Mid-September Update

Hey folks,

Apologies that it’s another quiet week. Crimson’s been difficult to get hold of, which can only mean that their actually paying job is demanding all their time. For myself, I’ve had a rather large adjustment to my pain medication which, finally, actually seems to be making a difference. Until I adjust it leaves me permanently dozy and fatigued, however, once that passes I plan to use the new focus it allows me to try and relearn some programming. That way, maybe, even in slow times I can also help push things forward.

That aside, it’s given me the ability to do some drawing again:

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September Update

Hey guys,

Sadly not a lot I can bring to you this week. Most of our improvements since last time aren’t things that can be shown with screenshots, and Crimson has had to focus on work a little more recently following their period of sickness in order to play catch-up. For myself I’ll be needing to make more appointments as the new drug I was trialing has offered no improvements at all, only a lot of wooziness and fatigue.

So, instead, I’ll talk a bit about what our next objectives are. After a battery of design refinements to the map view to make it more usable and intuitive, the next goal is to make it possible to visit interiors for locations. This’ll mean being able to visit shops, NPC’s homes, temples, guildhouses, brothels, etc.

As I think I mentioned before, I want to make it possible to be at a location as well as in a location. By that I mean standing on the doorstep to a locked building, perhaps to wait until it opens or in order to break in, or perform some action outside. This isn’t difficult to do at all, Crimson just needs to focus on work for the time being, but hopefully we can get you guys some more juicy updates for the next one.

If you guys have ideas for locations in Sunrest City like shops or establishments, I’d love to hear about them here.

Mid-August Update

Hey guys,

Crimson got pretty sick recently which hampered their recent progress somewhat. I could wait a couple days and have more to show you then, but I dislike having late updates. Now that the weaver of black magic code is feeling better we should have more to show you in the next one, but for now, enjoy these screenshots of the progress since last time:

[​IMG]

We’ve tightened up the GUI here a little bit since last time. Better colours and labels which remain clear however far/close you zoom in, and the districts remaining visible whether you mouse over them or not. The POI and district view has also been improved considerably, pictured below, including a marker to denote the player’s current location.

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August Update

Hey guys,

Firstly, apologies for missing the last update. I’ve been put on some new drugs that rather knocked me for a loop. Gradually growing used to them, but still waiting for them to do any good.

But, in a surprise turn of events, progress has happened. Crimson had some ideas about how to get things moving. It’s experimental, for now, but thus far seems to be working well for us. In a short time Crimson and I have put together a very rough but functional map for navigating Sunrest City, which is where the prologue of the game will take place.

Here are some screenshots of a few of Sunrest City’s 24 districts:

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July Update

Hey guys,

Our dev-in-training’s education is coming along nicely. Thus far he’s doing great, has bought books to study and is giving himself a firm grasp of the fundamentals. He’s a trained and qualified lawyer for his day-job, and tends towards hard study and book-learning to get results – I would assume passing the Bar Exam does not come without a good study practice. Soon we think he’ll be ready to take on more specialised tutelage. I’ve a great deal of respect and gratitude since he’s doing this mainly to help us, so I hope you’ll understand it’s not a quick process. Finding a trustworthy and diligent person willing to work on our game for nothing in return is quite the miracle, even if it takes some time.

For myself, it’s been a tough couple weeks. The heat brings humidity and humidity tends to bring more pain than usual; I’ve not been able to stand for longer than a few minutes. I have an appointment on the 8th to figure out possible better solutions for pain relief, so we’ll see what the brings. So, my apologies that there’s no new art to show this week. Also to our Lord Inquisitor, as I’ve left his recent lovely Random Question Threads unanswered.

As always, we’re in it for the long haul. It’s not a quick fix, but I’m hoping a long-term benefit for us.

Until next time!

Mid-June Update

Hey guys,

Apologies for the late post. Got a little sick the last couple days, but I’m feeling better now. Special thanks to @NizzJipple for their nice morale-boosting tweets. <3

So, some good news to start with. I recently heard from a friend of mine who had been radio silent for over a year as he dealt with medical issues. Already a networking programmer, he’s always wanted to learn Unity and game development, and with lots more free time, he’s begun doing just that so that he can specifically help us out. It may yet be a little while before he can work directly, but if he’s anything as committed as Goldie, he’ll be a great asset to us. Crimson has also kindly offered their tutelage and guidance. I’ll keep you all informed of his progress.

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June Update

Hey guys,

This week Crimson and I have discussed an idea they’ve had concerning our dialogue system. Previously the plan has been to employ a Unity asset called Dialogical to map out branching dialogues, but Crimson has had solid ideas on how we can create tools to do the same thing, only better suited to our game, most notably in allowing a large degree of the dialogue itself to be generated via plain text and then represented graphically. This’ll mean it’ll be possible for any writer to plot their own dialogue to a degree, rather than relying solely on us developers to interpret and ‘plug in’ everything. It also means that we’re also not relying on any third party developers – we’ve already faced problems with our hexagonal mapping tools by its creators seemingly vanishing from the earth, but thankfully Unity itself now has its own hexagonal map tools in-engine that we’ll be making the switch to. This gives us much more control, and Crimson is confident that the work involved in doing so is about the same as it would be to program Dialogical to conform to our needs.

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Mid-May Update

Hey guys,

After a little inspiration, the team and I have been doing our best to make progress in spite of hellish work schedules and Crimson being sick lately. We’re determined that whatever we make is high enough quality to support long-term development, putting everything we’ve made together in such a way that we spend as much of our little available time on progress and not fixing rushed work. I know that it’s slow, but there’s little I can do when our lead developer needs to work practically every hour of the day, every day, just to make ends meet. I’m doing my best to help with that through commissions after what I need to support myself.

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May Update

Hey guys,

Apologies this one’s a bit late. Crimson’s currently in the midst of dealing with a heavy deadline in their job. Given that they’re essential to progress we’ve had to wait to hear from them, but thankfully they had a minute to refresh the site’s certificate again. I was hoping I’d have more to update with this week, but it seems the workload was more than expected.

As promised, here are some things I’ve been working on:
NSFW. Finished large tiger man:
https://i.imgur.com/wvrzjN1.png

NSFW. Testing new brushes on my maned wolf. More hyper:
https://i.imgur.com/rkZGIiN.png

I’ve also got the next Date Night commission and a collaborative YCH auction with a friend of mine to keep me busy. Hopefully if I can continue this amount of work I’ll be able to help out Crimson more soon. Watching Game of Thrones again has been very inspiring for CS; it’s given me a lot of new ideas I want to include in my story and in the game world, most notably powerful houses/families and their interactions with one another.

Sorry there’s not more to this update. With any measure of luck there should be more for the next one.

Until next time!

Mid-April Update

Hey guys,

Since the last update I’ve been fairly productive, completing a few commissions, writing, and attempting to keep up with my physiotherapy. Writing-wise the story for the prologue is all mapped out, we’re just waiting on Crimson to have a moment to go over it with Goldie. Crimson has a deadline this week for their job, so with some luck after that they should have some time for us. I’ve also been writing more on that larger story that’s serving as a great exercise in world-building, which will I think be its own standalone story serving as background on a lot of the characters you’ll be able to meet in the game.

Some of you have requested in the past that I post non-CS related art I do here, so here are some of the commissions I’ve been working on:

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