Sorry for the slight delay, just some life stuff keeping me away. I also apologise for forgetting to post these on the blog, that was just me being forgetful.
Player 2 joins the game
The most important thing at the moment is keeping development moving. Crimson’s not in a great place so, understandably, can’t work as much. As I mentioned back in the post-Brexit July Update, it’s likely he’ll have to find a full-time job soon in order to keep paying the bills, which leaves very little, if any, time for Carnal Souls.
However, there is some good news. Recently, on the Patreon, I introduced Vahn. He’s a professional game developer with experience in triple-A titles, and was actually the person who introduced me to Crimson to begin with. Well, now that he has a little more free time, he’s offered to work on Carnal Souls in what time he can spare. So, even in the worst case scenario we can still keep development moving forward.
Here’s Vahn’s own introduction, pasted from a recent Patreon update:
Looking forward to programming some games!
Since that was posted, Crimson and I have been getting Vahn acquainted with the code in more detail so that, once his new computer’s all ready to go, he’ll be in a position to begin work. If you have any questions for him or would like to just say hello, feel free to do so.
Faster, smaller, better
Crimson has been working as much as he can on optimising a lot of our current code, chiefly to make things easier for a second developer to work on it in tandem. Not only that, but it has cut a pretty huge chunk of code out, as well as making the game run much more smoothly. The new framework is now in place and working very nicely, and will make it much easier for Vahn to build on, as it makes the process of creating new GUI elements and other things relatively simple to plug into the code.
Furthermore, I’ve been going back to take another look at our user interface. Having now learned a lot about how Unity’s GUI system works, it’s become clear that the current designs aren’t really working to its strengths. Not only that, but the design itself could be better. Here’s the mockup for the new battle design:
Instead of using central elements that need to change position (such as the pop-ups, something which Unity doesn’t like doing, especially when resolutions change), this is based on employing simpler Vertical Layout Groups in locked positions. Not only that, but it leaves a lot more room to get an eyeful of the character art (in this case provided by the masterful Booster).
Being just the battle view, the main text box is more of a battle log than a readout of events. In the scene view (used for sex scenes, post-battle sex scenes, other scenes), I have something like this in mind:
We think it’s a much stronger design overall for scenes, and doesn’t require anything other than the basic tools provided by Unity to make it work. The final design may be slightly different, but we’re happy to aim for this.
For the sake of not making this too much of a wall, here are further mockups I’ve been working on if you’d like to take a look:
Timed Continue Button (planned to have its timer adjustable to taste)
Collapsed Fight Submenu, Status Effects Tray
Contextual Options, a planned feature for boss battles and other unique fights.
Inventory Screen (consumables, potion image taken from Everquest Next and used only as demonstration)
Inventory Screen (weapons, player attributes tab open and move previews)
So far we’re confident the new designs will be a lot easier to produce and maintain than the current ones. As always, your thoughts and feedback are welcome. Try not to pay too much attention to figures as a lot of them are just random examples.
Lastly, I drew up a quick concept for Maria Cauter – Detective Sergeant Ford’s right hand mare. You can read about her in the Codex, but to summarise, she’s a grouchy badass with a big sword and high standards.
I fully intend her to be sexable in-game, perhaps fully romance-able later on. She’s hard to impress and respects actions over words, and remains a loyal ally to Ford. I have ideas for a series of quests in which the player can join the Watch and assist Ford and his team in a number of important investigations, after which Maria may decide to leave the Watch in order to be with the player, depending on their actions.
That about wraps it up for now. As always, thank you so much to those supporting us on Patreon. Things are tough right now but they’d be a lot tougher without that support.
Until next time!