SamuKata
Edgeville
Edgeville

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Weekly Development Update

Providing weekly updates on the game development progress, as promised!

TLDR:

New Release Version Coming Tomorrow!

I'm working hard to get a new version out to you by tomorrow. The latest release (version 0.2.01) was only available to Patreon Members Benefactor and above, and it was released as a Test Build. I got a lot of great feedback on it, and while there were some pretty annoying bugs in there, it seemed a lot of you were able to get to the good stuff (Dexter's Mom's HScenes)!

Tomorrow's release will be available to everyone, and will be version 0.2.02 - which will be WAY more stable. So if you haven't played the release yet, I'd encourage you to just wait one more day so that you can experience a more stable build. Up to you.

I will make the release available through the typical Itch.IO page, as usual.

To check out version v0.2.01, Go Here.

To download tomorrow's release of v0.2.02, Go Here.

I'll try to upload the Release by 12pm, EST. That should make it around 6pm in Europe, just in time for our European friends.

Worked on Bugs

After releasing last week, a few of you found some rather annoying bugs. Mostly due to Dexter's Mom's AI (which I had to redo for this release), which prevented the game from proceeding as intended unless you behaved 100% as expected, which is obviously never going to be the case.

Before, if you were to run into an indoor environment, like Dexter's House before Dexter's Mom made it to a location she intended to go to, then the game logic would break. Essentially, because she never technically reached the end of her path, the game never switched over her AI State - the same AI State that I tell the Game Manager to read whenever I have to determine what happens next. This has been patched now for both Dexter's Mom AND Helen.

Which means, you can technically speed up the game now. Whenever Helen says "Meet me behind my house", or "Meet me in the park", just run into the nearest indoor environment as soon as you finish your conversation with her. When you come back to the neighborhood (outdoor area), you'll see Helen already at her destination. She will "warp" there. I found this to be a neat balance between realism and convenience.

There were also bug fixes to the Day-Night Cycle which were both a matter of stability and convenience. Whenever the Day-Night Cycle would break, it would break Helen's HScenes.

I've also made a change to how quickly time passes now. Instead of a x24 multiplier, I've doubled it to a x48 multiplier. We'll try that out and see how that feels for you.

Poll Results

A total of 73 people voted this time, which was fantastic! Thank you to all who participated. This is a great way to get your opinions heard.

So as you can see, an overwhelming majority said they preferred the stylized version of the MILFs. I agree with these results, however....

I believe that all of you answered this with the asterisk of *(as long as Edgeville captures the "spirit" of the character)*, even though that wasn't an explicit part of the choice.

That sentiment is something that I will try to always keep in mind. Every character added will exemplify that, unless I explicitly say that the character is a "placeholder" for their final designs (like the current Mrs Incredible/Helen Parr).

If you want to revisit the post, check out the poll here. 

Conclusion

I'm going to be providing more constant feedback, and sharing details with you even if it may mean spoiling things for you. This week was a "Release Week", which means most of my time went to squashing bugs and managing code.

Next week I'll pull the curtain back a bit more on the creative stuff - design decisions and artwork, along with a very important poll on Tuesday, so stay tuned!

Thank you all for your patience and encouragement! This game is going to be huge when it's done, and there's no way I'd be making as much progress as I've made if it weren't for your patronage.

Weekly Development Update

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