XaiJu
Macamagucha
Macamagucha

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Project "Hotel" devlog #1

The first two full weeks have passed since the production of the project "Hotel"  started. Warmed up by the May sunshine and the vision of our new game, we're banging on our keyboards to move things forward. Here is a brief summary.

Project settings and changes in the dialog system

The thing that had to happen was setting up a new project in our game engine. As "Hotel" is supposed to be an evolution, not a revolution from "Long and Hard... Summer!", the obvious step was to stay with GameMaker Studio, which we know best and which doesn't limit us in any way to introduce things that players longed for. When setting basic mechanics, such as the player's movement, we are also solving our own problems to make our work easier, so the creation of individual elements will be as quick and trouble-free as possible. One such area was the dialogue system, for which we found several solutions to make inputting new texts and controlling character portraits simpler. The big change from "LaHS" is that now character portraits are displayed on both sides of the dialogue box, and two, three or even four portraits can be shown at the same time. Thanks to this, conversations between more characters will be reflected in the interface better. We also wanted to do it because we want the main character of the game to have his own portrait too! Just like the rest of the characters, it will reflect his emotions during his dialogue lines. 

The dialogue system required changes for one more reason, namely the need to control the sounds played. We want at least some of the characters to have their own voice acting in the form of short bits highlighting their emotions, such as "ara ara" or a surprised "eh?!". We are convinced that this will allow you to become even more attached to the characters who will appear in "Hotel".


Character and world design

Speaking of characters, the first days of working on the project was also the time to plan who we will be dealing with. Although in pre-production we defined more or less who our objects of love conquests would be, it was necessary to prepare detailed descriptions regarding their personalities, motivations, problems and appearance, on the basis of which our artist can prepare their reference sheets. By the way, we are also very happy to announce that the main artist of the "Hotel" project is SleeplessMax, with whom we have already worked on "LaHS"! Thanks to this, we are sure of the high quality of all round wonders that will grace your screens. When creating these characters, we had your requests in mind, that the women in our games should have more diverse physiques, so you don't have to worry about this element. πŸ˜‰

At the time of writing, the reference sheet for one of the characters is pretty much finished, just waiting for the right outfit. As it is already known, the location of the project "Hotel" is... a hotel that also required inventing its own brand - name, logo, colors and employees' work clothes. We tried to approach it as creating a real company, with a specific target, strengths and weaknesses in mind, which actually translate into the main plot of the game. You will be able to see the above effects soon, because we are this 🀏close to finishing it. In addition, I will say that the name of the hotel will also be the game title .

We also spent some time researching Japanese hotels (unfortunately, only on the Internet) to make sure that the solutions in our hotel will be realistic, and to try to create a place with the highest probability of existing in the real world, to make moving around it as satisfying as possible.


Movement and movement

With our new game, we also want to address the two biggest complaints players have had about "LaHS", both of which are related to "movement".

The first was the issue of controlling our character. Mugenji has spent the last few days programming the mouse so that it can be used to perform all actions in the game. And that's done. πŸ’ͺ At the same time, we reassure you that we are not abandoning keyboard and gamepad controls, but all three options will be equivalent. We will try to design the whole game so that regardless of the form of control, the pleasure of the game is the same.

The second was about the animation. As we announced earlier, the sex scenes in "Hotel" will be animated. Although I'm calm about the final results, as I worked on animations and motion design for several years (and my sex animations appeared, for example, in our "Shuttlecock-H"), this project requires from me to learn how to use a new program that works with our game engine. We already bought this application, we checked its operation and use in the game (it's greatπŸ‘) and in between other tasks I watch tutorials and slowly learn to provide you with the best bouncing tits in the world.


What's next?

In addition to the fact that we will announce the name of the game and show you the first character in a matter of days, we would like to release the first Alpha version as soon as possible. For this to make sense, right now I'm mostly creating locations that you will be able to walk on, and Mugenji is starting to prepare the first mechanic related to the main story, which is working in the hotel. 

Effects coming soon!


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