XaiJu
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TestovironTesto

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Hello friends! I wanted to show you something. First, here’s the perk tree I promised, and it’s now successfully implemented. It looks pretty cool and will add more dynamics to the gameplay. I won’t spoil everything I added, but among other things, I increased the energy bar to 12 actions when you purchase both perks (up from the previous 10 actions). I also added a few other mechanics, and now, collecting Destroyer skill points finally has meaning and real impact on gameplay beyond a few skill checks. Over time, I’ll be adding new perks, and the trees will expand, but I think what’s there now is a solid start.

Another change involves the main character's house. I don’t know why I didn’t add this sooner, but I’ve improved interaction with the various characters. Previously, you’d enter a room, and around 20 or more random scenes would play. Some had interaction options, while others didn’t, which I imagine was frustrating if you were trying to progress a specific character’s storyline and had to keep entering and leaving the location until you got the right scene. Now, for example, when you enter the kitchen, characters will appear randomly as avatars. A random scene from a character currently in the room will play, but you can choose who to interact with. Clicking on a character's avatar brings up random interactive scenes specific to that character in that location. This should make it much easier to navigate the house, and I’ll be adding more random scenes here as well. I plan to further develop the main character's house location and expand the backstories of the characters there, adding more content.

Update #2: I’m not sure if you remember, but I announced plans for a new game. The plan was to start learning 3D modeling in July/August, but the new AMD processors got delayed, and then Destroyer took up almost all my time. However, a few days ago, I finally downloaded the software and started learning. There are a few minor issues with this model: Blender didn’t handle the hair too well, the lighting could be better, and the skin needs some adjustments to make it more realistic (although I managed to add freckles! The picture is in 4K, so feel free to zoom in to see them). But for two days of learning, I think it’s not bad, and I wanted to show it off a bit and give you a sense of the style. I’ve already outlined the core story, which will take place in Japan, though the characters will be diverse. Despite being an animated game, it’ll definitely have a semi-realistic feel. I’ll share character models for the new game from time to time.

As for a timeline for version v0.1, there are a few challenges. First, time: developing a new project will NOT come at the expense of Destroyer’s progress, so don’t worry about that, but it’s a significant limitation. Second, I have a Radeon graphics card, which isn’t ideal for this type of work. Buying an RTX from the 4000 series doesn’t make sense since the 5000 series is due in February, so I’ll upgrade then for efficient rendering. Third, experience has taught me not to rush, as some of you remember what Destroyer looked like two years ago... A tragedy. This time, everything will be polished, and the content will be substantial, so the game is estimated to release around Q2 2025.

I'm considering whether to make the new game in RPG Maker, where the player moves a character around a created city, allowing for turn-based combat and character development. The other option is Ren'Py, which would offer a more static clicker-style game, still sandbox, but with different gameplay. Let me know what you would prefer!

That’s it for updates. I wish you a spooky Halloween and thank you from the bottom of my heart for being here with me. It truly means a lot, and I feel committed to keep learning, growing, and creating to the best of my ability. Love you all, and take care!

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