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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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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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January Update

Hey guys,

Hope all of your nonspecific holiday seasons were wonderful and you all had a good new year. I’ve been less proddy at the devs to give them some space to enjoy themselves and it seems like everyone did. Obviously I was not expecting great leaps in development over Christmas and new years.

For my part, however, I kept busy and avoided my family and it was a lovely Christmas all in all. Things did improve to a degree since my last update post; apologies it was so brief. I took on a commission to really push myself and see how far I’ve come as an artist, but also to prove to myself that I can still function as one in spite of my hip. Spent about three days on it, including most of Christmas day. Link to the images are at the bottom, it is highly NSFW and features hyper, lots of mess, and generally excessive everything. But also some nice textures, I think.
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December Update

Hey guys,

Bit late, my apologies. Work continues as mentioned last time, although everyone’s been at MFF having a much-needed and much-earned break for the past few days (except myself). Crimson and I have worked out a solid plan for the demo and precisely what features we need, trimming as much fat as possible (but saving said fat for later). I’ve been writing for it, I think I’ll be able to share something of that soon without spoiling too much.

I’ve also been working on art again, as much as I can do. Hip’s been bad as ever, it doesn’t like the cold, but I’ve been making steady progress. A few much-superior artist friends have been helping me with studies and learning colour better. People mentioned last time they’d like to see some of the commission and practice work, so here’s a few:
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Mid-March Update

Hey guys,

Slightly less than great news this week. We’re currently in a poor position due to needing Crimson to perform key updates, however they’re not in great shape. Crimson is still able to work, albeit slowly so as not to jeapordise their day job as well as an ongoing struggle with depression. Unfortunately this particular work is outside Goldie’s expertise, given it includes work updating systems Crimson created, and nor can we really build anything new until it’s done – since what we need to do for the next client update is dependent on what Crimson’s working on. Our little circle of developers are still looking at solutions and ways to help Crimson, but the end result is likely going to mean this part takes more time than we’d like. But, such is the life when operating on such a small budget. Crimson could easily ditch CS for an easier life, but none of us are beginning to entertain the idea of doing so. I can only thank you for your patience during this time, and hope you join me in showing support for an excellent and dedicated developer even when things are tough.

In the mean time, as the lovely Farlun pointed out, the Codex has been in need of some updating, so I’m currently in the process of doing exactly that. I’ll do my best to keep new things coming like lore and art in the interim. If there’s anything in particular you’d like me to focus on, feel free to submit ideas.

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February Update

Hey guys,

The past couple weeks have rather been absorbed by boring, but essential, housekeeping. Now that we’re moving into using Unity more prominently, as well as Unity assets, we’ve been taking care of the not overly simple task of getting all the devs up to the same basis.

We’re in the process of updating the codebase from v5.5.0 to 2017. And the tooling that’s available for 2017 is not the same, and doesn’t work as well, as 5.5.0, without having to modernise a lot of things. Whilst we can continue in 5.5.0, it would be better in the long term to update the engine and use the more modern, and more optimised, API. Especially in the use of assets, it’s rather essential everyone be on the same version so we’re not chasing extra bugs. And we all use Windows, Mac, and Linux, so it’s not been a simple affair.

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January Update (NSFW)

Hey guys,

Hope everyone had a lovely new year and holiday time, whatever your preferred choice of celebration. Here’s to an awesome 2018 for everyone. :)

As you might expect, we’ve mostly been enjoying some time off over the holiday. However, Crimson has been undertaking the process of merging all of Goldie’s progress, with Goldie’s help, which is an arduous task but needs to be done before we can release any new update, since it includes the now comprehensive Body system and functioning Producer/Director text systems. Once that’s squared away the next task is to improve the inventory screen and build a selection of demonstration TF items. On my end I’ll be writing the scenes themselves and getting fully to grips with our scene-building software.

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Mid-September Update

Hey guys,

Recently I’ve been working very hard on lore and the world. As mentioned in a previous update, I’ve been putting together something of a D&D campaign based in CS’s universe. As the players have been choosing characters, writing backstories, and asking questions, it’s resulted in a lot of world-development. Which is the whole point, but I’m very happy with the progress so far.

All races have been developed further, but Boven have gotten a lot of attention in particular. This has forced me to think in greater detail about their social dynamic. They live mostly in isolation in the mountains, pursuing lives of meditation, philosophy, poetry, and martial arts. Boven society is a collection of families, arranged in a organic heirarchy. The Bullyan family rests at the top, and has done for some time. A family’s standing in the community is based heavily on their daughters – well-endowed producers of milk, named Ambrosials.

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Mid-April Update

Hey guys,

Sorry for the delay. My main monitor, which serves as my primary art workspace, died. Was up a long time trying to fix it, but I fear it’s bit the dust. Just glad I got the game background image for Mistress Woodshank done before it happened. Goldie was away for a week, and (unrelated) my life rather fell to bits. So, while it’s not been a massively productive few weeks, with the exception of my workspace, things are on the mend. I’ve also been trying to give up smoking. Down from a pack to 2!

Anyway. I’ve updated the body system map, after some discussion with Goldie. The body system is one of the biggest puzzles to solve in terms of system design – it’s complicated, and needs to have capacity for change built-in. It also has to be cleverly organised so that the rest of our systems, like the director, don’t need to do a lot of work to get the data they need. It also preferably needs an interface built into the Unity editor, which will allow us a much greater ease in debugging later.

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April Update

Hey guys,

So, first up, work continues on the checklist for the next update. Crimson is currently focused on the UI, constructing a scripting hierarchy for various things and fixing the bugs introduced with the new designs. He’s also been getting the inventory screen functioning again, since work in other areas broke it. Goldie has been chipping away at a more finalised version of the battle logic, something that we can build on and add to. Various things have been fixed and several major pull requests successfully merged. To paraphrase: Work goes on, progress is being made.

Goldie and I have also been looking closely at the body ‘simulation’ system design. Admittedly we’re both eager to work on that, not only since it will be another huge step towards content, but also because a clever system there will allow us to do all manner of cool and hopefully sexy things. It will be the thing we focus on after we push the next update.

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