Developer Update #108
Added 2023-12-09 19:22:34 +0000 UTCHello all,
Forgive the slightly erratic posting schedule, you will no doubt be aware I am focusing all energies into the next update - It's close, not as close as I'm sure you would like - but I'm down to only a couple of scenes left to write.
Coupled with this is the fact it's December, and with the holidays, year end and other factors my time is being split in many different directions. As a consequence this will most likely be the last Developer update this year - I'll cover what content I have planned shortly. First, however, let's have a gander at the progress:
Here is the spreadsheet, All the still images for the Louise scene have been created, I have around 40 left to render. Being that the 'Louise solo' route is the most popular (at least on the first play-through) I spent a lot of time getting this scene just right. The complete scene stands at 313 still images and 17 Animations!

The animations will be rendering over the comming weeks, this allows me some 'time off' from creating images - It will also allow me some time to finish writing the final scenes and work on the UX systems.

Speaking of which, I have completed the end chapter screen, and started work on the achievements for the chapter. most of these are in place - but some will need to be added once I have the final scenes written.
The custom image has been added to the game, some of you will have seen it already, but many will not. I have also begun work on a debug / cheat / course correction screen. This is similar to the relationship screen where you will be able to turn on or off specific options to do with each character - for example you can enable or disable Kimiko's corruption route.
It's in a basic version at the moment as I plan to expand it to include other flags (like if you treat Cindy well or not). I'm debating if I will include it in the next update or perhaps have it ready for the start of chapter 5. The issue is, though I am attempting to have specific variables turn on or off automatically based on the options you choose , I cannot cover every edge case, on top of that using this runs the risk of seriously messing up the game experience for players.

My intention is for it to be used to course-correct. If you wanted a different outcome, or to allow players the option to see the alternative paths without viewing the entire game again. It can be a powerful tool, but I don't want to spend precious development time fixing it, if someone messing around then screws up their save. Perhaps I need a disclaimer...
So comming up for the rest of December, I will be posting a special holiday season render, I've teamed up with Zoey Raven (One Day at a Time) and you should see a couple of collaboration images from us soon. I have- as tradition now dictates, recorded a video of my creation. I'll need to narrate it but this should also be going up around the holiday season too.
There is also the state of play post where I look back on the year and add some goals for the next.
In other news...
My YouTube page broke 300 subscribers recently. That's... mad!
Stay safe all,
Cenc