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Hi Patrons!

New Dev Report here let's start without further delay.


Next target >> Finish the project and First release

Man this ‘remake’ is taking longer than making the project from scratch. ? This is what I have done during this time:

I have decided the system we’re going to use for the Multilanguage/translation and then added it on the project and as far as I saw it works like a charm. But I only made some small tests with it. It’s too soon to say the it works perfectly. We need to add some more text on the project before the translation process.

Talking about text, I started to work on the new scene, when this is done, all that will be left before the translation will be just some minor text adjustments.

(Looks like it feels so good ^^)

All the resources used to do test for the new features has been deleted from the project to reduce its size.

To speed up a bit things, I decided to render on my PC the busts used for the conversations on the project now with a bigger size adapted to the new project’s resolution. Oh! And also did the same with a background render of the location where it takes place.

I also have updated the intro with new images and making some minor changes to make it more alive. Take into account that these images aren’t renders but hand-made in clip studio.

(The background and the lights are now moving ^^)

After that, I put my hands on the finished renders to make the post-process on them: Fixing problems, adding effects, lens flares, fluids, etc. All of these stuffs repeated a lot of times with all the renders. ? But all of this is now finished.

Once finished the post-process, I had to rename all the final images with a proper name so they can work correctly with the image gallery system (boring stuff here).

Taking advantage of the new options ‘menu’ created at the start of the story (mentioned on the previous dev report) we added a small option with some promotions from our other projects. I also created promotional images for some of our most important projects for this system. Now, the only option left on this menu is the one for the Fantasy Card codes.

We also are making some 'movements' to add some extra art to the image gallery besides the renders used from the ‘story’.

Meguido is also working on stuff for this project. (Maybe he will expand about this on his report below but I don’t know, take a look at it, in any case ^^)


Next target >> Release next version (Ver. 0.2.xx)

Nothing to say here, apart from 'more technical stuff' that I don’t understand about and my potato PC that doesn’t allow me to work on certain stuff, I could do nothing for this project, but for more info, read the Meguido’s Report below.


Next target >> Re-introduction of the project / Show how the game will look

While working on more stuff, we’ve improved and expanded the documentation for the character creation that we mentioned on the previous report. Now is bigger and you know… the bigger the better ?

Besides that, I have been working on some user interface graphics, more specifically on battle and for one of the ‘intercourse’ systems. I’m going to leave some preview below, just take a look:

We also have been working on the graphics for Kintaro (the main character) finally, we have finished the second version of him. And, as expected, he looks really awesome ?. I know that I’m repeating myself too much, but I can’t help it, I can’t wait to show how the game looks my people.

Meg was also doing some stuff so, for more info, read the Meguido’s Report below.


Sup everyone,
A new report is here.
As I’ve been doing lately, I’ll keep it brief and short, so you don’t have to search through wall of texts the latest progress.
So, again, I’ve been working on the two main projects as well as making some heavy renderings. Now for the specifics:

For Omnia In Unum Reintroduction:
  • Apart from the heavy rendering mentioned for The Case of T, me along with Mr.Versus have been working on the creation of some new assets including a character. Even if you can think it took us a long time to make just a character, the truth is that I have to admit we made this one really fast. I have to say we make character faster for OiU than for Bioashard. It hurts me, but it’s the truth xD.
  • Also spent a lot of time working on some coloring and animations for enemies. And this is one of those tasks that you mention in just a couple of words like if it was easy or fast but honestly it was all the contrary lol.


For Bioasshard Arena 0.2.X:

  • So, a lot of stuff has been completed for the next release. Including, but not limited to, that aesthetic system I’ve been mentioning in the latest reports.
  • There’s a couple more mechanics to include for the next release, but it shouldn’t be anything hard to implement. Obviously, I’m not counting the Cerberus on this sentence.
  • And yes, right now (and since the end of the past week) that’s where I’m spending all my time: Working on the Cerberus. Remaking it from scratch to make it work like it should had to. While working on it, I noticed that even some animations (including the grapple ones that you couldn’t see due to the bug on it) were really… well, let’s say not-good-to-see. So, on top of reprogramming it, I’m reworking some of its animations. I’m never happy with my results, even more when I realize I’m not an animator, but oh well, I think they’re looking better now. Maybe should I show some small video of them when they’re implemented? Or rather save them as a surprise for the next release? Hmm…
And with this, let’s wrap things up for this report.
See ya in the next one.

A bit of transparency doesn’t hurt.

More Meguido here again:

So, since somebody recommended this tool to me a few weeks ago, we took advantage of the latest flash sales made in the Unreal Engine Marketplace in the past week, to buy it.
“Allright Animation Rig”, it’s a plugin that let’s you create control rigs inside the Unreal Engine editor which then lets you animate directly inside the editor. Let’s you modify already existing animations as well as making complete animations from scratch and it uses already implemented UE tools, like Sequencer for animation (curves) editing.
I hope this will improve our animations overall, but it will require some learning. Something I almost stopped doing (to learn) since I got so immersed in doing Bioasshard (and OiU of course). So, I’ll probably start learning/using it for the next-next release xD. I mean not for Bioasshard Arena 0.2.X but for the 0.3.X one.

Oh, and we also bought those small lamps for the ‘office’ that I mentioned on the previous dev report, now we won't lose our pcs in the darkness ?.


The end of this post is here.

Well, Halloween it’s almost here, unfortunately, due to the amount of work we have right now it will be impossible to make anything special for it, sorry for that. We’ve been thinking to do some kind of sale on Punished Mai, and maybe put a render or two but still don’t know... We’ll see.

See ya in the next post!

- General FAQ - Bioasshard FAQ (outdated) - Project List (outdated) -

Regards <3

Comments

Badguy292

Not a bad report! I hope reworking the animations for Bioasshard isn't too much work, it looks pretty good what is already there but if you think you can make it even better, you ARE an animator. "True artists are never satisfied with their own work." holds true. Good luck! &lt;3

Baegger

Good to see you guys do well and can stock up on some stuff. Have to agree with Badguy292 your animations were pretty good so far but i can understand you. a man ist the biggest critic to himself. keep up your good work my guys, have a good time.

versusxstudio

Haha. Thank you. The animations that are being reworked for now are the Cerberus related.