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I just want to provide you Insiders with a update as to what and where we are at the start of this week.  

On Sunday Sunset and Myself had a four hour meeting in regards to development timelines, and  design structure.  I want to fill you in with a more detailed timeline we are striving for.  


Jan: Having the intro (done), character selection (done),  multiple saves (done) menus, and cut scenes complete.

  • We are working towards getting the art assets in for this month but this is conditional of time. The main city will be the largest and most comprehensive, and detailed picture Sunset has ever attempted to draw.
  • The intro cut-scenes will be in, but the art may be place holders.  We are hoping to have the dialogue and writing 90% finished for these.  
  • Internally we will have several prototypes built to flush out game mechanic ideas.


Feb: We want all major game mechanics in place, and functioning, all NPC characters to be chosen, allowing for writing to commence.  


Mar: Potentially have all the writing finished for the demo release, and have the demo build 90% complete. Move to bi-weekly build updates on Patreon.


April: Full public release of demo (end of April),  Patreon will be upwards of three weeks ahead in game play and assets at this point.  Finalization of plot and writing main story lines at this point.


May: Finishing of art assets, adding polish, addition of majority of side quests, balancing. Potentially 90% finished at the end of this month


June: bug fixing, continued art asset finishing, final animations added, all scenes in place.  Game complete on Patreon platform.


July: Full public release. 


Now these are goals and not hard fastened rules for us.  We are designing the game around releasing the updates for you.  Meaning that we hope moving into March that internally we are a week or two ahead of what you are playing.  This will allow for every update to have content, and for you not to experience a bug bash type build.  We hope that this will save countless hours during development.  We will keep you all posted as far as setbacks, or progression goes as the weeks grow closer to the build release this month. 


SmokeShank


The above Character concept is for a Guard Captain you will be able to

interact with.   Every piece of armour and clothing will be removable.

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Comments

Vervalsen

It all sounds great, although please be careful that you don't overdo it with your workload, I'd hate for you both to get burnout from the project from being too ambitious. Also, the removable armour thing sounds great, would it extend to the blacksmith too? Naked under apron with exposed side-boob I suspect would be popular.

Smiling_Jack

Really looking forward to this. I'm interested to see just how different the playthroughs will be for each class. There have been RPGs that talked about classes or choices affecting gameplay for it to only change maybe one conversation and not do anything to gameplay itself. I can already tell you guys won't fail like them if your gameplay system is like what you described with the different ways to go about things. I can't overstate my excitement for this, good luck to you both.

gunsmokegames

Yeah I want there to be distinctly different ways that each class operates. Going to a shop or normal interactions will all be the same but I'd like it to be 50/50. That 50% is mostly the same through all classes but it's the simple things and the other 50% will be unique interactions, characters, and situations.

gunsmokegames

Most of the simple characters will have limited portraits. The medium ones will have a lot more variations and removable costumes, etc. Probably only the companions and certain unique characters will have a lot of variations and even costumes changes. I'll have to see, these ones don't take too long since all the clothing is just on another layer. Pretty much any female character will have a naked portrait version.

Anonymous

I love the updates! It's really getting me excited to see the first build.

gunsmokegames

Thanks, we really want to give Insiders the feeling like you are with us every step of the way. - SmokeShank

Krivvin Bailey

Wow damn. That Guard Captain. <3

Jake theberge

I like all the strong lady types im seeing. All the updates are helpfull too.

Crowsims

I like her. Sort of a Korra-Katara-Elisa mix up, with an original face and hair style. Loving all the new sketches also. Can't wait to see more and hear about the game. Glad to see you guys bouncing back :) And thanks for the email pack of art from Patreon :)

Valicore

remember to take some time out for bug fixes, the bigger the project the more problems that might arise.

gunsmokegames

Every Injustice build was released an hour after it had been done. This time around the design will allow us to close off a build, hopefully before the release for you guys. This will provide a buffer and allow us to get ahead of what you see. We can then bug fix without you experiencing much or any hiccups. This is the plan at least. Up until February's build will be worked on up to the last minute before release. But we will see how it goes. - SmokeShank

Valicore

well I am only saying this but to be mindful, Injustice was a single start point that had problems with certain interactions. This project has three start points with even though the same NPC's are the same interactions possibly, there could be hiccups with them because each start point has there own concept that could make different outcomes. I am not going against the idea of a buffer. Just take the experience from Injustice to know what the best course of action is.