#dev update
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merrycrisis-if · 11 months ago
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Merry crisis announcements! 🎉
Upcoming chapter
I'm 95% done with writing the next chapter of Merry Crisis (i.e. 27th Dec) and it's already a banger at 56k words!
Features
The lead-up to the Nat surprise(!!)
Visit the columbarium with your family (to commemorate your grandparents 👴👵), and relive some childhood memories! <flesh out your MC's family life!>
Skip the columbarium family trip and have lunch with Qiu (at their workplace 💼🌶) or Shay (includes an optional boxing 🥊 session, and potentially meet someone dear to them 🍲). Or play boardgames with Joony 🎲 instead!
Meet Qiu or Shay at a 'winter'-themed funfair/carnival in the evening (or save it for a future Nat date)🧸🎄🍻 <win stuffed animals, drink mulled wine, sit on the lawn and... experience... snow(?)>
Release dates
Early: 22 Mar
Public: 5 Apr
Call for Beta-testers
Merry Crisis has reached a really substantial word count (past 200k with this new chapter), so it's about time I started editing it more systematically! :)
I would love to get a couple of beta testers involved, so do drop me an email at [email protected] if you're interested to help beta-test the newest chapter and the entire IF!
If you have noticed some errors, do also drop them here (much appreciated!)
Sneak peak scenes
As you guys know, I was meant to publish an early sneak peek for Qiu's lunch scene a long time ago--and it just took a long time to take shape.
I'll be releasing not just Qiu's lunch, but also Shay's lunch, and both will be fully interactive. You will need to do a quick input of your MC's/Qiu/Shay's pronouns though.
Release dates
Early: 15 Mar
Public: 22 Mar
Love, Allie
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apt502-if · 1 year ago
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— January 2024
Hello! I've never done a post like this before but :p I thought it would be helpful to start keeping people updated. Right off the bat: this next update is going to big.
Chapters (or episodes) that have to do with MC's job will always be big because I have to code 7 different routes essentially and they're all different, but this next update has an additional branching route so yes it will be meaty. The plot is slowly unraveling and there wasn't much flirting or romance opportunities in the demo so I'm excited to slowly add that in. MC is still reeling from their breakup so I've been trying to find a good balance between the story and the routes. It's been very fun :P Rainn has been a little bit of the main character but that can and will obviously change with the choices.
When I first opened this I did say they make take a while since there's a lot of flavor text and variations! Thank you everyone for your patience.
I hope to get it out ASAP but there's a lot to sift through. I've been editing the demo and changing a few things, adding more variable and choice opportunities for more flavor text so I hope it's worth the wait when I update the demo! I apologize for not being active on Tumblr but my day job takes a lot of my time and I'd rather spend my free time writing and then answering questions after dropping an update. I will try to be around more.
Oh. Also m!Cal has a new name: Callum. He goes by Cal for short heh. Now we have Calliope and Callum. YAY! Just thought I'd throw that in there.
TLDR: want to drop the update soon and it will be pretty big :P
That's all really. Last but not least, thank you for 4,000 followers! That's a lot of people! I hope you guys like what I have planned next :>>
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thescarsilivewith-if · 4 months ago
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Small update on the game. The writing process is still slow, however I have taken a decision which I hope will lessen the weight of development. It is a suffered choice, but I will write and release the story with only one romance route, Naja's.
I deeply love the other ROs, but Naja's storyline is so deeply intertwined with the Monarch's, and they are such a popular RO, that I feel this is best for me and for the game.
I hope you all understand.
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mythaura-blog · 25 days ago
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Development Update - December 2024
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Happy New Year, everyone! We're so excited to be able to start off 2025 with our biggest news yet: we have a planned closed beta launch window of Q1 2026 for Mythaura!
Read on for a recap of 2024, more information about our closed beta period, Ryu expressions, January astrology, and Ko-fi Winter Quarter reward concepts!
2024 Year in Review
Creative
This year, the creative team worked on adding new features, introducing imaginative designs, and refining lore/worldbuilding to enrich the overall experience.
New Beasts and Expressions: All 9 beast expression bases completed for both young and adult with finalized specials for Dragons, Unicorns, Griffins, Hippogriffs, and Ryu.
Mutations, Supers and Specials: Introduced the Celestial mutation as well as new Specials Banding & Merle, and the Super Prismatic.
New Artist: Welcomed Sourdeer to the creative team.
Collaboration and Sponsorship: Sponsored several new companions from our Ko-Fi sponsors—Amaru, Inkminks, Somnowl, Torchlight Python, Belligerent Capygora, and the Fruit-Footeded Gecko.
New Colors: Revealed two eye-catching colors, Canyon (a contest winner) and Porphyry (a surprise bonus), giving players even more variety for their Beasts.
Classes and Gear: Unveiled distinct classes, each with its own themed equipment and companions, to provide deeper roleplay and strategic depth.
Items and Worldbuilding: Created a range of new items—from soulshift coins to potions, rations, and over a dozen fishable species—enriching Mythaura’s economy and interactions.
Star Signs & Astrology: Continued to elaborate on the zodiac-like system, connecting each Beast’s fate to celestial alignments.
Questing & Story Outline: Laid the groundwork for the intro quest pipeline and overarching narrative, ensuring that players’ journey unfolds with purposeful progression.
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Code
This year, the development team worked diligently on refining and expanding the codebase to support new features, enhance performance, and improve gameplay experiences. A total 429,000 lines of code changed across both the backend and frontend, reflecting:
New Features: Implementation of systems like skill trees, inventory management, community forums, elite enemies, npc & quest systems, and advanced customization options for Beasts.
Optimizations and Refactoring: Significant cleanup and streamlining of backend systems, such as game state management, passive effects, damage algorithms, and map data structures, ensuring better performance and maintainability.
Map Builder: a tool that allows us to build bespoke maps
Regular updates to ensure compatibility with modern tools and frameworks.
It’s worth noting that line changes alone don’t capture the complexity of programming work. For example:
A single line of efficient code can replace multiple lines of legacy logic.
Optimizing backend systems often involves removing redundant or outdated code without adding new functionality.
Things like added dependencies can add many lines of code without adding much bespoke functionality.
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Mythaura Closed Beta
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We are so beyond excited to share this information with you here first: Mythaura closed beta is targeted for Q1 2026!
On behalf of the whole team, thank you all so, so much for all of the support for Mythaura over the years. Whether you’ve been around since the Patreon days or joined us after Koa and Sark took over…it’s your support that has gotten this project to where it is. We are so grateful for the faith and trust placed in us, and the opportunity to create something we hope people will truly love and enjoy. This has truly been a collaborative effort with you and we are constantly humbled by all of the thoughtful insights, engaging discussions, and great ideas to come out of this amazing community of supporters.
So: thank you again, it’s been an emotional and amazing journey for the dev team and we’re delighted to join you on your journeys through Mythaura.
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Miyazaki Full-Time
Hey everyone, Koa here!
We’re thrilled to share some news about Mythaura’s development! Starting in 2025, Miya will be officially dedicating herself full-time to Mythaura. Her focus will be on bringing even more depth and wonder to the world of Mythaura through content creation, worldbuilding, and building up the brand. It’s a huge step forward, and we’re so excited for the impact her passion and creativity will have on the project!
In addition, I’ve secured 4-day weeks and will be working full-time each Friday to dive deeper into development. This extra push is going to allow us to keep moving steadily forward on both the art and code fronts, and with Miya’s expanded role, the next year of development is looking really promising.
Thank you all for being here and supporting Mythaura every step of the way. We can’t wait to share more as things progress!
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Closed Beta FAQ
In the interest of keeping all of the information about our Closed Beta in one place and update as needed, we have added as much information as possible to the FAQ page.
If you have any questions that you can think of, please feel free to reach out to us through our contact form or on Discord!
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Winter Quarter (2025) Concepts
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It’s the first day of Winter Quarter 2025, which means we’ve got new Quarterly Rewards for Sponsors to vote on on our Ko-fi page!
Which concepts would you like to see made into official site items? Sponsors of Bronze level or higher have a vote in deciding. Please check out the Companion post and the Glamour post on Ko-fi to cast your vote for the winning concepts!
Votes must be posted by January 29, 2025 at 11:59pm PDT in order to be considered.
All Fall 2024 Rewards are now listed in our Ko-fi Shop for individual purchase for all Sponsor levels at $5 USD flat rate per unit. As a reminder, please remember that no more than 3 units of any given item can be purchased. If you purchase more than 3 units of any given item, your entire purchase will be refunded and you will need to place your order again, this time with no more than 3 units of any given item.
Fall 2024 Glamour: Diaphonized Ryu
Fall 2024 Companion: Inhabited Skull
Fall 2024 Solid Gold Glamour: Hippogriff (Young)
NOTE: As covered in the FAQ, the Ko-fi shop will be closing at the end of the year. These will be the last Winter Quarter rewards for Mythaura!
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New Super: Zebra
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We've added our first new Super to the site since last year's Prismatic: Zebra, which has a chance to occur when parents have the Wildebeest and Banding Specials!
Zebra is now live in our Beast Creator--we're excited to see what you all create with it!
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New Expressions: Ryu
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The Water-element Ryu has had expressions completed for both the adult and young models. Expressions have been a huge, time-intensive project for the art team to undertake, but the result is always worth it!
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Mythauran Astrology: January
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The month of January is referred to as Hearth's Embrace, representing the fireplaces kept lit for the entirety of the coldest month of the year. This month is also associated with the constellation of the Glassblower and the carnelian stone.
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Mythaura v0.35
Refactored "Beast Parties" into "User Parties," allowing non-beast entities like NPCs to be added to your party. NPCs added to your party will follow you in the overworld, cannot be made your leader, and will make their own decisions in combat.
Checkpoint floor functionality ironed out, allowing pre-built maps to appear at specific floor intervals.
The ability to set spawn and end coordinates in the map builder was added to allow staff to build checkpoint floors.
Various cleanups and refactors to improve performance and reduce the number of queries needed to run certain operations.
Added location events, which power interactable objects in the overworld, such as a lootable chest or a pickable bush.
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Thank You!
Thanks for sticking through to the end of the post, we always look forward to sharing our month's work with all of you--thank you for taking the time to read. We'll see you around the Discord.
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catcantnavigate · 1 year ago
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it them!! yingxing didnt take as long as i thought i think
i have a vague idea for what i want to do but not enough to be able to write anything down yet but im gonna keep it really simple cuz im not very good at writing
i’ll work on jingliu and baiheng next and then i’ll figure out the background stuff later
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allieebobo · 2 months ago
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Hiya everyone! ❤️
I'm starting a new thing where I do a monthly dev log to keep everyone a little peek behind the curtain on what's been cookin'. 
I love the community that has been built around these Interactive Fiction games so, so much, and although I'm not as good on social media as I should be, one thing I'd like to  prioritize is giving y'all a glimpse of the development work!
Read it here!
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dreamtydraw · 4 months ago
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That enough reference Aissata- I need to work on other sprites....
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jamesshawgames · 6 months ago
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Long time no see...
So this account is basically dead now, but I hope you are all doing well! I'm fine: about to move to a new country, getting on well in my Other Job. Although I have given up on ChoiceScript, I haven't given up on writing stuff, and I will hopefully have a new cyberpunky project to announce over the next few months! (No concrete details yet, I'm afraid). In the meantime, as a cryptic teaser, here are some fake corporate logos I've been working on recently for the Mystery New Project:
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pillowfort-social · 1 year ago
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Site Update - 2/9/2024
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Hi Pillowfolks!
Today is the day. Post Queueing & Scheduling is finally here for everyone. Hooray! As always we will be monitoring closely for any unexpected bugs so please let us know if you run into any.
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New Features/Improvements
✨ *NEW* Queue & Schedule - One of the most highly requested features has finally arrived at Pillowfort. Users can now effortlessly Queue or Schedule a post for a future time.  
Queue helps keep your Pillowfort active by staggering posts over a period of hours or days. Just go to your Settings page to set your queue interval and time period.
How to add a post to your queue: 
While creating a new post or editing a draft, click on the clock icon to the right of the “Publish” button and choose “Queue.” Then click “Queue” when you’re ready to submit the post.
Schedule assigns a post a specific publishing time in the future (based on your timezone you’ve selected in Account Settings). How to schedule a post: 
While creating a new post or editing a draft, click on the clock icon to the right of “Publish” and choose “Schedule.” Enter the time you wish to publish your post, click on “Submit” and then click “Schedule.” 
How to review your queued & scheduled posts: 
On the web, your Queue is available in the user sidebar located on the left side of the screen underneath “Posts.” (On mobile devices, click on the three line icon located on the upper left of your screen to access your user sidebar.)
Note: the “Queue” button will only display if you have one or more queued or scheduled posts.
A CAVEAT: It is not currently possible to queue or schedule posts to Communities. We do intend to add this feature in the future, but during development it was determined that enabling queueing & scheduling to Communities would require additional workflow and use case requirements that would extend development time when this project has already been delayed, and so it was decided to release queue & scheduling for blogs only at the present time. We will add the ability to queue & schedule to Communities soon after the Pillowfort PWA (our next major development project) is complete.
✨ End of Year Fundraiser Reward Badges: End of Year Fundraiser Rewards Badges will begin to be distributed today. We'll update everyone when distribution is done.  
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✨ End of Year Fundraiser Reward Frames: As a special thank you to our community for helping keep Pillowfort online we have released two very special (and cozy!) Avatar Frames for all users. 
As for the remaining End of Year Fundraiser Rewards - we will be asking the Community for feedback on the upcoming Light Mode soon. 
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✨ Valentine’s Day Avatar Frame: A new Valentine’s Day inspired frame is now available!
✨ Valentine’s Day Premium Frames: Alternate colors of the Valentine’s Day frame are available to Pillowfort Premium subscribers. 
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✨ Site FAQ Update - Our Site FAQ has received a revamp.  
Terms of Service Update
As of today (February 9th), we are updating our Terms of Service to prohibit the following content:
Images created through the use of generative AI programs such as Stable Diffusion, Midjourney, and Dall-E.
An explanation of how this policy will be enforced and what exactly that means for you is available here: https://www.pillowfort.social/posts/4317673
Thank you again for your continued support. Other previously mentioned updates (such as the Pillowfort Premium Price increase, Multi Account Management, PWA, and more) will be coming down the pipeline soon. As always, stay tuned for updates. 
Best, Staff
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mxrp-official-steve · 24 days ago
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Your Janurary 2nd PARPdate: Hex in a pair of baggy overalls and a hardhat covered in soot edition.
It's been a few months- how about some CONTENT?
With The Troubles have subsided for the time being, Hex has been hard at work hammering out goodies for the Dreambubble update that will then be expanded into the Msparp Update. Rapid-fire lets GO:
Login screen with form validations and visual parity with DB1!
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Logging system looking GOOD!
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DARK THEME WORKING
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A toggleable automatic contract adjuster!
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Quirking system ported from dreambubble!
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The BBCode system! Quirk compatible, just like back in the old country!
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BONE (will be usable with [bone]text[/bone] or [font=Bone]text[/font] !)
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Gradients! WITH a new input!
This one is
[gradient=red,orange,yellow,green,blue,indigo,violet]example text[/gradient] OR [gradient=rgb(255,0,0),#ffff00,black]example text[/gradient]
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Formatting expansions!
Tooltips!
[tooltip="this_is_a_tool_tip"]Example[/tooltip]
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Dividers!
[div]
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Dividers WITH TEXT
[div]DIVIDER WITH TITLE[/div]
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These also work with both color and gradient tags!
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Popouts! Good for chat descriptions! This one is: [modal buttonText=Rules] [div]RULES[/div] [gradient=red,orange,yellow,green,blue,indigo,violet,rgba(0,0,0,0)]Be Kind[/gradient] [/modal]
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Countdowns! This one is [countdown=1734422353] The number represents a unix timestamp! https://www.unixtimestamp.com/
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Text bubbles! left: [bubble]text[/bubble] right: [bubble_r]text[/bubble]
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Pop-outable text preview! Good for super long posts!
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Tables!
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This cool new thing where if you're scrolled up and a new message is sent, the bottom of the window changes color to match the text color of the new message!
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Hex also got the presets ported and the basics of the character system set up!
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Of note is that Hex has also set up a RUDIMENTARY TEST CHAT for DB2, available HERE:
Keep some things in mind though:
Some of the BBCode is broken
Nothing is saved to the database, only 100 messages are visible at a time because all the others get deleted.
clicky the funny box on the right to change characters
We'll have a better how-to BBCode guide up when DB2 is ready to go live (or sooner!), but that's how it's looking for now. MAN this was a lot of stuff. Hope you all had a fantastic holiday season and an excellent new year.
And thanks for sticking with us, it means the world!
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forevergoldgame · 5 days ago
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Episode 1 Progress Update, Part 2
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We're in the process of putting all the story scenes we've written in-engine! As we go, Dan's hacking through the remaining art assets, and I'm tying up some loose ends related to systems and variable storage.
Keep reading for more details!
Writing, writing, writing
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At this point, the draft mentioned in the previous update has been more or less fully realized. There's still plenty of editing to do, of course, but the episode's narrative is complete aside from a collection of short variable scenes.
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We won't reveal too many specifics just yet, but the scope of Episode 1 will take you from Quincy's last day as mine inspector through to the christening of the Prince's Convoy. Along the way, you'll meet most everyone from the demo (save for Oscar and Imani) as well as a few characters you haven't, make foundational choices about the kind of man Quincy is, and actually get a proper introduction to the setting and conflict.
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Changes to: art, character designs
You may have noticed some of the portraits in these screencaps are different from the demo. Once Episode 1 is out, it will be much harder to make design changes, and so we've decided to take the opportunity to revise a few character designs we weren't happy with. Nothing too crazy, but you might see a change of hair style or color here and there.
Art updates might happen here and there throughout development as Dan's work evolves, but the character designs themselves are less likely to such alterations after release. (Not counting diegetic changes in appearance, of course.)
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[PICTURED: Dan's faltering suspension of disbelief over Lucas's ability to continuously dye his roots while traveling. ]
Changes to: systems, traits, and more
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As we wrote Episode 1, I spent a lot of time rethinking the back end. Writing an entire episode gave me perspective on how the systems I wrote for the demo did and didn't work. I could talk at length about this, but most of said systems (like experience/leveling and reputation) were not represented in the demo due to its small scope. Seeing as no one would really understand or appreciate the details, I'll try to keep it brief instead.
LEVELING: Originally, leveling was going to be based on earning experience points. EXP would be awarded for completing quests and attempting skill checks, but we found that pacing an EXP curve in a game like this was a lot of work for a system which is ultimately at odds with a story based more on "narrative" than "winning." In the end, we did away with the concept of EXP in favor of a leveling system that is tied to main story progression.
REPUTATION: You may recall from the demo that Quincy's statistics listed a few different reputation continuum: rebel or orthodox, apathetic or ambitious, and so on. These were going to be tallies that kept track of the player's cumulative actions so that the system could easily calculate how certain characters felt about Quincy in a somewhat organic way. However, once we got writing, we realized the system was needlessly complicated, full of logistical holes, and redundant with other decision tracking handled by other parts of the system. And so, I replaced it with...
IDEALS: Ideals are somewhat like traits in that they alter text pertaining to Quincy's inner monologue and offer the player special dialog options. However, unlike traits, Quincy's ideals are somewhat malleable. If a Quincy with the "earnest" ideal continuously lies at every opportunity... well, eventually someone will notice.
AFFINITY/FRIENDSHIP: Much like reputation, the affinity system from the demo was both overly complicated and too simple to do what it needed. We knew we wanted something more organic than the standard "you completed my sidequest so now I'm in love with you because you're the main character" RPG approach since Forever Gold is more story-based, but the solution I came up with... was stupid.
I won't say how the new affinity system works - it'd spoil some of the magic if I told you exactly what actions the game was tracking and why - but it's simple on the back end while having enough complexity to create interesting roleplaying.
TRAITS: Traits have largely remained the same but have gained more importance as other systems shifted. In addition to the eight available to choose in the demo, there are three more to see in Episode 1. A few of them have been tweaked or renamed for clarity: the two traits that shared the name "Haretouched" are now called "Pariah" and "Maverick" to prevent confusion, and "Cleithrophobic" has been expanded into "Wilding" so that it better acts as a parallel quirk to Plutonist.
BETTER TOUCH CONTROLS FOR MOBILE + SMOOTHER NAVIGATION FOR DESKTOP: As it says on the tin. A lot of navigation that felt like it should have been swipeable on mobile or scrollable on desktop wasn't. But it is now!
In closing...
We're getting there. Man are we getting there. We've been pulling crazy hours on this lately.
-LS
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ofna · 2 years ago
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Hey everyone, sorry for the silence! I’m in consulting and have sadly been stuck working crazy hours since I got promoted in October
I also got married 2 weeks ago (!!) so I have not had much free time to write on the weekends either. It was 3 separate days of ceremonies and a lot of fun, but I’ll be happy to never do anything like that ever again
I actually just got back and started some edits for an additional branch in the last chapter (staying in alone instead of going out with everyone else). Chapter 8 is also about 30% done according to my outline, although it’s been a hot minute since I’ve been in there
Sorry for the lack of communication. For me, the longer I go without progress, the more pressure I feel to have ✨huge news✨ and a definite date for new content before I post anything at all again. I know it’s frustrating when authors drop off the face of the earth, apologies 💗
Tentatively, I hope to finish up the next chapter by the end of July 🤞
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apt502-if · 1 year ago
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— February 2024
I am working on the story! LOL :P I wish I could say more but it's a slow process. I want to release it as soon as possible. This is not really an update but since work keeps me busy and I can't be as active with questions as I wish to be I wanted to tell everyone that I am working on Episode 1 bit by bit :> Having a day job sucks but such is life!
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skgtp-vn · 1 year ago
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Aaaaaand here we have it: the first part of the demo is up! Enjoy! ^^
Reminder: it is not for minors!
Pls lemme know if you run into any issues when playing or downloading 🙏
Happy new year, y’all!
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mythaura-blog · 3 months ago
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Development Update - October 2024
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Hi folks, Miyazaki here bringing you an update for Mythaura's development for the month of October! We've got some species change mechanics, super cute expressions for Hippogriffs, a rich new color for your beast creations, the Ko-fi results for the Fall Quarter Ko-fi Rewards, and some astrology.
Additionally: Koa, Sark, and I have been very busy the past month scoping out the remainder of the work that needs to be done in order to support Mythaura's initial launch. We're building in plenty of buffer to account for any unforeseen work that will need doing as well as any issues that may crop up.
We're really buckling down to get Mythaura to a point where we can bring in our Beta testers and get this game into a playable state. We've come a long way in our development journey and are so thankful to have had you all along for the ride.
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Changing Species: Soulshift Coins
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One of our biggest goals with Mythaura is to grant users the ability to customize their Beasts to be exactly what you want them to be. To that end, we've created our species-changing items: Soulshift Coins.
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Functionality
There will be one coin for each species; Tier 1 Beasts (Griffins, Unicorns, Dragons) will have bronze coins, Tier 2 Beasts (Quetzals, Kirins, and Hippogriffs) will have silver coins, and Tier 3 Beasts (Ryus, Perytons, and Basilisks) will have gold coins. We are also planning to have a Jade Soulshift Coin, which would randomize the species of the Beast that it is used on.
These single-use items will change a Beast's species, so long as they are not in a Wild Area or in battle. They can be used on both young and adult Beasts. They can also be used on expecting Beasts, but will not impact the species of the unborn offspring.
Immediately upon use, the Beast will have their secondary Element changed to match the new species (if applicable). All Skill Tree points are reset and all equipped glamours and apparel not supported by the new species will automatically be uneqipped and sent back to the player's inventory.
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Acquisition
All Soulshift Coins will be obtainable with in-game currency. Access to the different tiers will be tied to the New Game cycle that the player is in:
Players in the base New Game will be able to purchase Soulshift Coins for the Tier 1 species
Players in New Game+ will be able to purchase Soulshift Coins for Tier 1 and Tier 2 species
Players in New Game+2 and beyond will be able to purchase Soulshift Coins for Tier 1, Tier 2, and Tier 3 species
Tier 2 and Tier 3 Soulshift Coins will also be available through other gameplay means, like Seasonal rewards and the Weekend Traveler's inventory. Soulshift Coins that show up in the Weekend Traveler's inventory may end up being purchased with premium currency. We're still figuring out the details there, but rest assured that there will be multiple ways for players to acquire these species-changing items!
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New Expressions: Hippogriffs
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Koa and our talented art team have wrapped up drawing each of our available Specials, Supers, and Mutations on the expressions for both the young and adult Hippogriffs. These headshots will appear whenever a Hippogriff shows up in dialogue.
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New Color: Porphyry
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Named for the igneous rocks that they resemble, our color wheel's newest addition, Porphyry, is a rich red-brown with purple highlights. We encourage you to play around in the Beast Creator to come up with some fun new Beast designs!
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Ko-fi Fall Quarter 2024 Winners
Thank you to all the Ko-fi sponsors who voted for the Fall Quarter 2024 rewards. Next month we will show the finalized artwork for the Inhabited Skull Companion and the Diaphonized Ryu Glamour. Stay tuned!
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Mythauran Astrology: November
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The month of November is referred to as Deepfrost's Current, representing the powerful and dangerous currents coursing beneath the ice floes that form to bridge the mainland to the stony islands off the coast. This month is also associated with the constellation of the Reaver and the chrysocolla stone.
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Mythaura V0.33
Created functionality for species change items
Added functionality for 8 out of 12 ailments
Ongoing work implementing skill functionality
Refactored passive effects, splitting them into "battle effects" and "passive effects"
Added ailment display to battle front end
Added passive effect display to battle front end
Added checks that prevent certain game actions from occurring while in a wild area or in battle
Added temporary health, armor, and shield to beast stat bars
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Thank You!
Thanks for sticking through to the end of the post, we always look forward to sharing our month's work with all of you--thank you for taking the time to read. We'll see you around the Discord.
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catcantnavigate · 1 year ago
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gonna slowly do the portrait art im not good at drawing handsome
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