XaiJu
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yekkusu

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Development Update #20 (C)

So here we are. A new month, and almost half a year since I started with this project. I have only good things to say to you guys, you stay here, keep me working on the game, make comments when needed, share the patreon page to your friends and stay supporting me. It thrills me to see that last month I had 20 patrons! And about 15-17 of them are with me for more than two months, that gives me life. It shows how much you guys care.


That's why I come here ever so often to talk about the development of the game. And I'm about days on release the next alpha. 


But there's some stuff I need to do before I release the 0.14 build. But why 0.13 instead of the 0.12.1?

Well... Because I made so many changes in the code on the last weekend, that I couldn't say this was a 'patch' update. When we developers add new features, we usually say it's a minor update.


So what am I working at:

First of all, I worked the entire week just to remove all the hardcoded features for a pause in the game. Godot has this built-in and I discovered not by reading the documentation (Sadly it's a piece of s***), but by playing another person's game made on Godot. 

Researching how it worked, it looked simpler but since I had another pause feature on the game made by myself, I had to remove that carefully. Godot doesn't say there's a problem until the code is run, and the code only runs when you call for something that uses it. That kinda sucks but okay.


Now the game is working with a pause system that is native of Godot. 

This should fix almost 100% of the weirdness that happened some times in the game. 


I changed some in-game close button sprites, changed the close button on the options menu to a back option instead, also fixes the way the skip feature used to work, and now it will work I'm sure of it. 


A lot of the text font was changed, both in the dialog-box and the log menu. Now both use a bold font, instead of normal or italic.


The NO DATA image for empty save files are now more custom and it looks better. Added some more tweaks here and there on buttons in general, and of course, now I'm correcting and fixing the overflow data.


Another thing that took some time to make it work but NOW it's working, is the Overflow Check. It took me a time but I used what I already had in the game to make a super loop on an entire day ignoring route paths and etc, just to check if the text was being out of bounds on the game text. This way I don't need to spend hours trying to play the game to find these nor you guys.

- The overflow Check program inside godot already working. Each line he returns is a dialog overflowing the box.


Now I need to apply the fixes on all the days that exist in the game, and this will take some time, I can't just go there and change something, a comma missing will make the day to stop working! 


With that being said, please wait a little longer but I'm sure this weekend or the next I will be able to finish preparations for the next alpha.


The next step after that will be to start working on the better route for the third day Wagner, and Karnal. In the meantime I will see how to make the gallery, as always this is more difficult than I want to admit. 


I hope you guys have an amazing week. and see you soon!

Development Update #20 (C) Development Update #20 (C)

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