- Nov 1, 2017
- 11
- 0
Glad to hear everything's going well!Hello. Sorry for the lack up updates. Mostly on my end that is because of Balders Gate 3.
Sadly there is little that I can 'show' as most of what has been happening is writing and coding and the coder spent most of last month moving to a new place and has just now started getting back to the swing of things.
Most of the character assets are done for the time being, more will be made as needed and as the game progresses. And location assets will be made as they are needed in the story.
Right now we are focusing on building the systems and the code needed to track quests.
I have a lot of scenes written, it is just a matter of implementing them into the game once the framework of the game is written.
I saw your post looking for a new programmer due to your current/previous one being unable to work on the game for the foreseeable future. I was worried that would put the project on hold or even cancel it but it seems like you have found a way to continue development. How are things going in that regard? Has the original programmer managed to find time to put towards the game or did you find a new one?So we are still chugging along. There was a hope for a time that we would have the first build out by Christmas but that isn't likely but we are getting much closer. A lot of the groundwork is done and now we are working on building the game proper.
And on that note depending on the player's choices the first super that you capture is going to be Zantanna or Killer Frost.
I have completely redesigned Zantanna and I think her outfit looks way more like her comic now. Killer frost was a real pain and I went back and forth a lot on do I want her to have white skin, blue skin, normal skin as she has been portrayed with all three and what would look best in this game. So I went with a whiter skin tone but hopefully one that doesn't look off-putting. (ie would bang) and her outfit was a real pain.
So hopefully we will have more news for you real soon.
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Yes we have a new programmer and we are moving along nicely. Though it does mean we won't have an update for Christmas like we originally planned. Hopefully in the next few months.On another note, have you played https://f95zone.to/threads/supervillainy-v0-4-1-pupsi.74062/? It might serve as inspiration.
That's awesome to hear. and by "that" I mean both that the project is moving along nicely and that you are taking inspiration from Supervillainy. Best of luck going foward!Yes we have a new programmer and we are moving along nicely. Though it does mean we won't have an update for Christmas like we originally planned. Hopefully in the next few months.
Yeah I have played it and I won't say it had no influence on this game. And I may have used it as a starting point in how I designed this game
Hey Mow.Mow.Mow., can you share any updates?A'llo, quick dev update...
Anyway, I'm working on converting & importing all of the image resource files & dialog I've received so far into Visionaire Studio & I'm working on developing the prototype build now. I've already sorted out a few dialog scenarios but I'm still waiting on variations for the character sprites (different outfits, moods & blink variations) so that the characters aren't just playing the same static sprite for every single dialog. I'm currently in the process of sorting out the first CG right now. Also, the dialog is in dire need of proofreading/editing as well.
- I've finished coding a basic navigation & action/event system, so I'm ready to start implementing that into the game now.
- I've tweaked the dialog/narration system along with skip/progress & rollback tweaks (holding space to skip through the current scenario/cg will automatically stop on the last step to give the player a chance to rollback through the current scenario/cg).
- I've updated how dialog is handled from the external language files (reason I'm using external files for text is to provide translators/modders easy access to them - I could technically encrypt them, but I don't see the point). I've also updated how character names work, so that they are also included in the external language files, which adds support for custom names & multiple nicknames; all of which can be injected directly into the dialog text.
- I've finished coding a basic CG transition tween function which lets me fade/wipe in/out the CG sprites. I believe the plan later on is to include more variation in regard to transitions. Also animated things, & zoom in/out, panning, parallax, etc. I kind of want to look into creating comic panel style transitions too (similar to what
You must be registered to see the linkshas done), but they are complicated to create due to me not having any control over the graphic creation side of things for the game.
Hopefully (fingers crossed) we'll have the first build ready within the next few weeks or so - though it will be a rough build with static CG & probably no sounds/music - although I do own loads of sound packs that I've collected over the years.
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