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Happy New Year, everyone!

We are back with another update on the development of Simbro! We have some new things to show you, so strap in.

Background Art
Yet another background almost complete for Simbro. This background is of the slums area. Unlike other locations, this one will have three variants for the time of day. I have a nifty little trick to make transitioning between the variants less abrupt, and I can't wait to show you the final product. You already know what to expect from Mamacita's work, so I'm sure you're excited.

Music
Our composer has sent me the polished version of the battle theme! This marks the end of work for our composer at the moment. We will hire them again in the future as their work was/is fantastic. You won't hear the new theme until the battle engine is incorporated, but I assure you, they did a great job.

Weapon Art
As you may have seen, our character artist has finished the weapons for Simbro. Although we will have more weapons in the future, these weapons will help us get the game up to date with the old version of Simbro. I'll be sending SkullZombie some outfit and hair art next.

UI Art
Our UI artist has been BUSY getting the new interface ready for the game. Honestly, the new interface is turning out great! The artist also sends everything in png and PSD format, which makes adding it to the game much easier. Currently, they are working on the HUD for the game. I can't wait to see the final product, which will complete the base game look.

Character Art Fix
So, these past few weeks have been a real slog for me (more on that below), but most of the character art fixes are complete. I still have some minor tweaks, but for the most part, everything is done and looks great!

Programming
I've been working on adding a new tweeting system to the game to add a little flair to the UI. Everything is implemented and adds a lot of life to the menus. This new tween system will also help with other things, but I won't bore you.

I've also added the new contacts menu. This menu functions like the previous one, so there's not much to discuss.

The battle system is coming along well. Right now, it's a lot of uninteresting variables and stuff, but it's a good foundation. I hope to have a little more to show you in the coming weeks.

Next Playable Version Release
I'm working on getting the next playable version out before the end of the week. It may be in a couple of hours or a couple of days. IRL stuff has given me very little time to work on things. Right now, the main thing holding things up is the UI menu. I'm incorporating the old menu map, settings, and brothel manager into the new menu. This will allow new players to mess around with that stuff instead of removing it until we have the new assets. I'll be sure to keep you posted on any further developments.

My Current Situation
As many of you know, I've been dealing with irl work and taking my mother to her cancer treatments. This has been stressful but hasn't affected the game's development drastically. Recently I've been dealing with a lot more. My Father is in the hospital undergoing a CABG procedure (Triple Bypass), and my dog has just undergone surgery herself. It's been challenging and stressful for me and has taken much time away from game development. However, I want everyone to know that this doesn't change my motivations. I'm still devoted to making this game, and I'm still passionate about this project. If development seems slow, this would be the reason.

Thank you for listening to my Ted Talk. As always, thanks to everyone for supporting us! I hope the New Year has been good for all of you, and I can't wait to talk to you soon.

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Comments

DDzu

As I said before futuristic design is my thing, so everything looks cool, but will be there more advanced melee weapons? Lightsabers, thermal katana, chainsword that kind of thing? These weapons seems ok as low level but doesn't match style of guns imo. Stay strong and much health for your family. Ain't much but good luck to you is all I can do.