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Dev Blog #001

Hello everyone, my name is Vane and I am the writer and programmer of Necro Bunny Studios, also, despite whatever Banshee might have told you guys, I’m Bunny-chan’s favorite minion! 


Now, I would like to welcome you all to our first-ever Dev Blog! This is something we intend on making every monday to showcase the progress and the overall state of the game. Before we begin though, I would just like to once again thank everyone single one of our lovely patrons, your support means the world to us and we hope to deliver the best game we possibly can to repay your generosity! <3


This last two weeks saw we stumbling around social media for the first time, we are both introverts so you can imagine how difficult it was for us to start getting information out there, but we received such positivity back from the community that we now feel foolish for not starting it sooner. 


Banshee had to deal with some IRL stuff and so her work got a bit delayed this week, but she is already back and working hard to make up for the delay. She has adjusted some of our characters based on feedback we got, and she added more finishing touches on some of our older characters so they look as nice as the newer ones. She has also worked on improving the interface of the game and in building all the menus.


As for me, I have expanded the controls of the game, improved the history system, added the options to change the speed of the text, and, since Bunny-chan told me that playing the game without hands would be a very important feature, I worked on creating the code for the auto-forward system. I also did a lot of testing to make sure there were no bugs in the code.


Perhaps more importantly, I wrote 10k words this week bringing our total word count to a little over 120k, writing involved finishing up part of a new adventure and two new sex scenes.


We’re going to talk a little more about the project in the coming weeks as we get ready for our first release, which is going to be in march in case you didn’t know, but for now, I would like to just paint a broad idea of the technical side of the project.


The Rise of the White Flowers is being developed using Unity and has been in development for the last 8 months. We had hoped to release it in January, but making a good game takes time and we preferred to delay it a little longer than releasing a bad, broken game, I’m looking at you Blizzard.


That said, for the most part, our main bottleneck is being the art as Banshee is a bit of perfectionist, but she is working hard and many long hours to keep the quality she wants while meeting the pace we have set for the project. Meanwhile, I’m using this time to continue to expand the story and adding even more details and options to what we already had, I’m also focusing on adding every single quality of life feature you would expect in a good visual novel, and then some.


We have some ambitious plans for this game, like adding an alchemy system, a questing system, having a dozen romanceable companions, and the ability to manage your very own tavern and adventuring guild. A month is a long time of course, but these features will most likely only come out in future updates. Plus, if you don’t care for these kinds of mini-games and just want to experience the story, don’t fret! We intend to also add an option to completely ignore these distractions and just play the story.


To finish it up, I would like to thank everyone that read this dev blog to the end, thank you for showing an interest in our game! I would also like to ask you to consider becoming one of our patrons or following us if you haven’t already, we’ll be releasing a lot of sneak peeks and information about the game in the coming weeks, stick around and be the first to hear about everything we do!!


And, finally, running the risk of sounding repetitive, I would like to thank all of our patrons once more, you guys are absolutely awesome!!! <3


I hope to see you guys again next week for another dev blog! Until then, Vane signing out.

Dev Blog #001

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