Free Team Sub
Free Team Sub
Thank you for contributing what you can to the development of Blue Swallow, or checking out what we're creating!
You get: Discord Access Polls to Guide Game Development
This role will be deprecated at the end of December, please switch to the new Origin role or the new $1 tier
Thank you for contributing what you can to the development of Blue Swallow, or checking out what we're creating!
You will have access to every version of the game around 3 weeks after release, input on our polls, as well as access to our Discord server.
(I don't know what the image is, ask AI)
Thanks for being integral to the continued success of Blue Swallow!
You will receive access every release around 2 weeks after release.
You will also be able to influence future development by taking part in polls, as well as benefits of previous tiers.
And access to our Discord.
We appreciate your substantial support and your belief in our product.
You will receive all releases around 1 week after release, alongside all benefits of previous tiers.
Wow. You flatter us!
With this kind of support, we can try to expand scope and size of our team over time.
You will have access to our private development Discord to see what we're working on and give direct comments and critique.
On-time access to every release.
And benefits of previous tiers.
We don't know what to say, honestly.
If you have ideas for what this tier should offer, please let us know, but in the meantime, it's just a way for you to show the love and help us move the needle.
Goal
What are we setting out to do here?
First and foremost: a game that's being developed towards a finite and clear end, rather than milking patrons.
I'm sick and tired of watching good games flounder because of feature bloat and a (natural?) desire for more monies. The subscription-style of patronage certainly influences the latter.
Vision
What is this game? A sex-pionage adventure game where our MC is thrust into the position of being the only option to go undercover and potentially save not just her estranged mother, but also the country. She has none of the requisite skills, none of the training or experience, but the agency has no other options and...well, you'll get there.
Time is of the essence.
The format of the game will be 'sandbox' where there will be mission lines that have gated parameters, so each release will allow the players to reach another checkpoint, each of which has options for what path they want to attempt.
Each path may lock or unlock others, may increase or decrease overall success, may increase or decrease skills and personality traits, and some may be time-gated.
Once the MC has completed the objective, yay! game over win. If she runs out of time or fails, uh-oh! super bad game over loss.
Frequent Responses
I don't want to create delays and fatten the product with bells and whistles that are unnecessary. If you, the patrons, want something strongly enough, we'll work on including it and developing it out. But that's because you think it'll make Blue Swallow better, and are willing to deal with the 'consequences'.
And what about the story? We've finished the Prologue, we're diving into the spy story.
I have a beat sheet of people that Claire could encounter and how they interrelate with the larger story, I have an arc of progression for where she needs to go to succeed. But do I have a full storyboard? No. Will there be multiple ways to achieve victory and loss? Absolutely. Are they perfectly defined? No.
There will be flex and give as you all influence the story, as it naturally evolves, and as collaborators add their touches, flair and guidance.
The development is as much a Choose Your Own Adventure as the game is.
Goal
What are we setting out to do here?
First and foremost: a game that's being developed towards a finite and clear end, rather than milking patrons.
I'm sick and tired of watching good games flounder because of feature bloat and a (natural?) desire for more monies. The subscription-style of patronage certainly influences the latter.
Vision
What is this game? A sex-pionage adventure game where our MC is thrust into the position of being the only option to go undercover and potentially save not just her estranged mother, but also the country. She has none of the requisite skills, none of the training or experience, but the agency has no other options and...well, you'll get there.
Time is of the essence.
The format of the game will be 'sandbox' where there will be mission lines that have gated parameters, so each release will allow the players to reach another checkpoint, each of which has options for what path they want to attempt.
Each path may lock or unlock others, may increase or decrease overall success, may increase or decrease skills and personality traits, and some may be time-gated.
Once the MC has completed the objective, yay! game over win. If she runs out of time or fails, uh-oh! super bad game over loss.
Frequent Responses
I don't want to create delays and fatten the product with bells and whistles that are unnecessary. If you, the patrons, want something strongly enough, we'll work on including it and developing it out. But that's because you think it'll make Blue Swallow better, and are willing to deal with the 'consequences'.
And what about the story? We've finished the Prologue, we're diving into the spy story.
I have a beat sheet of people that Claire could encounter and how they interrelate with the larger story, I have an arc of progression for where she needs to go to succeed. But do I have a full storyboard? No. Will there be multiple ways to achieve victory and loss? Absolutely. Are they perfectly defined? No.
There will be flex and give as you all influence the story, as it naturally evolves, and as collaborators add their touches, flair and guidance.
The development is as much a Choose Your Own Adventure as the game is.
Where do you find your version of Blue Swallow?
You can always find your current release dependent on what tier supporter you are in the following posts:
0.8.4.1 for Sudden Agents
0.8.3 for Origin
Happy Holidays to everyone!
We're coming to the end of the year and the end of the 0.8 dev cycle. There have been so many additions, updates and improvements, the list would go on too long. That's boring. That's tedious.
Instead, how about excitement? What will 0.8.5 contain?
Check out the poll later on to help us decide which cup-size is the right one to add!
For Handlers +
Fixed new playthroughs save files not wanting to load back up. Get back in the game! Fixed a function typo causing an error while showing all your partners.
0.8.4 for Handlers+
0.8.3 for Dossier
0.8.4
..*The Gymnast arc has been expanded and improved -- It's hard to be one. Can she make it?
..*Improvements to speech bubbles, dossier, and Pop-up notification UI!
..*'Bodycount' math has been readdressed. Numbers were occasionally broken and often unreasonably high.
..*The Tattoo parlor has been fixed in University.
..*A trait 'bonus' has been added to the Finishing School gap year for those that take all the options. Big downside, some upside!
..*Skills and traits are now capped in the Prologue. Hitting the cap will add 'xp' to the Act I bank, but won't increase stats during the character creation. (They were too high and variable)
..*Claire can now get breast augmentations if she wants at the end of High School. (There didn't seem to be a right timing for post-Gap Year or College, so we've left it as one opportunity).
Drumroll: The opening of the Prologue has been massively restructured. Claire's appearance is fully in your hands. The opening has been simplified and hopefully clarified.
This is a first step before implementing an 'RPG'-intro for those who don't want to move through the Prologue but also don't want to 'Quick-Start'. There will be three ways to 'build your Claire'.
What's up for 0.8.5?
..*Enhancing and Expanding the Backpacking Gap Year Arc. ..*Enhancing and Expanding High School dating. ..*A new breast size for Claire. ..*A tattoo parlor (and soon to be added piercing kiosk!) in Act I. This precedes us adding more of those assets to the game! ..*Enhancing and Expanding the 'family' aspect of the Prologue to give more character and specificity.