This is our monthly development diary, where you can read the latest updates on the project’s progress.
Last month we shared a preview of our search for a visual identity, discussed the stage of development we were at, and presented an (ugly) debug interface featuring the programming of incidents and heroines.
Our goals for August were to conclude the visual style study and finish most of the core programming, and we’re delighted to share that we’ve more than achieved them.
To reveal the new images, what better way than to use the words Luz wrote to us when she sent them?
And now, a burst of different kinds of sparkles
We hope you like the ‘brilli-brilli’ (sparkly-sparkly), because it’s here to stay.
To which the immediate response was:
All the sparkles are fully approved
This is a selection from one of the tests we’ve been working on to define our visual identity. We’ll move on to backgrounds and other visual elements next to decide which ones work best together.
On her side, Bea has been focusing on the programming to get all the systems up and running. In the previous post, we mentioned that the narrative flow system had been implemented, but we weren’t able to show it because the necessary user interfaces (UI) hadn’t been programmed at that time.
Interfaces are now ready to be functional (though not pretty; they’re still rather ugly), allowing the game’s main loop to run from the main menu right through to the end of the game.
In addition, we’ve implemented an initial bond system where heroines unlock conversations between them using a rank system.
Before sharing with you some videos, a quick reminder:
DISCLAIMER: Neither the text, nor the backgrounds, nor the textures seen in the videos are part of the final product.
We’re sorry that the videos are in Spanish, as we are currently using the interfaces for testing. We will translate the videos into English when we release more definitive ones in the future.
So, what are our next steps?
With Rocío and Ana joining the team, it’s time to dedicate a whole month to pre-production tasks, objective definition, and production planning.
What does this mean? September will be packed with meetings aimed at answering any remaining questions about the prototype design that we want to offer you before the Kickstarter campaign.
Regarding the art, as we’ve mentioned, we need to work on the backgrounds and the consistency of all the visual elements.
In terms of the narrative, we need to delve deeper into the world-building in order to define various story elements that will be needed for the initial writing, and even needed for designing some of the gameplay mechanics.
Finally, there are several programming systems that need to know the final game design in order to be considered complete.
There’s still a lot of work to be done, so that’s it for the August devlog, and remember,