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So that took a lot longer than expected, life happens (nothing bad, just been busy), but the update is finally ready! Excluding any bugs that may be in there, I'm pretty happy with the update. Some of the planned stuff got axed, I'll get to that later, but for now...

V0.02 Changelog:

  • Changed BGM after Blaze's scene to proper one.
  • Switched entrance to Chronic residence from touch to button/activate.
  • Added an effect to the "video" during the intro.
  • Changed MJ's intro piano song and slightly tweaked the timing.
  • Updated the icon set.
  • Added CGMZ Core, CGMZ Encyclopedia and Bestiary Plugins (Basic implementation to see if they would work with the suite of VisuStella plugins I use, about 60 or so, and on a basic level everything seems fine. Still needs more testing though)
  • Updated the storyline, adding new locations to the game, including: The Museum +NPCs. Includes new items and a shop. Van Nuts Overworld unlocked! The Beach (North Shore), North & South Nut Street, Van Nuts Corer Club (VNCC), Chronic Towers, Van Nuts University (Dorms), School Forest, and more now accessible.
  • Introduces/updates basic time and stamina systems. You can now sleep in Dope's bed (Although it's locked for now so I guess you cant... Heh) Time changes when moving and interacting with people and/or objects. (May be some oversight) Dope/the party lose stamina when taking actions. (Nothing of consequence happens yet, just basic implementation) Toggleable HUD to display Date/Time or party stamina. "G" toggles between Stamina & Time, "H" toggles the HUD on &off.
  • Basic phone implementation. Track various relationship stats and view character info. (It's basically a character log) Will be expanded on in the future.
  • Partial interactive map implementation! Really excited about this!!!Every object, or almost every object, can now be interacted with. 5 possible outcomes for all items. Only placeholder text for now, but outcomes/events will vary based on the object in question.
    Outcome chances are fixed, but I may allow the player the means to modify them. Current % chances will be changed. Designed with exploration in mind, objects enter a global cooldown upon activation. Interact with different objects and/or change maps for a chance to reset cooldowns. Sleeping resets all cooldowns. Again, only placeholder text for now.
  • First story/choice related Game Over. (It won't be easy to get, but it won't be hard to get either.)
  • And of course, new scenes/renders to see!

MEGA | MediaFire | Google Drive 

Some of the busts ended up not making the cut, but that's probably a good thing. For me at least. I'm working on building a new PC, specifically for rendering, not concerned about the price. So basically I'll be building the best rendering PC I can. Once it's ready, I'll be updating all the models to Genesis 8/8.1 (I fought it for so long) and rerendering ALL the renders in the game. Ideally I'll have it ready by January, ideally, but for now I'll just be porting over all the MV renders for future updates. I'll be porting over some assets from Genesis 3 but I'll be using new models for all characters. Don't worry though, if you're attached to how a particular character looks, my goal is for the new models to look as close as possible. We'll see how it goes.  As for what'll be in those updates... well, I'll let people enjoy this one for now as I get back in the swing of things. I'll post a status update sometime soonish once I have my bearings. Anyway, I hope you enjoy the update!

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