Join for free to receive email notifications about new posts submitted to paid tiers
Join for free to receive email notifications about new posts submitted to paid tiers
Thank you for your support! This way you demonstrate that I work for a good cause.
Access to the latest game version!
All the previously mentioned rewards.
NOTE: Android version comes out with delay. With the first bugfix update.
All the previously mentioned rewards.
NOTE: Android version comes out with delay. With the first bugfix update.
1.Opportunity to check out the sketches and other illustrations for the future projects.
2.Access to the game 13 days before the early acces release.
3.Opportunity to participate in ALL votings influencing various game aspects.
4.Access to my illustrations in PSD format!
5.Your *voting power increases by 2 points. *
6.Expanded animated scenes from the game. Example
7.**The poll about scene variations. **I will post 2-3-4 sketches of scenes, you pick the one you like the most and you’ll see it in the game. Once for each update.
All the previously mentioned rewards.
First Test of the Early 0.20 Update Build
Hey everyone!
At the start of the month, I posted in Discord about the build’s text, but I only just wrapped up all the tests and edits. The build took way more work than expected, and I had to rework a couple of plugins. Plus, I didn’t make the whole build myself, so I had to get used to it. Ended up adding +800 lines of code. Total: 7807 lines. Updates 0.18 and 0.19 wrap up at line 4154. Like I said, it’s a lot.
The first test build (no art yet) is done and up on Discord. Same as last time, I’d love to hear your initial thoughts on how the update plays and any bugs you spot. I’m especially curious about the combat and all the balance stuff around it. If you’re up for helping with testing, DM me on Discord.
While testing’s going on, we’re quickly finishing the animations and putting together the final build.
Oh, and one last thing — a couple of new previews and the final character sprite for this update.
Thanks for reading! And thanks again for all your support. Take care of yourselves and your loved ones.
Development news.
Hey everyone! Phew, just finished the last piece of art…
There wasn't much to talk about this month, as I was busy focusing purely on drawing, and I didn't want to spoil things too much with art teasers.
Now, down to business. I can now confidently say that my friend and I are working well together, and we'll continue collaborating on future updates. He's a friend I know IRL (in real life). He's mostly responsible for the technical side, assembling the build, but also helps with other things (like text, planning, etc.), which is just what the project needed.
The Russian and English text is ready and is currently being implemented into the build, so a text-only test build isn't far off.
I've finished all the art. It took a bit longer than expected because the amount of art wasn't just "like the last update," but actually a bit more. For comparison, here's an image showing the source files (these are the bases, with various poses and variations derived from them) from the last update compared to version 0.20, and a new preview.
The combat system also got the green light, and I've given it to a couple of people to test. There was some minor feedback we can work with, but everyone seemed happy, and nobody rage-quit instantly (Alt+F4'd). So, we'll see what comes of it - it might become a unique mini-game, or perhaps a mechanic we'll use for Noemi's enemies beyond this update.
This [update development] is definitely faster than the last update, but there's room for improvement. My friend and I quickly discussed areas we can speed up development, and we'll talk about it again after the release. Plus, after this update, we'll set up a proper collaborative workspace, and hopefully, things will go even faster.
That's all for now, thanks for your attention and support. Take care of yourselves and your loved ones.
Development news.
Hello everyone! It's finally time to share some new development details.
The artwork is almost finished. There are just a couple of events and variations left, after which everything will be ready for work on the animations. With the help of my friend, I was able to dedicate more time to working on the visuals, so the amount of art in the update will be substantial, on par with previous updates or even more.
The working build (the build without art and text, but with the logic structured) is also almost finished; only one character's events remain.
I haven't abandoned the idea of nice lighting for the maps (and generally, more attention will be paid to map visuals starting from this update), but this time we'll try to manage without the plugin that simulates light, using simple image layers instead. This method doesn't strain performance as much, but it also noticeably transforms the maps.
On the technical side, which might reduce the number of bugs - the method for triggering events has been changed, and events in general have become more systematized and more suitable for collaborative work.
Also, the map design was handled not by me this time, but by my friend. So you'll notice a slight shift from my usual map gigantism to neater and more user-friendly locations.
Just the other day, I received the final proofread Russian text from the proofreader, and the translation itself is expected next month.
Overall, the main remaining points are finishing the artwork, animations, and assembling the final build. So, the first estimated deadline will be the end of next month.
And finally - all the previews + one new one, and an updated art piece from the previous update.
Thank you for your attention and support. Take care of yourselves and your loved ones.
Development news.
Yo! Sorry, it’s been a while since I last wrote—editing and proofreading the text isn’t exactly the most thrilling part of development, but it’s finally done.
--- I've given the text along for a first round of feedback. Once I get that, I’ll make the necessary changes and send it to the translator.
--- The text itself has grown by about 2,000 words.
--- Work on the art has begun. The final costume design is finished; I just need to decide on the material for her outfit—1 or 2 ?
--- We decided to move away from our own combat system and will be checking out existing solutions like Alpha ABS and similar ones.
That’s all for now. As I continue working on the art, I’ll start spoiling you with more previews and sketches. Thank you for your attention and support!
Happy New Year and Merry Christmas!
Hello everyone!
Another year has flown by. And now, not only on my own behalf, but also on behalf of the friends I work with, I want to sincerely congratulate and thank you!
Thank you for sticking with the project all this time, supporting us, and giving us the motivation to keep going. I hope the coming year will be super-productive, and we’ll be able to delight you with regular updates, as well as fun (or maybe even slightly dangerous!) adventures for Noemi. I wish you and your loved ones health, love, and tons of happiness. With all that, everything else will follow!
Happy New Year and Merry Christmas!
Thank you for staying with us. You’re the best!
I'll still be working until the 30th, so the last dev blog of this year will be out around then.