me n my carrot juice :> hashtag bunnykin life
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me n my carrot juice :> hashtag bunnykin life
2 inkling M4 renders
Development Update #1:
Sorry for this late post, but today I’ve done some more sketching on the town square of Grogsbrum— the setting for the game and it’s story. It acts as a semi-hub area for the party to rest at and talk to the people of the town. I’ve started college recently so updates will be slow, but I’ll show my progress whenever possible!
Oh my god I actually almost got the first character route done before Halloween? Am I dreaming? I thought this was gonna be hard asf???
Though I am a little worried the route is too short and the story is boring event wise, I think it's okay? Idk but I copied and pasted the code into a word counter a while ago and it's well over 16,000 words. I'd deduct 1000 to 2000 words off of that though due to labels and stuff that is not actual dialogue.
This is just supposed to be a short thrilling yandere game, so no need for long in depth emotional sequences I guess ^^ just something to get all, "Holy shit this dude is hot, yandere and is gonna blow my brains out??? Omg lord save me 😱😱😱"
it still makes me super anxious that my OC doesn't have 3 different emotional character arcs and his backstory explained in a matter of 30 minutes or so of gameplay 😭😭😭 like how are you supposed to fall in love with him if you don't know all of his trauma? 😰
I just need to tie up some endings, make special GC's and put in extra stuff to finally get it done!
This was about 1 week and a half of coding every single day? Idk I felt like dying a couple days ago, but after taking a bit of a break yesterday, I'm totally fired up!
Hopefully I will be able to release it before I move though! That would totally kill me if I couldn't though TT my school computer is gonna get taken away from me on the weekend I think, so it looks like I'm gonna have to move to my dad's computer.
Errrrrrugh sending over the sprites in my email gonna be soooooo TIRESOME
We're proud to announce that the demo script of Whiteheart Woods in now 100% complete! (((o(*°▽°*)o))) At ~4,5k words, it will show approximately the first 30 minutes of the game! For reference, that's half as much as our demo script for SoulSet - though we think that one was a bit too long for a demo as it is. ^^ There's still a lot of work to be done, but if everything goes smoothly, we'll be hoping to release our Whiteheart Woods demo around the end of April! Following that, we plan to launch a Kickstarter campaign that will help us work on the rest of the game! We'll be hoping to gather funds mainly for Marcianek to join us as a Background Artist again, and also to commission a Composer. SoulSet didn't have an original soundtrack because of budget restraints back in the day and we wanted to try and remedy that with our current project. Especially when we're both huge fans of game music in general. Stay tuned for more development updates as we go! We hope you're excited for Whiteheart Woods just as much as we are! :)
Progress report: all sprite expressions for the demo of Whiteheart Woods are now coded! /o/ And that definitely took us way less time than implementing SoulSet's did. :) We tried making 3-layered eye blinking animations this time (SoulSet had 2-layered ones) and to our surprise, they look better than we assumed they would (with barely any corrections needed on their first try, too!) So, overall: happy times! Now, onwards to GUI coding!
Here's a work in progress preview of one of the CGs that will appear in our Whiteheart Woods Demo! We've taken the feedback we got from SoulSet to heart, and we will try to keep the art style of sprites and CGs consistent throughout the game this time around. In SoulSet, I (Nayru) did all the sprite art, while MstMori did all CGs, hence why the style between the two was inconsistent and "jarring". We've decided on this kind of approach because we're a two-people team and needed to allocate our time and share of work somehow. This time, we've decided to share the sketching, following with me taking care of the lineart, and MstMori taking it from there with the coloring. We have yet to see how this works out for us in the long run, but here's to hope this kind of approach will prove to be efficient and satisfying for both us and the players. Stay tuned!