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:
0.9.5 is likely to release this week!
The content for Claire's working the club while the Big Event is happening is finished. This includes arcs for each of the jobs as well as the decision to capitalize on the night or play it carefully (and any decision points/results past that).
What I'm currently working on is the branching paths in Makati at the Big Event. Each type of work has its own lead in and then an option on how to proceed, which branches to another, branches to another, and then all of them resolve.
I've been handling the screen issues and some out-of-memory errors on my laptop as best I can over the past couple weeks, all engines firing on release.
Given that I think the existing content wasn't accessible due to a simple code error, there should be a whole new world accessed on this release. (Something like 20-30 passages, 5000+ lines of content)
Lewd has been working on the pixel art for tanline implementation.
Zach has been adding a couple needed statuses for us (rested and disgusted, the latter for when Claire is not turned on by things).
Fict has been doing amazing work digging into all the errors and coding issues and fixing them for the next release. Deserves quite the kudos!
Noice is working on a variation on the creampie gif so that you all can vote on your preference. This will help guide future versions of these pieces of art.
We've also added another dozen instances of passage art -- I was looking at the filesize and I think the 0.9 dev cycle has effectively doubled the size of the game with the art and assets that have been added in.
I look forward to the next post when I can declare 0.9 complete and delivered for our top-tier supporters. Then we'll build out the 0.9 public release and show the world a piece of what we've been working on and improving over these past couple months.
Thank you for your support and patience!
We were hoping to have a confirmation that all the fixes allow access to the current content but our playtesters must have been busy. That being the case, we've decided to release the hotfix (hopefully with everything working!) to all supporters, Origin+. This version includes the massive amount of bug and content fixes as well as the new additions to art that were going to go into 0.9.5, but we figured, eh why not!
In the meantime, I've continued working on the Big Event and the myriad paths and opportunities it holds.
We've got a fire Blue Swallow theme song that may get added into the 0.9.5 release. The way I view it, the underscoring will be used in the very beginning of the game and at important junctures, while the lyrical verse and refrain will be parsed out at different places in the game (like the intro to Act I).
Noice is working on a creampie gif that will be used for when those events happen in game. This will be the first of these type of gifs that will be made to add some eye candy for our sex scenes. There will be one for different positions, types of sex, etc.
Enjoy!
0.9.4 for Sudden Agents+
A big week for art: 11 added pieces of passage art and Five sexy bits of passage art in Act I (getting taken home as a bartender, the virgin, the first encounter with Callum, the office with Nino and the divan encounter). I'll tease what one of them looks like next week. Finally, we've added a new headshot for a certain someone that can be met while at the party with Nate.
Of course we're doing some bug fixes in the background -- and we have our first official playtester! That should help us surface these issues sooner and address them before you run into them. They'll also help me out with flow and opportunities for art.
Content-wise, I've been building out the intro for Claire's attending the Big Event and the initial encounters at the estate.
On a sad note, I think my laptop (where I do all my writing) is telling me it's time to move on. Black lines of death are slowly growing in number and creeping up the bottom of my screen so that might be a transition in the coming few weeks.
Anyway! Back to writing while I still have a screen to work with!