#also why did i shout out so many devs in this devlog
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๋࣭⭑ Devlog 36 | 11.26.23 ๋࣭⭑
:rises from the dead: I'm.... BAAAAACK!!!!!!
Long time, no talk (kinda) everyone! I hope you've been happy, healthy, and well since we last saw each other and that the wind-down for the year is being kind to you all <3
We have a lot to catch up on, so let's do just that ^^ This is.... so long. I'm really sorry in advance tbh---I thought I hadn't done much because break, but there's quite a bit to show.
It's been a while since a formal update on the routes, so I'll start by telling you all where they officially stand. Before I do, it might be helpful to tell you all how I define percentage completion in my head. Basically, when I finish the draft of a route, I consider it 70% complete. This means I could ship it as is. I wouldn't be happy with the product, but it's playable and makes enough sense---just not the best quality.
When Wudgey finishes their edits, a route is 80%-85% complete, meaning I could ship it as is. I think it'd be pretty good actually and players would be happy. Beyond this point, I am just making fine tuning edits to incorporate more player interaction, polishing the flow of things, etc.
After that, there's basically only Elm and Vi's edits left. When Elm finishes, a route is 95% complete. Again, I think at this point, it's good. Like edits from this point onwards are purely for polishing purpose. After Vi, it's 98% complete. Then the last review comes back to Elm and I for it to be 100% complete. Right now, this is where the routes stand:
Kayn: 98% Complete
Fenir: 95% Complete
Druk: 80% Complete
Etza: 60% Complete (Still working on their draft!)
Do Not ask me about Kuna'a or Aisa LFMASOEIDJ
So most of the routes are actually looking pretty good! They're just getting bounced around to different editors at this point, but the changes made for most of them are basically small. Fenir and Kayn especially could be shipped as is in my eyes if I really wanted to.
Art recently has mostly been focused on commissions. Vui actually is almost done with ALL of the BGs for Alaris!! Isn't that crazy?? In about a year, he was able to create almost 25 BGs with daytime variations!!! He's a phenomenal artist, and I couldn't be happier to be working with him. It's also a bit bittersweet (and alarming??) to know that part of development is already close to ending! q.q
The most exciting art update I have is that we got the GUI assets finished and I've started coding them into the game!! AAAA!! These were the final updated assets I needed, and seeing the fully revamped demo come to life has been so.... Emotional HAHA! It's crazy to see how far Alaris has come from when I was first making it with my little fingies and throwing things together like paper mache. I'm incredibly in love with how all the assets look together, and I couldn't be more grateful for the artists who helped me update the assets!
Updated History Log. Please say you like the dividers between entries---I'm most proud of those
I'm still making my way through coding everything, but here's a couple screen previews so you all can see how things now look in the game!!
First off, is the Dialogue/Choice Screen. You can see that we have a brand new dialogue box (She's Stunning) and Choice Screen! I'm hoping to add some sfx for the choices when you hover over them, and sfx for the new UI in general so there's more user feedback when you click and hover on things. But for now, enjoy this preview of the new dialogue box, choice screen, and the new personality indicators!
Updated Dialogue/Choice Screen: You can't see it as well in GIF format, but the BG also has particles floating around, so there's a tiny bit of animation going on in some of the BGs as well!!
Next, we have the Free Time Screen. I actually posted this on Twitter recently but I don't think I posted it on Tumblr! ISN'T SHE STUNNING... ESPECIALLY WITH THE NEW BGS.... I'm especially happy with the text animations that show up at the bottom when you hover over the different choices! I was inspired by a couple other devs (specifically GUI god, @siyo-koy, and renpy animation master @just-a-carrot) to start incorporating animation style elements into my GUI. And I really like how it adds a little ~something~ to the feel of everything ^^
Updated Free Time Screen: begging someone to say they like the text animation so I feel validated for finangling with it
Finally, for our last preview, we have the Save Screen! While it looks new obviously with the new assets, I also did a lot of backend coding revamping for how it actually functions since my coding experience is a bit better now compared to when I was first fighting for my life figuring out save/load screens. The biggest change for you all is that there are now chapter markers so save slots will tell you what chapter that save file is from! And instead of screenshots, it's now a custom icon inside that shows the chapter card. I think it'll make the save screen look more cohesive now and hopefully more intuitive as well!!
Updated Save Screen: With a sprinkle of updated Chapter Card screen preview
That was long. Are any of us surprised, considering I had two months' worth of devlogs piled inside of me, begging to burst from the seams?
Anyways. Only two miscellaneous updates. One is that all soundtracks have been completed for Alaris! Peter finished the last of them recently, and they're all beautiful!!! For ppl who love piano soundtracks... :holds hand in piano lover solidarity:
Other update is that I finally fixed that godforsaken sprite bug that was associated with the energy vision feature from the demo!!! FINALLY!!! AFTER.... SO LONG. Extremely huge thanks to @robobarbie for taking time out of their day to do that; everyone please say thank you!!!!! OGs know how long that bug was bothering me!!!! Robo also gave me a pretty new rain code, so I'm showing you how both look in the new demo so you can appreciate them with me!!
Last miscellaneous update is more on a.... logistical development level?? Basically, now that I have new GUI assets to code, that means I can get a beta build of the routes currently written out. I was feeling really overwhelmed by that idea because most of this year has been focused on writing and making assets, not really coding. Knowing that I can Code and get Playable Builds out to people was stressful because I have to divvy up my time a bit more.
After an extremely insightful talk with beloved and admired Esh of @steamberrystudio I decided I'm probably going to be shifting how development goes from here on out. Instead of focusing head low on getting as many words written for the remaining routes everyday, I'm going to be making smaller but consistent progress and spend the rest of my time coding so that I can have more of a continuous cycle of production going on (e.g., writing a bit, making playable builds, gathering playtester feedback, etc. instead of doing each stage in blocked, sequential order).
I'm mainly telling you all this because it means writing updates will probably seem slower from this point on, but I think production overall will be more efficient because of it! This is also exciting news for playtesters and/or early access backers/patrons because it means you'll have playable content in the near future for content outside of just the demo :')
have u all heard of wudgeous of herotome. of course u have. they r all i talk about at this point
No market research because I've actually been addicted to BG3 LFMAOLSDJF. Actually, I'm taking some inspiration from it for the personality mechanic but eh.
On a more important note, @herotome demo is coming out December 2nd!!!! PLAY IT WITH ME. Wudgey is my editor, so you might think I'm biased but I'M NOT!!! I WAS A FAN OF HEROTOME BEFORE WUDGEY EVEN WORKED W ME!!! They have an exception eye for detail and player experience, and they are actually one of the devs that inspired me to even get into game development.
I just know the demo is going to blow everyone's socks off. OG Herotome prologue build fans know exactly what I'm talking about. Please mark December 2nd on your calendar---you will not regret it.
This was so unbelievably long, but I hope it's appreciated since there was no real devlog update for a hot minute. As always, Thank you all for your patience and continued support. With the year ending soon, I'm getting wrapped up in my feels in usual Crescence fashion. I am a Cancer so no one is surprised.
Next month will probably be more of an end-of-year devlog rather than the usual format. I know the devlogs of late have been all over the place, but once we get into the new year, it will be back to business as usual! Hope you all have a wonderful end to your year; I'll talk to you soon! <3
#alaris#devlog#bitches don't stop talking#aka me i'm bitches#also why did i shout out so many devs in this devlog#usually its like only one#that one being seyl of ravenstar games who i share a codependent relationship with#SODIFJ
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