Home Artists Posts Import Register

Content

First of all, payments are paused for next month due to lack of activity this month, so you won't charges won't start up again until the 28th of September.

Unfortunately there isn't that much to directly show off progress, but there have been major steps with the game.  

The ACS (the in-game time system) is roughly complete. Moving between dots or maps, interacting with dots, using items, triggering events, combat encounters, and loss scenes now all pass time. The clock UI reflects this and moves with the passage of time as you would expect.

There was a bunch of other fixes related to getting old mechanics to work with the new movement and map system.

A small but fun change was done so that bloat events (small interruptions like belly gurgles and burps) can now occur in the middle of temptation, when Lilya begins eating food on her own. Different to how originally they'd only occur once temptation was over at the end.

Lastly the way states function has been overhauled so that they can be given durations that work off of in-game time. IE a state is given a duration of 60 seconds, it will then expire after you've done actions that pass 60 seconds in the map, or after two turns in combat (each turn is 30 seconds). Since this somewhat replaces RPGmaker's vanilla "apply state" functions, it also lets me easily work in additional stuff like triggering events when a state expires or fine-tuning how a state can stack or if it can stack at all, which should lead to some interesting possibilties.

To do a small showcase of what these implementations can do in a fun way, I want to make and record a little scenario where Lilya acquires a delayed onset curse ingame and has it trigger in combat. With the above changes this is now easily possible and can occur naturally (when I drew the concept originally the game wasn't even going to have active time progression, time would only superficially pass while resting so it wouldn't really work.) It will be a bit of extra work that I haven't done yet to get it in game (mainly sprites) but that work will also go to the end result and the demo, so it's worth.
I wasn't going to be able to complete this this month, hence why I'm making this update post now.

As for other projects I still want to get on the NGO sequence. I also have a story outline for it. I have two poll ideas on the backburner, but I want to get at least some of the old poll obligations out of the way first. And in general I have way too many drawing ideas which itself is a cause for the indecision and lack of art this past month. I also had some semi-irl concerns that popped up this last week and ruined some of my plans lol. It should improve, but at the same time I am still keen on getting out a demo before the end of the year. I may make a poll at some point, whether I'm pressed for time or not, on if I should fully prioritize the game (at least until the demo would be finished). But that would be for later.

Files

Comments

Firestrike

Sounds awesome! The game is really coming together! Thanks for your hard work!