SamuKata
thesolarionproject
thesolarionproject

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Plan for the month / future

Hey guys!

So after last months polling for followers and patrons I wanted to give out of information of what you can expect for this month's work.

Game Direction:

I polled the question about how people would prefer the game's direction to move forward. Whether that be in a more Visual Novel style format (as its current state) or to start focusing on the actual game mechanics to bring in a full game cycle. 

With at least 80% of the vote on both polls, it was clear people prefer the direction the game is currently on. With that information in mind I have decided to postpone the implementation of the planned battle systems. 

My new plan is to keep placements in the game where gameplay will be added in the future. And work on adding these systems closer to the completion of the game (the 1.0 version), so that when the game releases these systems will be added at the same time. I will always be making a 'VN mode' release for those who prefer to play it in a more VN style, which will not include any of these systems, and will likely be the release that will a more mobile orientated release.

Game Engine:

I also conducted a poll around the game engine because of the success of changing game engine on my other project. To my surprise I saw a large majority wanted the game on a new engine, but not just that, but as a priority, within a single month, even at the expense of missing a month's content. (At least 70% in both polls)

With that in mind, the plan for this month will be to try and rebuild the game on RPG Maker MV. This could be a lot of work, but I feel confident I could do it (as I did with my other project). Though as stated new content might not be able to be included with the time constraints (I will try my best!)

That said, this is not a 100% commitment to a new engine. If I feel the game loses too much from the engine switch, I will not hesitate to revert back to Unity if need be and continue on with that. 

Why RPG Maker MV and not Ren'py?

Well I figured this would be asked a lot, since (at the moment) the game plays very much like a VN and ren'py is the ultimate VN engine it seems.

However there are 3 major reasons why I made the decision to try it on RPGM instead of ren'py:

1) The game will still feature game cycle systems in the future (as described above). This will be much easier to develop with the RPGM engine than the ren'py engine. 

2) I am much more experienced with RPGM - to the extent I have never used ren'py in any serious capacity. I already have ideas how I will code / create the systems already in TSP into RPGM, where as I wouldn't be sure where to begin for ren'py

3) Time - I believe a rebuild would take a lot longer on ren'py (mainly because of point 2), and I would doubt I'd have it complete within a couple months, let alone a single month.

I hope that explains the thought processes for the game development plan going forward.

That said, we also have some new exciting stuff to look forward to...

Better together!

We achieved both goals set out from the Witchking support ko-fi that was set up! This means that we will not only see some sexy threesome scenes, but also some group scenes with the entire crew! (Sorry Shuma :( )

These will start being produced this month, and I'd expect to see the first of these to appear in game in November, featuring everyone's favourite characters, Kittenna & Lillith ;)

I hope you guys are looking forward to it as much as I am! 

 - Nergal

Comments

I admit, I think the Ren'py thing might've worked out better long-term... but if you're willing to give it a whirl I won't stop you. Lord knows, *Zombies* did some fancy tricks with that engine!

SpectralTime


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