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Dev Blog #62 - For The Visually Inclined

Greetings everyone!

2019 is truly a year of change for The Company. We've moved to a proper project management system, upped our documentation game, embraced some pretty major design changes, and, most importantly, started numbering development blogs! But seriously, today's going to be a nice, meaty update that should particularly appeal to those visually minded individuals. Read, "Most People".

Update 6.1 and 2019 Roadmap

Let's get right to it, shall we? First off, I've finally taken the time to visualize update progress in a slick little info block...

Like it? The intention is to update this info at least twice a month, though in the short term I'm going to be updating it weekly and seeing how that works out.

As for the information itself, it's actually a lot better than it looks. There's been a workflow shift away from "just writing" to sitting down and mapping out events "then" sitting down to write. Just about every detail concerning the content and features going into Update 6.1 have been planned out, and implementation will move rather quickly. My goal is to have the update released by the end of April.

Next week I'll be detailing the new content coming in Update 6.1!

I also mentioned a roadmap. Well, that's because I've finally built out a proper roadmap that I'm happy to share with everyone.

This should give everyone a pretty clear idea of what's coming over the course of the year. If anything changes in terms of general timeframes, it will be reflected in the roadmap.

After the impending Overview page renovation, both the update progress block and the roadmap will be kept on the front page.

Artwork Revision Preview

The artwork feedback survey from a couple weeks ago proved to be incredibly helpful in both confirming many of my thoughts (good and bad!) about the art direction, as well as nailing down specific problem areas and helping us work towards solutions.

With that, my artist and I sat down and went to the proverbial and also literal drawing board, taking the things that worked from the initial character run, and moving forward with something cleaner and more modern.

I'm really excited to finally start sharing what we've come up with!

The decision this time around was to start with Ava and Dakota since they currently have the densest amount of content in the game, before moving to the MC, then coworkers. Today's reveal will show off Ava in-engine, followed by an explanation of how the system will work moving forward.

Without further ado...

Not bad, right? We've gone back and cleaned up the lines and colors, resolved character proportions, and just improved the quality overall. Now of course art will always be subjective, and we'll never have everyone on board, but what I'm showing off today is exactly where I want to be with the artwork moving forward. I can't wait to show everyone more as it develops!

So let's get into some technical bits.

Every character is being designed roughly the same way, as a layered paper doll, which can be updated dynamically as the game progresses. What this means is that every character will have:

This, of course, does not include static event scenes (CGs) and "action" images for more intimate interactions.

So that gives you an idea about "what" is getting implemented, in terms of artwork, but not "how" it's getting implemented. This particular initiative will begin after the comment system has been finished and will involve a few fundamental changes to the image structure of the game. Here are the key points:

Make sense? Basically, custom image packs will be a thing in the not too distant future! Oh, and the point about how multiple image files can be associated to a single image? What that means is that you can assign an image like this...

"PennyOnDesk": ["PennyDesk1.gif","PennyDesk2.gif","PennyDesk3.jpg","PennyDesk5.gif"]

...and the game will by default select one of the assigned filenames at random to display with the PennyOnDesk image is called.

That's it for this week. Please join us on Discord this Saturday (3/16) at 5:00pm PST for our first ever live Q&A! Until then, thank you all for your continued feedback and support!

Comments

Patch notes are released with every version release. Filter by the "Public Release" tag over in the left column and you should see them.

Westane

The artworks look amazing and the depth of your update is great. Shows how much effort you put into it. Keep up! looking forward :D

JoJo

Very good !

Can't wait for it... Keep up!

Offshore - Adult Games Developer

Looking forward

Nyrreah

Reading all this gives me the impression that you are still excited about your game, kinda sappy but makes feel warm inside. Good for you :)

noted

man every time i see an update from you i am reminded of the amount of effort you go into in letting us know what your up to. you consistently get large amount of stuff done at a reasonable pace considering its a small team, and you are great at it. super happy to be funding this game. its great to see people realy putting out great work and being backed for there effort. thank you for your time and effort.

will you be doing patch notes for the newer versions of the game? I can only find patch notes for up to like 5.4 or something?


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