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These are the patch notes for the latest work completed within the project. Screencaps will be available for those to pledge or join the discord!

Join the Discord community below!

https://discord.gg/vRhH8CWzdz

Trello Roadmap

https://trello.com/b/Ue0rG76T/mischief-manor-roadmap

Changelog and Updates:

General

There has been significant updates for the project during these past couple weeks, (despite me being sick for 1 1/2 weeks) including upgrading the engine from Godot 3.5 to Godot 4.0. With all of the new systems and engine optimizations, much of the original code does not work, BUT because of an improved understanding of the engine, I've already reprogrammed most of the game code from the 3.5 version in a matter of days in the new engine. The new functions and other features along with my understanding of my original code, I was able to remake most of the systems, and vastly improved upon them. 

This engine update was something I've been looking forward towards upgrading, since it has many additional features like volumetric lightning, new functions and a more stable and optimized engine to work with. I've condensed thousands of lines of code to several hundreds during this time.

Despite converting the game into the new engine and the reprogramming of the original systems, the project steadily moves closer to its release as much of the old scope has been removed and we can focus on the important things, such as the characters, story and scenes!

Level Design

  • Major Changes:

      - Removal of the 3D Overworld (time constraint issues and wanted a smaller scope for a higher quality Visual Novel without the massive increase to the current workload)

      - Locations will be based off of Animated 2D Backgrounds instead, where the player can move around different rooms and interact with the objects and characters within the room, sort of like a Point and Click Adventure.

     - Plans to have more adventure and exploration, along with player interactivity with the world. This is a much more obtainable goal as 2D animated Backgrounds are significantly easier to do, take much less time to design and draw, don't require a massive understanding of 3D lighting, textures, meshes and more, and the game will look more stylized because of my art style and backgrounds.

There also were issues with the 3D materials causing the game to lag and cause loading spikes which was another issue I wasn't equipped with dealing with. So I made the call to use 2D animated Backgrounds, because I think the focus of the game are the scenes, and the backgrounds. The Overworld was a nice idea but became a crutch and became a hindrance quickly. I would love to touch upon 3D in the future with a better idea of how to do it, maybe for another project.

Main Menu System

  • Will be redesigned and much cleaner and easier to use, this will be added once the dialog system is completed

Dialog System

  • Being Revamped and Optimized (Massive Improvements to this system). This system is being overhauled and cleaned up, and already is works with half the code required.

UI and Asset Design

  • Manor Foyer Interactable and Animated Background

Story and Writing

  • Introduction
    • Luna Introduction Dialog Completed
    • Pandora Introduction Dialog Completed
    • Sistine Introduction Dialog Completed
    • Main Story Introduction Dialog Completed
  • Chapter 1
    • Luna Ch1 Dialog Completed
  • Pandora Chapter 2 rewritten and completed
  • Sistine Chapter 2 completed (Was originally chapter 3)
    • 6.5k~ Words
    • 6 Flat CGs
    • 1 Animated CG
    • 4 Events
  • Origami Introduction completed
    • 700~ words
    • 1 Flat CG
    • 1 Event
  • Chapter 2 Ending Completed
    • 1.5k words
    • 1 Animated CG
    • 2 Events
  • Chapter 3 Introduction
    • Started

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