SamSuka
Ariaspoaa
Ariaspoaa

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Dev Log #67 - Retreading familiar ground!

Hi all! Welcome back to the sixty-seventh dev log, it has been a productive render week so let's get into it!

Development update!
With about 250 new renders added since last week, most of these new renders are from scenes added to E2, whose scenes I intend to finish up posing and have them rendered fully by next week, with four scenes left to go (this includes new endings AND additional H-scene variations).

On top of this, I have also been progressing on the stitching together of the newly added scenes of E2. I intend to finish up on this and have all of them playable in-game by next week!

Once the above tasks are finished, I will be using the last week of February to do any remaining render work for the twins' side story and finish their side of the story in-game (i.e. stitching work as well)!

Initial update on Episode 3
While developing E2:E, I have had an ample amount of time to also plan out and write on the opening sequence of Episode 3 along with starting the principal planning of individual player-dependent scene variations (i.e. If you chose AAA, you will see XXX and if you chose BBB, you will see YYY).

With that said, I have ended up favoring a specific opening sequence for the newest episode, with previews soon to follow in about a month!

Release window of E2:E
While there is currently no fixed timing as to when E2:E will be released, I do intend to share a test version soon, containing all newly added scenes of E2 as well as the opening scenes of E2:E. Although the number of scenes E2:E adds is about a third of the number of scenes in E2, I'm mainly doing this as a dry run in preparation for the larger Episode 3 update later in the year, with this test version acting as an "Alpha" release from previous game updates (i.e. mostly content-complete with the possibility of bugs).

"Why is there a lack of a concrete release date like before?"
As mentioned in a previous post here, one of the pain points I experienced developing Episode 2 was setting a fixed release date. To summarize what is already in the post, this concrete release date put unnecessary stress on me as I put myself on a timer, which is one of the contributors to extremely silly mistakes (whether in art or code) spotted during the initial release of E2 that were completely missed.

This is something I'm not looking to repeat for future updates, and I thank you guys for your understanding and patience!

------------------------------------------- E2:E PROGRESS BREAKDOWN -------------------------------
Story: 100% done.

Renders: 65% done. +256 renders from last week, bringing the total to 664 + 256 = 920! Up 10% from last week.

Dialogue: 60% done. Mainly focused on the new scenes added for E2. The aim is to finish up the E2 scenes and then focus on E2:E after instead of splitting my attention. Up 15% from last week.

Game Playability: 30% done. Same as "Dialogue", focused on E2 scenes first before doing the same for the remaining E2:E scenes. Up 20% from last week.

--------------------------------------------- END OF BREAKDOWN ---------------------------------------

Another productive week as we near the middle of February! As always, I thank everyone for your patience and I'll be back next week with more updates!

Stay safe and healthy!


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