First, to everyone who has supported me, I am very sorry.
I thought I would be able to get the game to at least a playable state by the end of this year, but I wasn't able to at all.
Things didn't go as planned at all - I couldn't accomplish what I had envisioned, and I spent several days trying to think of solutions and workarounds.
Of course, I understand that when trying something new, it's natural to face a series of failures. But this year, combined with issues with credit card companies that caused numbers to drop further, I sometimes find myself thinking I should have continued with animation production for another year or so.
However, I had planned to shift to this type of activity from the beginning, and if I was going to do it eventually, it's also true that sooner is better.
...I understand that the hardest part is for those who are waiting for me.
Although this isn't exactly a progress report, I'll write about what still needs to be done to reach a "version that can be released for now" (there's probably more that I haven't thought of yet):
- Creation and configuration of animations for various actions
- Programming behavior for various actions and skills
- Creation and configuration of adult animations (for actual in-game use)
- Setting up effects (visual effects and sound effects) for various actions and animations
- Full implementation of various calculation formulas
- Creating algorithms for enemy level, skill, and party composition settings
- Creating save & load functionality
- Creating effect description texts and setting up UI for their display
And so on...
For the "version that can be released for now," I've already cut down quite a lot of elements.
While I've mostly finished verifying the parts that I thought would be technically challenging before starting, the remaining portions require a huge amount of work, which is quite demanding.
Especially, it takes an incredible amount of time to gather materials like screen effects and sound effects that match the game content.
You can't really tell if they fit until you actually implement them in the game, and having to pause the workflow every time you need to search for something also slows things down - that's why I had postponed this part, knowing it would be time-consuming.
Well, I should actually be grateful that there are enough free resources available to choose from in the first place.
As I mentioned in a previous article, it's quite challenging that I currently can't split Spine models into layers due to limitations in Godot's Spine runtime.
This is particularly problematic for union-type monsters, as I can only implement them in ways that look unnatural, which is giving me a headache. For erotic animations that require complex overlapping between characters, this layer separation issue will undoubtedly cause even more troubles and will likely consume a significant amount of time.
The Spine team seems to be continuously expanding in different directions, and it's unclear whether they have any intention of working on existing runtimes. In the future, I might end up having to switch back to Unity solely due to runtime limitations.
I apologize to those who have been waiting, but it's still going to take quite a while longer.
While I wanted to get it to a playable state as soon as possible for peace of mind, and I didn't want to keep changing directions, I know many people are also looking forward to new monsters and animations. So next year, I plan to work on creating monsters alongside other development activities.
While it's true that "this will only make things take even longer!", the first version that I can release will only be a "barely playable" version. It won't be enjoyable either as a game or from a fetish perspective, and people will definitely feel "Is this all we waited for?"
So I've now decided that it would be better to provide other content alongside development.
Since there are almost no new monsters or animations created this year, there won't be a survey. ...However, I think many of you might have things you'd like to say to us, so I've created a way for you to just send those comments. ↓
https://docs.google.com/forms/d/e/1FAIpQLScsRmyuTPgWJlgvKsm9qzZIrK2nF6URQK5PlL0B4V7YIsIysQ/viewform
This year really became quite messy/disorganized, but I think next year we'll finally reach a stage where things can move forward, so I ask for your continued support for a while longer.