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Usually, at the end of a story, a fairy tale, or anything like that, there’s supposed to be some kind of moral — a conclusion you can draw from what you’ve just read.
We’ll do things differently here: the conclusion comes first.
Conclusion: splitting the story across three characters is a pain in the ass. A major pain. Period.
Hey everyone! I’ve gathered most of the content together. What’s left is to copy about a thousand lines of dialogue and random stuff from my tablet (which I’ve been using as a sort of draft) into the SDK, and then we’ll be ready for release.
But there are a few issues. In this update, I’m already seeing about a 200 MB increase in data size — and there’s not much left to compress. I’ll be cleaning out old junk from folders, but the trend isn’t great. I was hoping to keep the project around 1.5–2 GB up until version 0.5, but that’s looking difficult now.
As many of you probably noticed at the end of version 0.24, we’re hitting a branching point in the story — on Saturday at the bar, you might see Bianca, Tori, or Zoe.
This means a lot of the content will be mutually exclusive — and that’s intentional. Gameplay is starting to split into routes, and some scenes in the gallery will remain locked. That’s how it’s supposed to be; the concept of the game itself requires that part of the story with other girls stays off-screen.
I think I’ll spend another two days testing, polishing, and assembling the final build. So I’m setting the countdown to 48 hours — and we’re rolling!
Thank you for your support!
Aaaand stay tuned!
P.S. I have a ton of ideas and interesting material... but damn it, I need days with at least 36 hours, or a perk that lets me not sleep, or maybe a way to slow down Earth’s rotation.
Actually, I’ll take all three.