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Hey all you find, beautiful people out there. I don't know how long this post will be, but it's important, so please read each part. There'll be a TLDR at the end, but we find it'll best be digested if we have each bit of information understood. Sorry I didn't get this out earlier, my day only really started around 5:00 PM on Thursday cause I'm lazy and I don't like posting stuff too late so that way everybody gets a good chance to see it. (And I still only finished this while watching the Paul v Tyson Fight :P ) Anyway, our update on the Launch Update:
Overall, things are going good! Lots of quality art is being made, coding is getting shape to the point that we're gonna be ready for when we need it, and the second script, focused on Sam and her Dark Verse counterpart is already in the works, so we'll be prepared ahead of time for that one. And here, check out the main menu key art! Pretty spiffy, no?
Previously, we mentioned having a kind of internal deadline for sometime in October of this year. I think we had that scheduled around June or July. I personally thought it was a bit of a stretch that we'd have the time needed to get there, I knew the complete asset list and all. Regardless, we chose to work within that set deadline and set that expectation for ourselves.
Then early September rolled around, and we sorta all looked at each other and said "Oh, well, don't think that's happening, let's readjust what we think it'll be, and go from there." Now I thought we'd probably best bite the bullet and say "Let's push it out far and be pleasantly surprised if we get it done within the year since the development of our team", which would have been March into May of 2025. But lead dev, Lostraven and other important members said it would be pragmatic to try and get the game out within the year. And I still thought it was a far fetched dream, just looking at the art asset list still available.
But we made that public and tried to make that conceivably our goal, letting you guys in on that information, so you could all gear up for it with your excitement. So by the end of December, that was going to be the goal.
The goalpost, sadly, has had to move out a little further.
We're really sorry to have to report this information to you guys, but the project's first update will need some extension to get a respectable amount of material to work with. As we've said several times before, the Launch Update will take the largest amount of time to complete out of any (forseeable) update, as a grand number of assets that we require in the game have to be made from the ground up. Obviously our main's like Danny Fenton/Phantom, Maddie, Sam, Paulina, etc. take up a good deal of time to make on their own. But then you have to remember that the show and game have a larger membership of side characters that we're attempting to get to.
Somebody like Clockwork, for example, who didn't actually get to appear in the old game, Amity Park, was actually designed for it back in ye old day. I've attached some visuals of his design to show you what WAS made for him for that title. But for this game, which actually does have a different style choice as compared to Amity Park, we have to start all over with him. The Amity Park models were also designed only be made as much as they filled up the screen, so what you see in Amity Park models is usually what you get. That's why so many of the model comparisons have cut off legs, and both adult Clockwork's are no exception to the rule. So there's a long line of material we have to get through for even just one character alone, and we want to utilize our time as best we can to, as I said before, turn in something to you guys that's RESPECTABLE.
So, where does that leave things? How are we gonna do things to keep us on track for our new release window? What even is our new release window? How long can we keep pushing this out?!? Believe me, we don't like extending the window out any further than any of you guys. I want you guys to see the care and effort and passion we have for this game and these characters. It's also not even the most beneficial thing for us: we have a staff of five full time members, and we can barely afford to pay 3 of them just enough so they don't feel like schmucks. A release of the game would do us a solid boost of eyes and cash inflow that we could do some real good with. Delaying the game will only be a struggle for us in the long run, so that's why we don't wanna have to do it too much.
That's why we're gonna be shooting for late January into February, with March as a possible extension. So, for the sake of your own sanity, just tell yourself March is the due date, and then be pleasantly surprised otherwise. We need the time for polish as well as sheer volume of assets, so we really, really, hope you don't mind too much. Time has flown by for us as devs, so we hope it flies by for you guys as well.
Our new strategy however entails us working on assets to a *certain* degree, and then moving onto a new asset. Our only exception is H-Scene content, H-SCENES WILL NOT BE HALF ASSED IN ANY UPDATE. That's the bread and butter, that's why you guys look to play this stuff at the end of the day. But things such as:
-Character portraits -Varied expressions -Poses -Backgrounds -Overworld Map -Portrait Animations -Finalized character Line work -Coloring -Combat Sprites -GUI
...will be treated as "Not 100% Necessary" for this first update. These are all elements that can be added in at various other updates, monthly updates as it were. You'll be able to tell what elements are non finalized in the game as well by a tiny logo at the corner of the screen, that looks something similar to an "Men at Work" sign. We want it to be as clear as can be, not every character asset will be clear as day unfinished like black and white sketches. Hope that makes sense.
The TLDR:
The game's launch has been delayed to late January to February, with March as a possible extension. While we're making great progress on art and coding, the sheer volume of assets needed for the launch update, especially with new character models and content, requires more time to finish properly. We want to deliver a respectable product and avoid rushing. Expect polished H-scenes, but other assets (like portraits, animations, and backgrounds) may be unfinished in the initial release, with updates coming monthly. Thanks for your patience, and we’ll keep you posted on further progress!
See you guys soon with more news!! Oh, and enjoy this other preview, on us!!
Hey, happy Hump day to those of you that celebrate.
Wanted to come on here and talk about some big picture plans we've got going on in terms of the release of the first Dark Dimensions Launch Build.
We've made the stern decision to include a brief introductory storyline that introduces the "core" elements of the game in terms of navigation and what not. This script, while engaging and a strong set up for the rest of the game that we're trying to make, will not be the longest thing in the world... nor the lewdest. The character models will be sharp, they'll be good on the eyes, but in terms of how much adult content might actually be in the game's first build? Not a crazy ton, and we want to help temper the expectations for that right away. We've written some! So people know what kinda game it is! But not a ton is needed in our game's opening.
There will be story, some navigation, and interaction/things to do after the update "ends". But maybe not the biggest questline or anything like that. One of the human girl's butts is a highlight in this opening story, so that's a plus!
No exact ETA as to when we'll probably have that done, as we haven't wrapped up/finalized the Launch Update's script, and then we'll have to tally all the numerous assets/backgrounds needed. But we'll prioritize what we need first, then return to doing general Character Portrait previews. From there, once we get the whole launch update out, we'll move immediately into the game's first quest-line, involving Sam and the Dark Verse Sam.
(Also, apologies for no newsletter this week, I was rather lazy and it's hard to explain the exact nature of what we worked on this week.)
Hope that all makes sense, hit us up with any questions!
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