Friday, January 3, 2020

Day Two and Beyond: Progress & Expectation


It's been a hell of a long time since I've updated the blog - apologies to anyone who reads the blog!
For more frequent update, I have been keeping the handful of folks checking in at f95zone.to posted and am generally active there (but don't post much) in case anyone checks in with questions.

Since it's been a while since I commented on the status of this game, I wanted to put out an official word on where we are in the post-RPGM world:

As you can see in the post image, I put in some decent time developing additional models and outfitting them with swimwear and other clothing options. They're all ready to go and there are actually even more models than pictured above! (yes, I want to include an orgy scene eventually...)

Once I finished updating my models, I set up most of the environments for the game. There will probably still be few here and there that may need adding/updating, but the environments are mostly done.

Following that, I moved my code from EveL to a new Ren'Py game and built out my recap of day one. Your choices in Day 1 will have an impact on Day 2 thanks to the recap section!

Finally, I started work on storyboarding and setting up renders for D2. I have a relatively solid path to the end of Day 2 and an idea for the structure of the game beyond that, so I'm feeling good about the vision for the game.

Development has, however, been somewhat slow at this point. A lot of this is due to rendering troubleshooting and changes in my process. When I initially started this game, I knew next to nothing about Daz and was thrilled just to get a character out. Over the past few months I've updated my understanding of lighting and am paying greater attention to posing, shaping, morphs, etc. (including creating some custom clothing morphs which have turned out quite nicely, I think).

I'm certainly still not perfect at all of these things, but I think the quality of images in ES2+ will be strong, and a solid leap over D1. It is taking a bit longer, though, as I'm finding that setting up initial scenes is taking me well over an hour (though subsequent shots in the same scene with same characters are usually shorter).

Original Render - As seen in RPGM
A "remaster" using new lighting techniques
I'm still working on setting up scenes for the introduction for D2, but so far I'm at 81 renders and 3 animations. Of the completed work, there are a few straightforward scenes, followed by a split path that will follow your choices from the end of D1 (including two options for Amanda depending on how you handled her if you chose to go to her place). Amanda's path is done, Chrissy's is a few scenes from done, and once I finish Abby's path, we'll be back on the linear path until dinner.

Once Erisa is introduced to the rest of the girls, I'll open the ship exploration and character interaction mechanics, which will be the primary gameplay drivers. My goal is to have quests which encourage you to build stats to compete at certain events and complete some fun objectives... I don't want to spoil too much, but I think it'll be fun. Of course, you'll also want to get to know the girls you have and haven't yet met and find out what fun you can have with them, too!

Every night will have an arranged dinner opportunity in the place of a "dating" mechanism - Erisa will have a 1 on 1 dinner with another girl and you'll have to navigate it however makes best sense to you. Sometimes you'll get to pick the girl, sometimes you'll get picked by a girl! Plotwise, this will be one of the few enforced manners of the schools fostering the intended cross-curricular exchange. So much about this cruise will otherwise be... ahem... non-academic.

Then, there will be whatever opportunities present themselves at night (ship entertainment/theme nights/options presented by characters!), followed by the next day. I want to mix in a good amount of events at nighttime, but we'll see how that works itself out. Once I get the linear stuff done and the dinner options kicked off, that's where the game will have a real foundation. I may release a toe in the water edition/demo at that point, which I hope is not too far off. From there, version updates should be possible and not too intrusive.

I had been hopeful of getting something out early this year, but between longer development time and having less time to dedicate to development, sometime closer to mid-year seems realistic for an initial version as mentioned above. I will continue working as hard as I can without burning myself out to see if I can push the envelope, but time required and time available are what they are. I'm still having fun making the game, though, and can't wait to share with you all when it's ready! Hopefully it will be worth waiting for!

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