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So! The demo is finally out! Or, a bit of it is. What’s next?

Let’s run over a few questions, so hopefully everyone (including free or non-patrons) are in the loop!

Q: Why is it only a little bit after so long?

A: Development has been all over the place and a big reason is just how difficult it can be to mediate between artists, programmers, writers, etc.. Mental and physical health, personal emergencies, etc.. are also a big part of this— and it wasn’t anticipated that this would eat up so much time.

The original game was planned to have Sauce (presently speaking!) handling a large majority of tasks all at once. So— when health stalled, production stalled.

Of course, healing took a bit of time to. And even now, that’s why so much of the demo is left unfinished. Overall— it wasn’t possible to complete the demo in the same amount of time the original demo was completed because realistically speaking— that was extremely unhealthy and rushed.

Because of that tight deadline, 48 hours to a week, many significant errors or retconned elements made their way into the game. A huge toll was taken that resulted in extreme burnout after. Quality (as can be seen in the CGs) suffered. An emphasis on quality is currently being prioritized, but I can safely say that I am no longer able to work at my original 2021-2022 pace.

Q: Why are you working alone?

A: At this point in time— we had spent a while working on the GUI and design/function of the game. It is, after all, set to have some pretty hefty features.

  • Translation and dub settings
  • Censorship and Softcore modes
  • A VERY LARGE story map with several endings
  • An additional “one-shot” story mode wherein every ending you unlock, you then unlock additional content

That takes a lot more planning than we’d anticipated.

  • How do we make this efficiently run on most systems?
  • Are we able to make sure that the size of this game is compatible with older devices?
  • Are the assets optimized? ( A lot of time has gone into re-drawing and working out sprite systems )
  • What settings are accessibility necessary for impaired players? How do we implement those options?
  • How do we design a stylish and efficient system?

That was something we had figured originally would be pretty easy to work out! But multiple people here are wearing multiple hats.

The rest of the team is actively working on those portions. But at the moment— we’ve decided to shelve literal art development and scripting (which was where we were hovering for a while) until we got the programming bits truly sorted out.

That leaves little old me! While they worked on this, I’ve been spending time making sure we could serve you a sample of what’s to come. My job is doling out a taste of the narrative, style, etc.. That way, once they’re finished, we can consider any feedback in the implementation of these portions of the game in the final, official build.

Hopefully that makes sense! TL;DR - Everyone’s busy making the important program my bits and designing the menus. So I’ve stepped away to work on this so you all have something to see in the meantime!

Q: Why are you REBUILDING THE DEMO?

A: The old demo— you’d think it would be easy to patch up. But it’s literally the very first build, sized up and fixed and stitched over. Unfortunately it was an unoptimized mess, even for what it was.

Hopefully a cleaner, more organized build will allow for better gameplay. But the key factor is just a desire for better quality!

Q: How often will you be uploading new additions?

A: Until all the bugs are fixed and the whole demo is rebuilt. This should be every week or so until then. Once it’s all done, the demo will see a re-release publicly!

In the meantime, please keep in mind bugs may be aplenty— and I personally apologize for this. Demos released are intended to show proof of work— but they may not be the best, most fun experience for narrative-seeking players. It’s advised immersion-prioritizing players wait until the build is fully finished and christened on our steam page!

Q: Will there be Mac support?

A: I will absolutely try!

Hopefully that helps give a bit more insight. Unfortunately it’s difficult to articulate everything that’s going on, but we’ll do our best! We’d like to have someone more verbally gifted helping us to write these posts, but until we decide how to go about that, you’re stuck with me.

We’ll do the best we can to answer any questions as clearly as possible. And again— we thank you all for your patience.

Making SDJ was clearly a messier experience than we had considered. It’s been a rollercoaster— and as Sauce speaking, I can actually attribute most of the delays to my own personal health and absence.

That— I am sorry for.

The rest of the team is working very hard to put something together that’s quality. I can promise with my whole heart that they’re doing their best. We’re all just people passionate about this project, and no matter the weather I don’t think it’s ever not on our minds.

I look forwards to putting out a large Kickstarter update soon, detailing our work and more! And I’m excited to open the airways for more and more communication.

But for now— we’ll see you next bug-fixing update.

- Sauce

Comments

Waffle Milk

Please take your time, your healths are more important. We don’t mind waiting 😊

Shanna Haws

That's awesome news! One question, when will this demo be available for Steam?