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Progress Report

Just minor things to be released in the upcoming versions :)

Heya everybody :3,

so the 25th has already rolled around the corner and this is just a minor update showing some progress in regard to characters and mapping but since none of these are completely finished, there won't be an update to the demo version this time. It just wouldn't make much sense.
First of all, I've been working on busts for Aunty Cassie and Uncle Christian which are almost done by now but still lack some details which I'll deal with next as well as animate their faces.


Two new parts of the map will be available to explore next, the first being the church and the second being the shop. Since I started "frankentiling" and creating own tiles from scratch it'll take some time to really have these areas fully implemented (and convincing), but here's a sneak peek at the church in general and its interior with placeholders for different items. For good measure there's also a screenshot from the game thrown in.




Well, then there are two new details that are actually fully integrated in the game as of now and that's a new idle animation when you keep Nathan waiting for too long. In the upcoming version mouse users will now be able dash as well (finally yay) but there's some tweaking needed still. Yanfly's System options script has been implemented whichs allow you to adjust music, sounds and SFX as well as the windows' color scheme and additional options in regard to auto-dashing and showing text instantly (which might come in handy later, for a NewGame+).



There's no battle in the game, so feel free to ignore the battle animation option. C:
Along with these changes and improvements, a few tiling mistakes have been fixed as well.


Updates (TL;DR):
- idle animation added(for mouse controls as well)
- System options to change volume and window colors added (script by Yanfly)
- basic busts for Aunty Cassie and Uncle Christian added


Bug fixes:
- fixed a couple tiling mistakes


So what's in store for the upcoming months?
- bug fixing and looking into different issues
- implementing modern algebra's Animated Parallax script
- (item) menu overhaul
- finalize busts for Cassie and Christian (and Mr. Humbert *spoiler*)

Thanks for reading & sticking around, I'ma go get some tea now :)
kiwiTee

Progress Report

Facial Animations in Version 0.2.1 :)

Heya everybody :3,



the game (and its dev ;) ) is still alive, I just don't really have much time to work the game in summer so therefore the slow progress. And, I'm not gonna lie, there was another artistic field that kept me busy for quite a while, but more on that much, much later. So since we're heading for fall/winter new updates are to be expected! This update is just another improvement focused on graphics. I think I've finally come to terms in regard to what I want to integrate or improve when it comes to graphics, effects and additional scripts, so I apologize for my slow progress. The main idea behind doing my research first was to implement whatever might be important and helpful without reworking tons and tons of events and dialogue (right now, I've worked up round about 300 (!) pages of dialogue including all of the possible interactions throughout these 10 to 30 minutes of the demo *gulp*), so the fewer changes I need to work in, the more time I'll hopefully save in the long run. Well, long story short, I've created facial animations for the three main characters, so that they actually seem to speak now and dialogues appear to be a bit more interactive. :)

Aunty Cassie's and uncle Christian's portraits are on the way as well.

We have a (at this point rather sloppily coded) dash animation! Unfortunately it's for keyboard users only right now, it's not yet implemented for mouse controls.



Other than that I've just worked on minor issues, i.e. updating mouse controls, which now show fancy icons when you hover over different objects and events, and adding an info sheet on controls in case anybody uses a controller, which, quite honestly, is my preferred way of playing - even though I'll miss out on those cute hover graphics now.

I've also simplified some code and especially conditional branches in order to make events more easily accessible when working on them. Some of the more complex events were just clusters of cluttered code and if I'd ever got back to those, I'd probably just have given up redoing any of them out of sheer confusion. And most probably frustration, too. Ehem. YandereDev anyone?


Well, what does the future hold? First and foremost, I'm going to focus on fixing bugs since I've repeatedly encountered some and before adding more content I really want the content that is already there to fully work without any complications.




Updates (TL;DR):
- facial animations during dialogues (modern algebra)
- updated descriptions for controls
- nifty icons for mouse users (when hovering over different objects and events)
- dash animation



Bug fixes:
- some code has been improved / cleaned
- you can't get any of those ingredients for the cookies more than once
- the Adams' house is still accessible after getting the eggs



So what's in store for the upcoming months?
- bug fixing and looking into different issues
- maybe adding an idle pose
- implementing modern algebra's Animated Parallax script
- (item) menu overhaul
- finish busts for Cassie and Christian (and Mr. Humbert *spoiler*)

Thanks for reading & sticking around, I'ma go get some tea now :)
kiwiTee

Progress Report

Smoother movements and lots of small improvements in V.0.2.0

Heya everybody :),

version 0.2.0 now comes with a lot of new stuff!
I implemented smoother animations for most of the characters by using 5 frames instead of 3, even though I don't really think this is very eye-catching, but it makes me happy somehow. :) Like, if you look veeeeeery closely at the in-game graphics, you can see the difference. Maybe.
Anyway, here's the direct comparison to show the before and after:


(3 frames)





(5 frames)

In addition, a lot of scripts have been added in order to improve the menu, i.e. omitting commands that aren't needed and adding two new custom windows for playtime and quests (not fully implemented yet!) in order to unclutter the main menu a bit. Speaking of quests: December 25th now comes with a questing system! As for now, whenever the player comes across a new quest the quest journal automatically pops up but I'm waiting for feedback whether that's really helpful or actually interferes with gameflow. The questing system gives an overview over active, completed and failed quests as well as it reveals different hints which help to complete individual quests.

Besides this, the save menu hasn't only been structured a bit more neatly but it also gives more detailed info about the where, what and when in regard to the respective game files: The location (which for now is just the pc's room) is already visible whereas the number of quests will be available at a later time.

Furthermore, I added a basic mouse system which lets you do pivotal actions, i.e. walking, interacting and menu management for more overall convenience.



Updates (TL;DR):
- smoother sprite movements by adding additional frames (modern algebra)
- improved and animated map names (Dekita)
- improved save & main menu (Yanfly & modern algebra)
- quest journal (modern algebra)
- basic mouse system for movement and interactions (Shaz)



Minor corrected issues & bug fixes:
- the bulb quest should work now - I'm 99% percent sure ... ehem
- spelling (aunt Cassie is now Aunty Cassie)
- weather / lighting issues in the Adams' house: It doesn't snow inside anymore! :3
- Dad won't be pestering you downstairs anymore and miraculously appear even though he went to the basement just a minute ago
- your dog won't be able to corner you in nooks and crannies anymore, interact with it and it will move away



So what's in store for the upcoming months?
- Adding idle poses and dashing animations
- STILL: implementing modern algebra's Animated Parallax script, especially to add more lights / lighting effects
- item menu overhaul
- busts for Cassy and Christian (? - I'm not sure that I want them to have their own busts...)


Thanks for reading, I'ma go get some tea now :)
kiwiTee

Game Design

GFX Update V.0.1.2 is here!



Heya everybody :),

sooooo there hasn't happened too much so far except for some progress in regard to graphics, i.e. facial expressions in particular (and maybe some tweaks on the plot ;P). So from now on you will not only _read_ complaints and happy banter, you can also _see_ them. Whoop-de-do! I've also reworked the portraits, using a slightly modified method of Dan Fessler's HC index paiting technique to make them fit better; I've never liked the "smooth finish" of my portraits since I always had the impression they would clash with the pixelated style of the tilesets too much, and besides they looked atrocious in fullscreen mode (plus, I love pixel art! :3 <3 <3) - so this seems to be a win-win-win situation so far.
I'm still not fully content with some portraits, so changes in the future can be expected.





I've also been working on new areas to explore which will slightly help to develop the plot in the demo version. The first area is your neighbors' house which is already explorable in version 0.1.2, and the second one is the town's shop even though I'm not planning on having it accessible in the demo version of the game. It's not that I don't want you to take a sneak peek of it, but rather that I need to construct weird passages to get to it without roaming the otherwise still (nearly) empty map. If I find a way to authentically make it accessible, I'll let you know! :)
Anyhow, here's a quick sneak peek of one part of it nonetheless:



(Does anyone recognize the coat?? Just wondering...)


So what's in store for the upcoming months?
More graphic (re-)works!
- implementing modern algebra's Extra Movements script to make animations a bit smoother
--> reworking the sprites
- implementing modern algebra's Animated Parallax script, especially to add more lights / lighting effects
- finding a good menu script / reworking the menu
--> allowing basic "look at" and maybe "combine" commands
- releasing a finalized demo version
- eventually starting with the nitty gritty of the game (storyline / plot, endings, custom items and graphics, ...)

Thanks for reading, I'ma go get some tea now :)
kiwiTee

And some more or less random art video:
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