Developer Journal Weekly Report #18

Titania’s route is finally hitting the ground running. I’m about 2/3rds of the way through the second act and have finally figured out how I’m going to code into the 3rd act. It sometimes takes that long to get into the groove of writing, but now that things are cooking I really want to get everything done at once. I’m not really doing any more coding at the moment, and am starting a new set of assets I need for Titania’s route specifically, but it’s not going to be as intensive as the amount of work I needed done to get the first act done. Mostly a half dozen or so new cut scenes, maybe a couple of additional new sprites that I hadn’t thought to make before.

I’m also finally getting around to making the GUI not look so generic. I’m still looking up a few more tutorials to make it more snazzy, and I’m debating if I want to add more features like a gallery page or a jukebox, but I won’t worry too much about that until Scully is done with the majority of the soundtrack. I just need four more tracks to go, and with the updated GUI the Beta/Demo for wide release will be finished and anyone who wanted to play it but hasn’t yet will get the chance to see what the fuss is all about.

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Lastly I want to introduce the final romanceable character Pegi the Robot.

Pegi’s design took a bit of work because I knew what I wanted in terms of aesthetics but my earliest designs just didn’t work. I’m a huge nerd for retro futurism, and really wanted to incorporate that, and in fact, some of my first designs included Pegi having a Jetsons-style triangular collar. The problem was her earliest designs looked too young. I also wanted Pegi to not have traditional secondary female traits (ie, robot boobs) and with those first designs she just came off as a loli, which I didn’t want. Inspiration came when I based her joints and movements on Ball-Joint Dolls. It made her torso look like a crop-top and everything fell into place after that.

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