XaiJu
VerehrER
VerehrER

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Update Report 4-19: New UI, New Art, New Content

Hello everyone,

Finally, we’re back to the usual update reports. From now on, I’ll be posting one report every week.

Unfortunately, my real-life work situation hasn’t improved. I kindly ask for your continued support.

If you’re not aware of what’s been going on, please check the previous post for more details: [Link here].

In any case, your help has already greatly improved my life. Whether you support me through Patreon or Cien, I truly appreciate it. If it weren’t for your support, I might have had to sell personal belongings or borrow money just to get by.

That said, honestly, things are still far from being stable. I may need to prepare for the worst...

If nothing improves by June, I might have no choice but to release the game early (in the worst-case scenario) to secure some emergency funding.

Of course, if it comes to that, I will either continue to update the game after release or port it to Unity—this was actually part of my original plan from the start.

Alright, let’s leave the bad news there.

Here’s what we’ve accomplished this week:

This week I mainly reworked the game UI and redrew the exposure-related art. I cleaned up the code, improved true free movement, and experimented with several framerate optimization methods. Most of them failed, but one turned out to be successful.

Game UI

The new game UI also features a more unique menu selection screen (including a quest journal, which many of you have been asking for).

(Oh no, can't upload video here, check it on Ci-en please)

Free Movement

During testing, I found that the previous free movement version had many bugs due to relying on default passability checks. So I added a new hitbox-based collision system.

This allowed for much better movement performance, like moving back and forth through one-tile-wide gaps (since Luna has a smaller frame).

(Oh no, still can't upload video here, check it on Ci-en please)

The combat logic has also been refactored—but since it’s not something you can visually appreciate, I won’t go into too much detail.

Basically, there should be fewer bugs and better performance, and it’s now easier to add new features later on.

(Oh no, why can't I upload video inside a post? Update your website please Patreon)

(Check it on Ci-en please)

Optimization Progress

Here’s some good news: I rewrote the pathfinding logic to be handled via an external DLL. It now runs with virtually zero performance load.

Even with tons of NPCs pathfinding at the same time, it won’t affect the framerate anymore.

(Yes, a video)

(Check it on Ci-en please)

And finally, the H-content.

The “exposure temptation” scenes still use the original window-jumping style, but all the related artwork has been redrawn to match Luna’s new look.

There will be some mechanical adjustments to how the “temptation” works, which I’ll explain in next week’s update.

(No H allowed here so……)

(Check it on Ci-en please)

Also, the previously mentioned bug-type enemies are here.

Other parts of the game are also being redone—please look forward to them!

That’s all for now. Once again, thank you so much for your support.

If you’re able and willing, please consider supporting me—it would help me out of this difficult situation. Of course, only if it fits your circumstances.

Also, for new supporters, I’ll be uploading a full bundle of all past support rewards.

And if you join Discord, you’ll receive a special supporter role too!

You will also get all sort of stickers if you join Discord!

Update Report 4-19: New UI, New Art, New Content Update Report 4-19: New UI, New Art, New Content Update Report 4-19: New UI, New Art, New Content

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