赤色之瞳
2024-08-12 22:58:50
twisted memories
Development update
This wasn't the most pleasant week of development. For the most part I've been busy cleaning up the messes I made over the last months, mostly with a whole bunch of wrong labels, miss places lines and a few renders I've either forgot to make all together or that got lost somewhere along the way. Its actually kind of ridiculous how sloppy I've been this time around but the whole process has been kind of a mess from start to finish so it is kind of to be expected. Right now I think that I got the majority of it cleaned up but I do still very much expect for a few problems to pop up here and there.
Apart from that I've also put everything into the script, although that's hardly worth mentioning. A bigger thing I was also a bit hung up on was a certain phone texting scene. Initially I just planned to use the regular phone system but that kind of didn't work out as I couldn't figure out how to change the image of the sender for just one text conversation, which would be kind of necessary for that scene. To be honest I probably will have to replace the whole system for the third time at some point in the future but I won't bother with that right now. Instead I just put all the texting into the regular text box for now and will have the images that would normally be displayed on the phone UI appear on the screen like the character sprites you see in some other renpy games. The last part I still have to figure out but that should be easy enough.
Anyway, probably not the most interesting stuff, just clean up really. Next up will be all the audio stuff which I hope I will be able to get done within the week. Normally this doesn't take me too long, but I did ramp up the sound detail quite a lot with v0.8b and seeing how lewd scenes have the biggest density of sound effects and the amount of those scenes present in v0.9 I can already see it taking a bit longer this time around. Luckily I did categorize all the lewd sound effects for all the characters already while making v0.8b, so at least that is quite a lot of work I won't have to do anymore.
赤色之瞳
2024-08-14 00:36:29
dying dreams
Update #2
Hi, there's been a big pause since the last update.
But you don't need to worry. In my case, the longer the pauses between my posts, the closer the release gets. It just means that I'm constantly working on something and don't have time to write posts.
I'm not really happy with this situation because I don't want to lose touch with the community. How do I keep up with everything? I think I've come up with a solution to this problem, but that's a topic for another time.
Anyway, in the next day or two I'll start beta testing. Finally! But only if something doesn't break again.
Just another day after a small change I had a complete breakdown of the main menu with quests and spent almost the whole day to solve the problem.
I apologize that this is taking so long, but I work alone and do the best I can.
I've been working on a new fighting mechanic for the last two weeks, I decided to scrap the one I showed a couple months ago.
Why did I decide to give it up? Because you've probably already seen something like this in other games. And frankly, I thought it was kind of boring and bothersome, but I still needed some kind of fighting mechanic, so...
The new mechanic though, is really cool and brings depth, additional layer to the game, improving other parts, so I really wanted to add it. But at the same time it's complicated (technically) and took a lot longer than I expected.
It was an inspiration in tha last moment, in wasn't planned. But I really like what I ended up with, so I'll say it was worth it.
Some may say that the fighting mechanics are not needed at all and they may be right. But it greatly improves some parts of the game, which I thought would be boring and I couldn't help but add it.
Plus, I want to grow and develop my skills to do even cooler stuff in the future, so I'm constantly trying new things. Back in the day, I was happy with the fact that I could do branching dialog. And now we have a whole system of skills.
As promised, I'm also improving other things. Things on my "to do list" that I kept putting off because I didn't have enough time.
For example, shops now instead of a text menu, will have a separate screen where you can view the item, read its description, find out the price and the quantity in your inventory.
All items also received an additional description.
Common - meaning you'll probably easily find a ton of these items in the game. Like food, magazines, etc.
Temporary - this item is only relevant during the current quest or activity and will be removed when the quest is completed. Like a fishing rod from a fishing tournament.
Multipurpose - A rare item that can be used in different situations. For example, the rare wine you get for winning a fishing tournament. You can sell it for tokens, or you can gift it to someone...
Unfortunately, since the game is in development, not all rare item usage options may be available right away. That's why I decided to add such a note. I hope this helps you better manage your items in the game.
As you can see, the work is in full swing. Just a little bit more to go.
Thank you for your patience. Peace, everyone!