Notifications for and the ability to comment on public posts.
Shows me you are interested the project.
Notifications for and the ability to comment on public posts.
Shows me you are interested the project.
Shows you like what I'm doing and want to support me. Receives all bonuses from the free tier, plus
Shows you love my work and want to support me more. Receives all bonuses from lower tiers, plus
Shows you are crazy about my work and want to help out. Receives all bonuses from lower tiers, plus
You are certainly an unusual person. Receives all bonuses from lower tiers, plus
It has been a loooong road with plenty of sleepless nights, but I finally have enough of the tech nailed down hard enough to drop a tech demo out there.
As is stated on the Itch page linked below, this build only contains about 3-5 minutes of content, and that is itself a small excerpt taken from Chapter 1. I have made this build available so that I can gain feedback on the engine, visuals, and writing style before investing even more time, money, and effort into it. If there's problems, it's better to catch them early, eh?
Internally, feedback has been mostly positive and fully within expectations. There are a few things I have to improve upon but otherwise it's a rather safe bet that work on the full chapter will begin in the near future.
Download the build for free on Itch: https://amberlightstudio.itch.io/the-story-of-her
Hey, guys. This month has been kinda shitty, and I haven't gotten as much done as I would have liked since the last update, but there is still some stuff to talk about, so let's do that.
I've largely been working on modeling. I briefly went back to the environment from March and threw together some nodes which allowed me to replace the concrete barriers with guard rails. I really like how it came out. For those interested, I made a (paid) post about the node group which has a bit more information as well as the nodes themselves. (I'll be using that tool more than you probably expect.)
Lately, I've also been working on modeling Crescent Bay itself. Crescent Bay is a rather small town nestled up against the coastline and built into the hills. It can effectively be divided into four main sections which can each be done separately, and of which two are required for Chapter 1, with the others only being needed later on.
(There's also an additional environment outside of Crescent Bay which must be modeled for CH1, but that one should hopefully be rather trivial as I think my asset collection covers most, if not all, of it.)
The work recently has been on the very start of #1. Some pieces of the town need to be custom modeled (these last couple of days have been spent modeling a bridge), but hopefully I can find some assets to purchase for the buildings so that I can avoid having to model everything.
Hey, guys. I'm trying to break that dastardly pattern I had where I was posting every other month, despite stating at the beginning that I'd "like to make one to two each month." For better or worse, however, that means that I'll be writing a lot more about things I tried that simply failed.
So my attempt at redoing Jess' model failed and fell flat on its face. (Insert a pained laugh here.) My main focus was her hair since that was what I was least pleased with, and below is what I came up with. And the feedback was... almost universally negative. Fair enough.
Some people just aren't fans of the short hair and preferred the longer one. A couple others pointed out that she looks very similar to Ines from STWA: Unbroken. While I don't know all the assets Stew uses for her, I do know that hair asset is the exact same. In fact, I previously avoided using it specifically because of that recognition. (Note: If you haven't heard of or played Unbroken, check it out. Stew makes great games and I strongly recommend them.)
Now to be fair with myself, I do think she's very cute and while there are significant problems with this hair, I actually do quite like it. But since just about everyone prefers what I had before, I'll roll back to that. (Note: Between the purple and white stripe from the last post, I decided on the white one.)
Sidenote: While I was working on porting this new hair from Daz to Blender, I made some optimizations to my cards to curves conversion tool which improves performance and gives me a few more artistic controls to play with. At least something useful came out of all this.
Hey, guys. Sorry for not posting anything in February. I just kept pushing off writing that month's update, telling myself that I was so close to finishing things that I should just wait until then. Repeat that a couple of times and then the month is simply gone.
A good chunk of my time in Febuary and a bit of early March was spent finishing up the Rust project I mentioned in the last update. It's now fully complete, and I have it running in a staging environment for full validation. While knowing Rust isn't immediately useful to TSoH (all the gameplay code is written in GDScript), once the Rust multimedia community makes some more progress, I may attempt to rewrite my somewhat hacky existing C++ codebase with one written in Rust. More details in the last post.
Aside from that, I've (basically) finished the environment and Jess. While I still think there is some very minor work to be done, they're both effectively complete.
Jess has lost her heterochromia, her skin was lightened, a stripe was added to her hair (white or purple I'm not certain on, but I'm heavily leaning white), and some soft freckles were added. Just like I said in the last update, I am not fully satisfied with how her model compares to what I have in my head. This is just the best result I've gotten so far. Any further iterations will likely make her model unrecognizable from what you see now, so I'll call this attempt at modeling her finished.
With writing, things are going decently. I had some spats of inspiration and was able to pump out 3 scenes, though only one of those scenes is for Chapter 1. The other two are for events which are going to occur later on in Chapter 2 or 3. Lots of work to do still, but it's progress.
And I think that is about it for these last two months. There are of course other minor things such as standard code maintenance and reviews of existing scripts, but nothing worth writing a significant amount about.
Hello there! I hope your holidays were good. I admittedly spent less time working on this project than I'd have liked, but family is family, holidays are holidays, and when you add the two together, life gets hectic.
That said I have been getting some things done with two that I can actually show off:
I have also been learning Rust (the programming language). Although this has no immediate usefulness for TSoH, I expect that I'll be writing some Godot extensions in it at some point in the medium to near-term future. Godot lacks the ability to natively load modern video codecs, and I recently implemented support myself with an extension written in C++. However, that implementation has some quirks with multithreading which a Rust rewrite may (or quite possibly may not) help with.