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Aevyl profile
Aevyl
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Aevyl
creating Heart's Crossroads - an Adult Visual Novel
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Displaying posts with tag WorkflowDiaries.Reset Filter
Aevyl

In Progress - Guiding Paths

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Aevyl
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In Progress - Lighting the Way Forward

Hai again! Time for a new update - and this one’s all about tackling the first real hurdles. Challenges were bound to crop up sooner or later, and I’m sure there will be plenty more to come.
Lighting
Where do I even start? Lighting has been an unexpected beast to tame. Finding useful guides is already tough, but trying to adapt general lighting techniques to Koikatsu - or better yet, find a guide specifically for Koikatsu? That’s a whole new level of tricky. I’ve been scouring community scenes, and let me tell you, the complexity is real. Circular shadows, round shadows, colored shadows, directional lights, point lights, spotlights - it’s a lot to wrap my head around, and I’m sure there’s more I haven’t even discovered yet.
Still, I’ve been experimenting and learning bit by bit. Since the intro scene (where you can rename Vera) uses a static background, I’ve been focusing on lighting that enhances her character. For example, here I'm using a warm peach directional map light to mimic sunlight, a soft cream point light for a subtle glow from behind, and a couple golden-white spotlights to highlight her face without clashing with the directional light. Here’s a comparison of Vera before and after I applied these lighting effects:
What do you think, did I do okay?
Maps
If you caught my last post, you’ll know maps have been a bit of a headache. That hasn’t changed much. For those familiar with Koikatsu, custom maps can be found under the items tab - but the problem is, there are over 250 tabs, each containing their own tabs, and they’re not organized. (Fun fact: a lot of those tabs are gacha game weapons. No idea why, but here we are.) I’ve been working my way through them, taking notes on anything useful. So far, I’m about 40% done and hoping to finish in the next few days.
The bigger challenge though, is finding a maps that fit the story. The first scene needs something that makes narrative sense, especially since I’m also searching for a house map where the characters will live. The outdoor and indoor maps need to match logically - I can’t have them living in a feudal Japanese house and stepping outside into modern-day Paris, after all.
On top of that, many maps are just individual rooms, with no connection to form a cohesive house. While it’s great that I can use these to customize something, it’ll take a lot of work to make everything feel seamless and believable.
Script & Characters
Now for some brighter news: the short intro scene is pretty much done! I’ll share some pictures soon so you can see how it’s shaping up. I also have a rough draft of the first proper scene. It still needs renders, a map, and lighting, but hey, progress is progress.
Meanwhile, I’ve been sketching out the profile for a new character - Vera’s landlady. Yep, it won’t just be you and Vera in the house. While Vera is warm and loving, the landlady? Well, let’s just say she has her own plans - and they definitely include you. And don't get too comfortable yet - she’s not the only additional character you’ll be meeting in your new home. 
Next Steps
Breaking through these challenges has been slow, but I’m optimistic. I’ll keep chipping away at the lighting and maps while refining the script and characters. In my next post, I’ll showcase the intro scene, so keep an eye out for that. Thanks for following along and see you soon!
-Aevyl
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Aevyl
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In Progress - Dressing Vera and Setting the Stage

Hai! It's time for another update on my progress.
I’ve been hard at work finalizing Vera’s first outfit, and I’m happy to say it’s nearly complete! While refining her look, I also started prepping the intro scene. This is where you’ll pick the protagonist’s name and, if you’ve enabled the option in Preferences, rename Vera. It’s a small addition, but one that makes the story feel even more personal.
Last time, I mentioned the need for a map for the first scene. After some investigation, I quickly realized that creating a completely custom map from scratch isn’t realistic for now. It would require learning Blender and Unity - a big time investment that I’d rather put into other parts of the game. Thankfully, I found a workaround. While browsing maps from the Koikatsu modding community, I noticed some of these look pretty familiar - turns out they’re frequently used in VNs that feature Koikatsu assets. The good news is that these maps should suit my needs, and with some editing (if I can manage it), I’ll be able to make them fit into the game.
While exploring maps, one thing became abundantly clear: lighting is everything. It’s crucial for setting the mood and bringing scenes to life, but it’s also a skill I need to learn. I’ll be diving into lighting guides after finishing work on the intro scene. It’s a bit intimidating, but I’m excited to learn and improve.
Speaking of lighting, this little detour introduced me to the KKUTS shader for Koikatsu. Since I was already polishing Vera’s outfit and experimenting with shaders, I decided to give it a try, and wow - it made a noticeable difference. KKUTS is incredibly customizable, and while there’s plenty of fine-tuning left to do, I’m thrilled with the results so far.
Here’s a side-by-side comparison of Vera’s sweater before and after applying KKUTS (with some minor color adjustments):
The sweater has a slightly more cel-shaded look now, but the shadows and overall color vibrance are miles better. The texture feels more like actual knitted fabric, and the colors pop beautifully without looking washed out. I’m considering reducing the outline thickness, but I’ll wait to test it in action with the maps first.
Next Steps
So here’s what’s coming up! I’ll be sharing “final” shots of Vera’s outfit in the next few days, and hopefully I'll be able to give you a peek at the map for the initial scene as well. I’m also aiming to have the intro sequence, where players can choose the protagonist’s name and rename characters, ready to showcase soon. After that, it’s scriptwriting time! I’ll start drafting the first proper scene and testing how Vera interacts with the chosen map. 
That’s all for now! I’m so excited about how things are shaping up and can’t wait to share more with you soon. Thanks for following along - see you soon!
-Aevyl
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Aevyl

In Progress - Crafting the User Interface Part II

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Aevyl

In Progress - Crafting the User Interface Part I

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In Progress: Foundations in Focus
Hai all! Time to update you on what I've been working on:
Progress on Vera’s clothing has been a bit of a challenge lately, so I’ve decided to take a short break from it and shift my focus to learning Ren’Py. While I’m familiar to programming basics, this is my first real experience working on a visual novel framework. Thankfully, Ren’Py has been pretty approachable so far, with solid documentation to guide me.
Right now, I'm focusing on designing the user interface. Since the UI is the first thing players see when starting the game, I want to make sure it leaves a polished and memorable impression. The default Ren’Py interface is fine, and I don't plan on completely overhauling it, but I do want to give it a clean, elegant touch-up.
I’ve been pouring through the Ren’Py documentation and browsing guides for inspiration, slowly piecing together a rough draft of the UI. My goal is to lay a strong foundation I can iterate on as development progresses, minimizing the need for major rework down the line. It’s definitely a bit overwhelming at the moment, especially since graphic design isn't my strongest suit, but I’m taking it a step at a time. Switching tasks has been a refreshing change of pace, helping me stay motivated and avoid burnout.
For the UI, I’m aiming for a minimalist aesthetic. While I’m still brainstorming and experimenting, my focus is on incorporating a refined font with adjusted spacing and subtle quality-of-life improvements to enhance usability. The goal is to create a polished, cohesive design without relying on elaborate button overlays or flashy animations.
Next Steps
This phase may take some time as I work through drafts and experiment with designs, but I’m hoping to share screenshots of my progress soon. Once I’ve settled on a UI direction, I’ll circle back to finalize Vera’s clothing and start setting the stage for the VN’s initial scenes. That means diving back into Koikatsu for map design and working on scene composition in Ren’Py - I'm excited as that's when everything will begin to take shape and start coming together.
That’s all I have for now. As always, I’ll keep you posted on the progress. Thanks for following and see you soon!

-Aevyl

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