Hi everybody.
I hope you're all feeling well and are ready to enjoy your weekend.
Although it might not seem like it if you've been following our daily progress tracker (which I'm actually planning to tweak a bit to make it more informative), we had a very productive week and here's a summary of what we worked on:
Chestnut:
This week, Chestnut mainly focused on sprite additions for some of the new content and changes in the polish phase. She had already created several of them, and her job this week was to clean them up in Photoshop and then trace them in Illustrator.
Pistachio:
I've been busy with various issues mostly having to do with consistency within the story. In an example I mentioned in Discord, one of our animations featured a clothed MC while his sprite just moments earlier had been nude, resulting in me having to redo and reexport the animation.
In addition, I recoded an event because it wasn't very sandbox-friendly. Here's a bit more detail for those interested: there's a point in Gomira's first quest where the MC has to leave and take a particular action and while he's doing that, Gomira disappears from the world and goes into hiding. Now this seemed okay to me in the beginning and I had some dialogues explaining it, but in replaying the content, I noticed that two things happened: the question of "where's Gomira" wasn't adequately answered (we can't find her in any of the locations when she's supposedly nearby), and if instead of continuing Gomira's quest, the player, decide to do another quest, they may end up forgetting what they were supposed to do since there are no indicators in the game reminding the player of the task at hand. That was a problem, and to resolve it, I rewrote the event, created new dialogues, posed them, and placed Gomira's button in a location that makes sense for her to be while she's waiting. Now if you interact with her, she will remind you that you're supposed to do something for her (if you wait more than one day, her response will be more irritable), making it, I think, more intuitive and practical.
What's next:
I'm going to finally finish editing and debugging Gomira's first quest. There's one more sex scene here that I have to double-check (so far, the first two sex scenes have both needed fixes, so we'll see), and if I can manage that I'll be very happy.
Chestnut has to finish the sprites she's been working on and continue her work on the file from last week.
Before I end this report, two small updates:
We had said earlier that we're going to improve our workflow for the 0.8 and beyond, and in line with that, we had planned to send our toddler to a nursery. Today, I'm happy to say that we got the confirmation that she has a spot (kindergartens in Spain are subsidized by the government so it's surprisingly competitive to get accepted into one, and until this morning we were on a waiting list). We're terrified, but it will be good for her to socialize and get ready for next year's school, and it will definitely be good for the work as well since it will give us a more focused work period.
For 0.7's daily progress tracker's polish, I have been counting debug and edit tasks on a daily basis depending on the work done, and I think it's fair to say (and it has been said) that that has made the progress tracker less useful since it's not clear what we're working on. So, moving forward, I’m going to add tasks to the main content when appropriate (for example a writing task will be added when I've written an entirely new dialogue) and only count debugs and edits when bugs are fixed or a piece of text or code is edited. The same goes for Chestnut’s work and any new artwork will be detailed as an extra art task. This should make it easier to see what we’re working on and what’s been completed.
That's all, folks.
I hope you have a wonderful weekend.
Cheers
Ricardo
2024-08-11 16:38:57 +0000 UTCMagicNuts
2024-08-10 20:00:32 +0000 UTCdamnedcomic
2024-08-10 16:13:14 +0000 UTCMagicNuts
2024-08-10 09:54:30 +0000 UTCRossan 78
2024-08-10 07:09:38 +0000 UTC