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VN Ren'Py UNDAWN: Shackles of Eternity [Development Thread]

Kind Nightmares

UNDAWN: Shackles of Eternity developer
Game Developer
Oct 1, 2019
1,091
6,151
701
Yeah. Work on Undawn started up again yesterday. I’m deep into the renders and polishing the script.

I even put together a small schedule this time, which I didn’t have back when I was making IU. I’m not a huge fan of schedules since it means having to explain myself if something comes up and I miss a deadline — but I’ll try to stick to it anyway. :HideThePain: :HideThePain: :HideThePain: :HideThePain:

Oh, and I also set up a Patreon. Feel free to subscribe and follow the updates there if for some reason you haven’t already on Subscribestar.

 

AdaWongLina

Member
Jul 21, 2021
107
1,381
252
Prologue - Dev. Log. #1

Hey everyone!
Work is moving along at a comfortable pace. Here’s where things stand right now:
– Writing: ~90%
– Coding: 0%
– Renders: ~70–75%
– Post-Processing: ~10%
– Music/Sound: 0%
A few scenes are still left to finish, but the toughest part is ahead — coding. Since this is the start of a brand-new game, there will be several features that weren’t in Instinct Unleashed:
  • Glossary. I want to add a detailed in-game glossary that will cover both characters and unique terms from the world of Undawn. This should help players navigate the lore without feeling lost. Characters might even get their own separate section, like in IU.
  • Gameplay Hints. These will be optional (you can turn them on/off in the settings). They won’t point you straight to the “correct” or “best” ending, but rather act as a guide to how points and consequences work. Keep in mind: not every choice that seems kind will turn out to be the right one, and vice versa. The hints will be more like a nudge than a step-by-step guide.
    ✦ Some devs go all in with blunt tips like (PICK THIS), but honestly that’s not really my style. I’d rather leave players the freedom to try different paths and discover their own outcomes.
  • Impact Choices. Another idea is to mark the choices that will carry weight later in the story. I’d love to hear your thoughts — would you prefer to see those tags, or just find out naturally as the consequences unfold?
No release date yet, but I’m aiming for October.
Thanks for your support and patience!
 

swiblesnap

Newbie
Apr 22, 2022
63
91
124
Impact Choices. Another idea is to mark the choices that will carry weight later in the story. I’d love to hear your thoughts — would you prefer to see those tags, or just find out naturally as the consequences unfold?
Would love this as an option, but definitely only if you can turn it off. Gotta do at least one blind playthrough
 
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Akabakka

Active Member
Jul 12, 2023
583
1,461
267
Hi, i do think it's usually a good idea to mark the important choices and forks in the story. Especially if during the development process, be it because of errors/bugs or requirement, saves get corrupted. I dunno if you should straight up mention which path those choices lead to.... i think just knowing that it's a big one is enough

Other than that i agree that blunt hints ain't necessary, and i guess people could also add mods if needed
 

Kind Nightmares

UNDAWN: Shackles of Eternity developer
Game Developer
Oct 1, 2019
1,091
6,151
701
Would love this as an option, but definitely only if you can turn it off. Gotta do at least one blind playthrough
What I meant was more like the choice impact being shown as a little note in the corner of the screen, like ‘This decision will have consequences later on.’
I’m not sure it’s even necessary, because some people like going in blind, while others take it really hard if they weren’t warned that the novel isn’t kinetic. :HideThePain:
 
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Akabakka

Active Member
Jul 12, 2023
583
1,461
267
Yeah that's exactly what i meant, just a marker than a big one is there, seems enough. But of course it should be optional
 

Kontralta

Active Member
Sep 28, 2023
774
1,111
267
Prologue - Dev. Log. #1

Hey everyone!
Work is moving along at a comfortable pace. Here’s where things stand right now:
– Writing: ~90%
– Coding: 0%
– Renders: ~70–75%
– Post-Processing: ~10%
– Music/Sound: 0%
A few scenes are still left to finish, but the toughest part is ahead — coding. Since this is the start of a brand-new game, there will be several features that weren’t in Instinct Unleashed:
  • Glossary. I want to add a detailed in-game glossary that will cover both characters and unique terms from the world of Undawn. This should help players navigate the lore without feeling lost. Characters might even get their own separate section, like in IU.
  • Gameplay Hints. These will be optional (you can turn them on/off in the settings). They won’t point you straight to the “correct” or “best” ending, but rather act as a guide to how points and consequences work. Keep in mind: not every choice that seems kind will turn out to be the right one, and vice versa. The hints will be more like a nudge than a step-by-step guide.
    ✦ Some devs go all in with blunt tips like (PICK THIS), but honestly that’s not really my style. I’d rather leave players the freedom to try different paths and discover their own outcomes.
  • Impact Choices. Another idea is to mark the choices that will carry weight later in the story. I’d love to hear your thoughts — would you prefer to see those tags, or just find out naturally as the consequences unfold?
No release date yet, but I’m aiming for October.
Thanks for your support and patience!
Now I'm waiting for Jafo.
 

AdaWongLina

Member
Jul 21, 2021
107
1,381
252
Prologue - Devlog. #2

Hey everyone!
Things are moving really well this week — I’m almost done with the renders! Pretty much all the scenes are finished, now it’s just a matter of waiting for them to fully render out.
On the writing side, I’ve gone through nearly all of the final revisions, and I’m almost fully satisfied with the script. Still, I’ll probably only call it “completely done” once I start coding — and that part hasn’t begun yet.
As for the coding itself, I’ve got a few new ideas that weren’t in Instinct Unleashed, in addition to what I mentioned in the last update. I won’t spoil the details just yet — I’d rather keep them as a pleasant surprise for you.
Overall, the plans are big and I’m genuinely excited. I really want this game to succeed, so I’ll do my best to make sure the prologue is as polished and beautiful as possible for you all.
– Writing: ~99%
– Coding: 0%
– Renders: ~90%
– Post-Processing: ~20%
– Music/Sound: 0%

And as always thank you for being here,
Kind Nightmares.
 

Buletti

Engaged Member
Nov 7, 2023
2,038
3,443
349
Rhiannon definitely won’t be submissive.
There’s a chance she might let herself be under another "dickgirl" while still keeping control of the situation (kinda like a power bottom). But those situations will be rare.
Sounds really good. That allows for more variety. Hope development is going well and looking very much forward to it.

Cheers!
 

frankenstar12

Newbie
Feb 8, 2024
76
35
96
Rhiannon definitely won’t be submissive.
There’s a chance she might let herself be under another "dickgirl" while still keeping control of the situation (kinda like a power bottom). But those situations will be rare.
Well dickgirl on dickgirl is always welcome and seems like the new project's got more dickgirl characters than IU
 

MagicMan753

Well-Known Member
Nov 19, 2021
1,360
2,981
387
Rhiannon definitely won’t be submissive.
There’s a chance she might let herself be under another "dickgirl" while still keeping control of the situation (kinda like a power bottom). But those situations will be rare.
I would love that. That is one thing I wished happened in your previous game with Stella. So if we even get a bit of that here, it would be nice and appreciative.
 

AdaWongLina

Member
Jul 21, 2021
107
1,381
252
Prologue - Devlog. #3
Hey everyone!
It’s time for another — and hopefully the final — development update!
Yes, you read that right! The rendering work is completely finished, and I’m genuinely happy with the results — which, honestly, doesn’t happen often when it comes to my own renders.
Some of them, in my opinion, turned out absolutely gorgeous, but of course, everything will depend on the feedback I get from you once the prologue is out. The post-processing on the renders is also fully done.
I’ve also finished most of the coding, which means that nearly all of the new gameplay features have been implemented and tested. There will be roughly twice as many features as in Instinct Unleashed, but I’ve made sure the interface and button layout remain intuitive and easy to use.
Right now, I’m focusing on integrating the script and renders into the game. After that comes music and sound design, followed by the translation phase.
Once that’s done, I’ll move on to the final polish of the visual interface — it’s currently about 70% complete.
– Writing: ~99%
– Coding: ~80%
– Renders: ~100%
– Post-Processing: ~100%
– Music/Sound: 0%

Thank you all for your patience and support — we’re almost there!