
def x(self):
return self.show.x
@x.setter
def x(self, value):
self.show.x = value
@property
def y(self):
return self.show.y
@y.setter
def y(self, value):
self.show.y = value
def ships_update(st):
"""
Updates ships data (just coords for now) on the screen.
"""
for ship in ships:
store.ship = ship
# I don't know the pro trick to get this done :(
# Shitty codebit follows (but it works):
x = round(ship.x)
y = round(ship.y)
x = list(x+i for i in xrange(-7, 8))
y = list(y+i for i in xrange(-7, 8))
if ship.moving or (not (round(ship.target_coords[0]) in x and round(ship.target_coords[1]) in y)):
if ship.moving:
ship.moving += 1
if ship.moving == 3:
ship.moving = 0
sprite = ship.sprite
x = ship.x
y = ship.y
deltax = ship.speed*math.sin(math.radians(ship.head))
deltay = ship.speed*math.cos(math.radians(ship.head))
ship.show.destroy()
ship.show = manager.create(At(sprite, rotate_by(ship.head)))
ship.x = x + deltax
ship.y = y - deltay
renpy.restart_interaction()
if ship.x < -ship.offset:
ship.x = config.screen_width - ship.offset
if ship.y < -ship.offset:
ship.y = config.screen_height - ship.offset
if ship.x > config.screen_width - ship.offset:
ship.x = -ship.offset
if ship.y > config.screen_height - ship.offset:
ship.y = -ship.offset
return 0.05
def ships_event(ev, x, y, st):
if ev.type == MOUSEBUTTONDOWN:
if ev.button == 1:
if hasattr(store, "ship") and store.ship is not None:
ship = store.ship
renpy.music.play("picar.wav", channel="sound")
angle = math.atan2((y-ship.offset) - ship.show.y, (x-ship.offset) - ship.show.x)
angle = angle * (180/math.pi)
ship.head = angle + 90
ship.target_coords = (x-ship.offset, y-ship.offset)
ship.moving = 1
renpy.restart_interaction()
define e = Character('Eileen', color="#c8ffc8")
init -10:
transform rotate_by(degrees):
rotate degrees
rotate_pad True
subpixel True
transform centered_rotate(degrees, x, y):
# Only works in show and screen language!
rotate degrees
xcenter x
ycenter y
rotate_pad True
transform_anchor True
subpixel True
screen ships:
$ x, y = renpy.get_mouse_pos()
text ("Angle: %d, x: %d/%d, y: %d/%d" % (ship.head-90, ship.x + ship.offset, x, ship.y + ship.offset, y)) align (0.5, 0.05)
text ("(100, 100)") pos(100, 100) anchor(0.5, 0.5)
text ("(1000, 500)") pos(1000, 500) anchor(0.5, 0.5)
text ("(Center)") pos(640, 400) anchor(0.5, 0.5)
text ("(700, 200)") pos(700, 200) anchor(0.5, 0.5)
text ("(100, 700)") pos(100, 700) anchor(0.5, 0.5)
label start:
python:
manager = SpriteManager(update=ships_update, event=ships_event)
ships = []
ships.append(Ship("Enterprice", "ship.png", 10, 45))
ship = ships[0]
renpy.show("_", what=manager, zorder=1)
renpy.show_screen("ships")
while True:
$ result = ui.interact()
e "Anchor and positioning resets on center."
I don't claim to understand the actual math and most of those formulas I found on the net (except for the simple offset hypotenuse, that one is mine) but this has a right to be called confusing
