Thursday, September 29, 2016

PSA: launch delay

Since this week has seen a mix of issues, I am delaying the game launch. I already uploaded the game file, actually, so other than some minor work on the Patreon page, everything is ready, but since my head isn't into it, I opted to wait for a bit, since I'd like to be able to focus on the launch, when I start working on this. Sorry for the delayed post as well, but originally I was expecting to just announce the launch, so I was waiting until everything lined up, before changing my mind.

I guess everything will have to wait until next week, so until then. ^_^

Saturday, September 17, 2016

I need you!! (to tell me your opinion about a title screen)

Edit:

Thanks to everyone for partecipating in the poll and sharing your thoughts on the matter. Since there wasn't a win by a landslide by either of the two, I'll pick image 2 and try to improve it a bit, since it was the one I originally used. I am kind of surprised the two were so close to each other, I thought they were different enough that a more definitive result would have come out, but people were pretty divided on the matter. Well, I hope people won't start puking once the title screen loads and my work shows up. ^_^

Original post:

So, the game is getting its final touches. Among those, I need to settle down for a title screen.

Here are the two I would like an opinion on (do let me know about the title itself too, even if it's a temporary one):

 Image 1
Image 2

So, here are the choices. If you want to share your thoughts in detail, feel free to leave a comment below. The poll will be up on the sidebar, I'll leave it there for a few days (a week seems too much, but we'll see).

Thanks for reading this, and if you decide to, for sharing your thoughts. ^_^





Monday, September 12, 2016

Almost there

I added the tutorial (I think it does a reasonable job at explaining the mouse controls and the other new/uncommon features/mechanics I use in the game), I have added a journal and a quest log, finished a couple of new characters and their scenes, and did some more small stuff here and there. I think within a day or two I'll have another closed beta, and depending on how it goes, I might finally be able to start things on Patreon. I'll have to post this stuff around the various forums, when things are said and done. Hopefully things will go well, but I am of course a bit nervous about it. There isn't much else to say, I'll have to double-check some of the text and finish up some touches here and there, but I think the game has enough content and identity to stand on its own (although it might lack in sexy pictures right now -_-).

Not much else to say, it was a "let's try to get things ready" week, and I did enough to be happy about the progress, although it wasn't as satisfying as simply adding new content. I'll probably announce the patreon within the next week, if nothing goes horribly wrong, so until then! ^_^

Monday, September 05, 2016

Good, but not great

Looking back at this week, I did plenty of stuff, but I was expecting to do a bit more, so I am a little annoyed. Still, I have added content, improved the maps, and found a quick solution which might just work for using less of the basic RTP: using down-scaled graphics from RPG Maker MV! I recently got it on sale (after receiving the huge donation last time, I felt like I should invest some of it in game making stuff). I had to resize the graphical assets, but even then I would argue they look better/different enough from the classic VX Ace stuff, so people shouldn't be instantly turned off by that. I did pick a couple of new tracks, but it's hard to find better music than what I have, so searching for more might be a waste (I'll still do it in my spare time, because it might still mean we get some great background songs), I worked out some improvements for the title screen, and I added some needed visual hints during night time (most buildings are closed at night, but I added light coming out from the ones that are open). I also closed up the overworld map a little (since most locations cannot be visited right now, it seemed right to add warnings, close paths, etc,).

Monday, August 29, 2016

The wonderful joys of bug-fixing

After getting some feedback from a few testers, I have been working on the game to give it a much needed overhaul. There weren't too many bugs (at least not serious ones), but I had to adjust a few tiles passability, and some minor stuff here and there. For the most part, I have been adding quality of life improvements (now you can get a small tour of the first city early on, I changed a few things on how the mouse system works, I added the load option in the main menu, so you don't have to exit to the title screen if you want to load a previous save) and I plan to add a few more (now that the dust is settling on the control scheme, it seems like a good time to add a short control tutorial, I'll keep it outside the main game, because I hate long-ish tutorials that interject in the game over and over, so a self-contained area as an option before starting, seems the best).


Monday, August 22, 2016

Mistakes were made...

Specifically, I wasted an insane amount of time trying to make a psx emulator to work with Dino Crisis, and I might have started playing Heartstone again. >_<
My game is doing just fine, though, and I am very close to release a version for testers. The content should all be there, but I need some minor testing, and to take a few decisions about audio design choices (a fancy way of saying I am not sure what sounds/voices to use for sex scenes, or if I should forego them completely and use some background music, instead). I am also trying to think if what's in the game is sexy enough or if I could do something more, but that's pretty much it, I don't have anything big left on my list, at least for now.

I don't think there is anything else to say, really, I had to rewrite a few things, but everything seems to have gone smoothly on that front, so I don't have much to talk about. If I forgot something, feel free to ask me/remind me in the comments, otherwise, I'll be back after the testing is done, See ya! ^_^

Sunday, August 14, 2016

The dungeon is done!

As I mentioned before, the dungeon in my RPG Maker game was almost done, so it's no surprise I finally wrapped it up. I did some basic testing along the way, and everything seems to work as intended. This kind of game is harder to check, though, so I'll have to rely on testers (and afterward, players) in order to find all the issues (I am sure you have run into RPG Maker that have passable or impassable tiles for apparently no good reason, and that's at least partly due to how it works, it's easy to forget setting the rules for a new tileset, or to change them if you had to swap some graphics). I think I am very close to ready to show it to a few people I trust, although I want just a little bit more content and polish before I let people take an "official" look at the game.

In the meantime, I have been working on the presentation of the game, trying to figure out how certain systems work, in order to customize them. For example, I added some info to the menu, which is specific for my game, so now not only you see how much gold you have when you open the menu, but you also get day, month, year and moon phase (I have a small icon which tracks the various moon phases, so it's easy to grasp at a glance). Since time will play a reasonably important role, I feel like having it easily accessible was necessary. Another addition is a "personal info" page for the protagonist. Right now it lists some basic stuff, like breast size, tattoos and piercings (maybe I should add those to the game, since I was talking about more content XD), as well as some extra stats. I had converted agility, luck and magical defense to intelligence, willpower and inhibitions, but using stats for checks in the game is actually a bothersome thing, so I switched to using variables. This method creates other issues (now I need a parallel process to run in the background, since the game doesn't allow to set limits for variables, and I need them to stay between 0-100), but on the day to day stuff it allows for much smoother work. It also frees stats to be used in combat again, which might be needed.

Anyway, I'd say overall the systems I have in place are where I want them to be, so it's just a matter of adding content now. Combat is still underdeveloped, but so far there aren't many fights in the game anyway, so what's there should be enough.

On a side note, I would say that animations and cutscenes are as annoying as picture hunting in RAGS: they can take a lot of time, and will never be as good as you wished for.

I hope I am not forgetting anything (although there are less worries, since no game in development is currently out :p), but if I did, let me know. As always, see you next week! ^_^