Tuesday, April 22, 2014

Status

Just waiting to get the voice clips for the main character now. Once I get those I'll be ready to release the first demo.

In other news, I was drawing a lot today and trying some animation, and in doing so I finally found a method of drawing the body that I'm comfortable with. Part of my problem when it comes to art is that I'll spend a bunch of time trying new methods to draw correct anatomy, find one I like, and then not draw for weeks, bringing me back to square one. This time I want to remember and practice this method, so I might start uploading some quick animation doodles every now and then. Developing it while getting more comfortable with certain kinds of animation. (It'll mostly be H stuff, since I can loop it)

Perhaps if I start doing it daily, I'll start taking requests for pairings. Could be fun.

In other-other news, I'll be getting a medical problem checked out in a couple days. It's something that's been happening for the past year, but I've only identified it as a problem recently since it's been slowly effecting me more over time. I won't go into details, but let's just say I'm amazed I ever get any work done at all. I don't think it's anything life threatening (unlike last time), but it certainly wastes more of my time and focus.

Thursday, April 17, 2014

Progress

Well, got the whole GM thing sorted out. Sort of. But at least I can work -__-

Progress is going okay. If I can get in another good week like the first week of development, then the game will be finished before the month is up. However, I doubt that I'll meet that pace.

At the very least, I'm glad I started this game. Looking at the way things are going, the other game would have taken too long, and I'd have been in a bit of a tough spot eventually. I'll be much more confident to pick it up again once this is finished.

For now, to release the demo I need to put in the save function, place the savepoints, and place health.

The way I make games, I have unlimited health when I test them early on. Then, after the areas are put together, I do a run through and see where I tend lose health, and I make assumptions about where people are likely to have trouble. Then, I go through and add health where needed, try again, and get some people to play test. I also tend to make the difficulty I come up with for myself the hard difficulty, since I represent someone who is familiar with the game.

With checkpoints I used to think that I needed to have them before any area with new enemies. When some players see a new enemy they want to see what it's H-animation looks like, but if it's in the middle of a long section then they may not want to risk losing progress to see it. However, that sort of limits the level design, so I'm trying to work around it. One option is "unlocking" it for a gallery as soon as you see it or defeat it, but that assumes the player knows that the gallery/area even exists, so I need to make it clear early on.

Also, I may do one CG for the demo, but I don't know. I might just release it before then.

Anyhow, back to work. I may look into hiring a voice actor today, so I've gotta get that done.

Wednesday, April 16, 2014

T_T

Working on the game,
GM crashes.
Can't use it, can't fix it.

Formatted my computer.

GM works!
Working on the game,
GM crashes,
Can't use it, can't fix it.

Submit my license and get a Steam code for the Steam version
Code is invalid.

*Facedesk*

Sunday, April 13, 2014

Digital painting practice.

Was practising some digital painting today, trying to establish a sharp look.


Sure would be a lot easier to be proud of myself if not for...


*sigh*....

I'm sure that after that game's release, artist suicides went through the roof.