The year keeps getting shorter and our builds keep getting better! Find out more below!
Sapphire Safari
Exploration and discovery are very difficult things to manufacture. We have two gameplay issues that our landscape needs to cover in Sapphire Safari. The first and most important of these is the sightlines, considering the player will have a slew of variable magnification options available to them we need to design our island intelligently, that being natural looking while also driving and shaping the gameplay experience. To open an area means you can take photos of every monster you see (which could be a lot), to closed in space removes a lot of exploration and funnels the player into areas. Both scenarios lead to a horrible time. Juggling that is tough.
In terms of mechanical progression, we made a lot of strides this week. Our programmer managed to knock out a system of AI interactions in the open world, monster girls will run away from the player and nominated predator girls, they will congregate around POI’s on the map (statues, water, etc). We are also toying with having curious monsters, these will follow you and maybe come into your campsite. I hope the next few days we will have a very simple photography system in place and we can look at doing an alpha release for everyone here.
Elewder
The long-awaited day, the release of v0.0.8 aka the Coin and Key update was released this week! This update brought with it currency and related systems, so shops, currency exchange for opening chests, along with a new look and other assorted things. Be sure to check out the full details in our release post! More details next Friday about our aims for v0.0.9!
Under Contract
Our internal build has just peaked at v0.5 which means a large majority of the level work and game flow has been completed. What we are focusing on now is putting together the game as a whole, making art assets, and tweaking how the overworld feels. More to come of this very soon.
Wet Nightmares
Since last week, we have gone back and focused on optimizing the VNMaker engine the game is based on. Removing a lot of issues, adding in QOL features, making sure saving and such works. Optimization is done for the PC, Mac, Linux, HTML5 builds of the game, with only the APK or Android builds left to resolve. However, the first step is to add in the new English copy of the game we had done as well. At least demo-wise we will have a great example of a final product ready to share with everyone. Erkerut is hard at work planning the rest of the game, I have given him the task of writing the full script and “blocking” out the game as a whole before he goes back and tweaks scenes and such. Hopefully this time next week we can look at an Itch preorder/alpha and demo!
Ready for another week!
Stay moist homies!
Kinky