Game Dev Log #4
6/12/2026
Hey y'all! Welcome back to our weekly progress report. Hope you're excited for the check-in, because we've got a lot to share!
Art Development
We got a LOT of sprites sketched this week. Like, so many. We currently have 36 talksprites sketched out, and counting! Some of these sprites reuse the same base pose, but each character has at least 2 (sometimes 3+) unique poses.
Overall, lots of sprites! This has been great for testing the dialogue/story, as it makes it much easier to see who's talking and to get a feel for how the player will experience the story. Visuals really do add a lot to the feel of a game!
I won't share all (or even most) of the sprites I've been working on, but here's a glimpse at one of my favorite variations:
Forgive the poor quality--I took this in the midst of sketching them out, so all you get is a cropped CSP screenshot. Sorry!
But it's ok. Flustered bat boy makes up for it, right? Right.
In addition to our new sprites, we've also got a visual change to the UI! I was having issues with having too many sprites swapping around on the screen. It wasn't a big problem when only two characters were talking at a time, but as soon as we get to three (or more), it got really messy. To fix this, I've moved the main character's sprite to the bottom left corner.
Since the main character (Xeno) talks a lot during throughout the game, it made sense that he would have his own set spot on the screen. This makes it much easier to deal with other characters talking, as we don't have to account for Xeno who will pretty much always be involved in the conversation. That ends up looking something like this:
I'm still toying with this idea. I'm not sure that I'm 100% sold on this placement, and I may end up removing Xeno's sprites entirely at some point. Either way, this is how it looks currently.
You may also notice that we have a very, very hastily drawn background. Yeah, it's bad. I know.
But, thankfully, it's just a placeholder. I'm still at a point where I'm nailing down the visual progression and deciding where I want sprites versus CGs. Right now, I'm feeling pretty good about the current state of the prologue. I've got a few more placeholder/draft sprites to make, but otherwise, the art for the prologue is about 85% sketched.
Technical Development
We've accomplished some goals this week! Last week (and technically the week before, too), I had aimed to get the trading system done. This week, we actually managed to do it! There are a few visual defects I need to handle, but units can now trade items to one another during battle. Hurray!
Still can't actually use the items yet, though. Bummer.
I also added a pause menu and a fast-forward feature to story scenes. Not exactly an exciting development to share, but a much needed QOL improvement.
Finally, I fixed a few defects throughout the week. Nothing major, mostly small bugs like save data being carried over upon starting new save file.
Narrative Development
This week, I finished drafting the prologue.....twice!
I had initially aimed for the prologue to be about 4.5k words. I initially met this quota and finished the story at the planned stopping point, but when I went back to read it, things just felt a little too flat.
Too much lore dumping, forced characterization, and uninteresting conversations. It got the information across, but it felt more akin to reading a textbook about the world and less like hearing the lore from a character who has lived it.
So, with that in mind, I went back and did a large overhaul of the first draft, moving some scenes around, deleting/adding others... and I think it helped drastically.
I'm still on the fence about some parts of it, but I think I'm approaching a point where I need feedback from others before I get stuck in some loop of "is this good enough?" So, I've forced myself to stop re-drafting and have my friends playtest before I'll let myself change the prologue script again.
So, with that said... We have a complete first (second?) draft! Our current word count for the prologue sits at 4,968 words. Nearly 5k! Definitely surpassed my initial goal.
Other Updates
Last week I mentioned that I'd be meeting an attorney for a consultation about setting up my studio. I had that meeting on Monday, and we are now in the process of registering the LLC! I just got word this morning that the documents are ready for processing. Within the next month, Red Ink Cube will soon be a real, legal business and an indie development studio. Isn't that crazy?
I'm extremely excited about this development, and I hope you all look forward to the games we end up creating!
Conclusion
That about sums everything up. As a quick TLDR, this week I...
Completed the second draft of the prologue
Added over 30 talk sprites to the project folder
Changed the sprite layout during dialogue scenes
Implemented the trading mechanic during combat encounters
Added a pause menu and fast-forward feature to dialogue scenes
We are well on the way to having a playable demo by the end of the summer. Let's hope we can keep up the progress!
As for this week's goals:
Sketch the remaining character sprites for the prologue
Sketch the remaining CGs and BGs for the prologue
Create a playable build and gather feedback
My planned work for this week is definitely lighter in terms of development. I'd like to use this time to take a bit of a break so I can return to the project with fresh eyes after testing. I'm hoping to have a build done by Monday or Tuesday and gather some feedback earlier in the week. Hopefully my next update will be relaying how the testing went to you all! I'm aiming to get the prologue completely finished by early July so that I can focus the rest of the summer on Chapter 1, but we'll see how that goes.
I hope you've enjoyed the update, and I hope you'll continue following along as I continue working on this each week. Thanks for reading, and I'll see you next Friday!
- Red Ink Cube













