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Hey everyone!
Sorry for the long pause in development updates, but we've been super busy preparing for the final release on Steam.
First off, the release was a success! A huge thank you for your support and feedback; the game wouldn't be what it is today without you!
Now, about the next season. Initially, I was debating whether to make two or three seasons. I've decided that two seasons will be enough. This way, I can fully tell the story I planned without dragging it out into an empty, stretched plot like some other visual novels. I prefer keeping the story dynamic.
We've made significant progress on the new chapter, but I want it to be long, so it's hard to give an exact timeline for completion. The chapter will have two parallel storylines based on how you finished the first episode. In the canonical storyline, you have a romantic relationship with Eva, and you got a call from her at the end of the first season. That's the main storyline. For those who didn't connect with Eva, there's an alternative storyline involving Luna. Both will have intersecting scenes, but I'm aiming to make sure players who like Eva and those who prefer Luna both enjoy the game. (If you don't like either of them, don't worry—Kate will have the most scenes in this chapter!)
Some key updates:
1. In the second episode, I've decided to drop the blinking and mouth movements during static renders. I believe these don't add much visual pleasure for most players and just take up time. Instead, I'll use different camera angles to show the speaker. Mouth movements would make sense if there were voice acting, but when you're reading text, these minor changes often don't matter.
2. I tried to improve animation quality by switching to a program specifically for creating animations, but it didn't work out. Daz has poor animation functionality. I've gotten used to it, and I think the results aren't too bad. In July, I discovered a program where AI models full physics and realistic movements, and it claimed to be compatible with Daz. I was excited, paid for a year-long subscription, and planned to study it before starting animations for the new season. A few days ago, I finally got to the animations. I spent about 15 hours transferring characters back and forth, and it was a nightmare. With lots of tricks, I managed to import my characters, but you can't transfer ready-made poses, move fingers individually, and there are many other issues. It’s impossible to work efficiently due to constant compatibility problems. So, I gave up and returned to making animations in Daz. Maybe I'll try again next year when the functionality might be better.
That's all for now. In the next posts, I'll share renders from the new chapter.
Stay tuned!
- 268 renders
- 8500 words
- animations still in progress