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It's been a bit since I showed off some of the progress on the game, here are some of the additions from over the last month or two.

For newly added gameplay features: The game now has a day/night cycle!
    Fun things can happen in the dark. There are 10 times of day that cycle through and NPCs and other events will have a routine based on what time it is. The game does not currently count the amount of days that have passed, and I'll plan on leaving it that way, but some things can only be done once a cycle.

    An example of how this can play a part in gameplay, an character in the town might be busy during the day, but at night they would be more open to any 'fun' with Bito. After that fun they would be done for the night, but after another day/night cycle they would be all rested up and ready for more.

    There are also some ways to advance time. By default, a timer ticks down and when it reaches a threshold, when you do an area change, it will advance time. This way time can't run out if you are in an area doing something that has to be done at a specific time. If you need to jump to a specific time there are rest spots that Bito can chill at, right now there are beds and campfires.

Another object added is Trail Blazers,
    Trail blazers are more or less a fast travel system to help with backtracking. There are different routes, and from any of the signposts you can jump to different points you've been too on that trail.

And for a back-end thing, I overhauled how the VN conversations are handled.
    Instead of writing up scripts inside of GMS2, I can now use spreadsheets to write out all of the different conversations. This will mean I can be a lot more efficient when writing new scenes, and I added a bunch of functions to streamline variations in conversations, based on things like 'time of day', 'Character's relationship status with Bito', and the different NPC preference settings like 'top/bottom', 'masculine/feminine' and all that to personalize your play experience more.

    I also have been messing a bit with some visual effects and polish, after I finally learned how to utilize shaders better.
    The eyes of characters now are visible in the dark, which both is a fun cartoony effect, but also really helps with seeing Haze Imps in darker areas. Bito is also now silhouetted in the dark, with only the glowing bits visible. (There was a weird bug with this that also took some time to squash lol.) I also recently got some bloom and other post-processing FX packs, and I have been messing around with them. It's great for some steamy and moody environments.

  There is also a bunch more writing and character development, concept sketches, and other design work going, so stay tuned for when all of that is in a more presentable state. Some of it I'm holding back until it's implemented in the game as I still wanna keep some surprises lol.

If you want to play the last released build of the game, you can find that here:
https://www.patreon.com/posts/bitos-box-bash-55591755

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