Home Artists Posts Import Register

Content

Hey guys,

I just wanted to send out a message to my supporters and let you all know what I've been working on.


Things are going great with the new graphic designer.  He is almost finished with the first model, and it is looking fantastic.  I will post some screenshots soon.  I think I actually like the look of them better than I do the Daz models.  They are also much more lightweight, and should make for much better performance with the game.  This will help moving forward with things like tablet deployment and VR builds!


Aside from that, I had to do some major revamping of the dialogue system.  The system started out carrying the game, and then the give commands and the interaction menu came into play and I had to rework a lot of the dialogue to fit around that.  I also wrote a lot of the dialogue in the beginning very off the cuff, and some of it feels a little awkward.  I felt I needed to go back to basics and build something that works well with the rest of the format.  So I will be getting rid of a lot of useless dialogues, and building a new system that will work much better for future development.  The UI will stay the same, so you won't notice much of a difference, but it should increase the performance.


Once I get through revamping the dialogue system and I start getting some new models to play with, I will start releasing some early peek stuff to you guys exclusively.

Comments

Anonymous

nice :)

Anonymous

All the features are breathtaking. The question is: When will we see all this?

eekgames

I will be posting some screenshots of the new models as I get them. I should have the first one by Monday (hopefully). It will be a replacement for Brittney's character. The designer said that once he does one, the next ones will come together much quicker. I will probably be putting out a new version of the game once I redo all of the dialogue. It's a bit of work, so it'll be a bit to pull it all together. Maybe another week or two. It won't really have much more content, just restructured dialogues (and slightly different story-lines in a lot of cases) but it's going to make the game much more resilient to dialogue bugs as I developed an engine specifically for the dialogue that I can just pump values into, and the underlying code processes everything the same way for each, so we won't see things like items not getting removed from inventory if rejected or dialogues randomly breaking. Of course there's a chance that there might be a mistake in the component here or there, but we're talking about a two-second bug fix over hunting down what went wrong in the code. If I have the new model ready to go before the dialogue is finished (which I most likely should), I will also include her in the build.