#dev update
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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
#merry crisis#interactive fiction#if#planned update#update release dates#dev update#sneak peek#beta-tester call#beta-testers
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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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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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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
#my art#my wip#yingxing#dan heng#dan feng#yinyue jun#jing yuan#renheng#jingheng#jingrenheng#dev update
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That enough reference Aissata- I need to work on other sprites....
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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:
#relics of the lost age#relics series#shadowrun#neon fire#cyberpunk#dev update#mysterious new cyberpunk-adjacent project and ip#look i'm not dead!
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Site Update - 2/9/2024
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.
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.
✨ 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.
✨ 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.
✨ 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
#pillowfort.social#pifo#pillowfort#queue#schedule#site update#new release#dev update#valentines#ai policy#tos#premium frames
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Development Update - October 2024
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.
Changing Species: Soulshift Coins
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.
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.
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!
New Expressions: Hippogriffs
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.
New Color: Porphyry
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!
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!
Mythauran Astrology: November
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.
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
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.
#mythaura#indie game#indie game dev#game dev#dev update#unicorn#dragon#griffin#peryton#ryu#basilisk#quetzal#hippogriff#kirin#petsite#pet site#virtual pet site
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Episode 1 Progress Update
According to timestamps it's been approximately 3 months since our last update. Embarrassing! This is why I'd never survive as a career social media person. Thankfully, the lack of updates isn't due to a lack of progress - we've been working on the game the whole time. There's just a bit of a story to tell there... you may have heard the phrase, "progress isn't always a straight line." It is a phrase that haunts the mind of every creative, but our contempt for it does not make it any less true.
This post is all good news, though! Keep reading for more details.
So, what happened?
As we said last update, after the demo we more or less jumped right into producing Episode 1. We had a clear vision of the common "beginning of story" pitfalls we were going to avoid, and our strategy for avoiding those. There was just one problem:
We spent so much energy avoiding them in our first pass of Episode 1 that we accidentally ended up ignoring what the story needed and recreating the issues we aimed to avoid.
Luckily, we had only wasted maybe a month or so on this version of the story. We knew it would cause delays, but we didn't want to write an update about it until we had a draft of Episode 1 that we trusted. An update that only reads "um... yeah we don't like it, we're going to do something else but we dunno what yet" doesn't exactly inspire confidence in a project, you know?
It is safe to say we have that better draft now. There are still many scenes to finish and editing passes to be done and bugs to quash, but this improved version of Episode 1 has made it through the uncertainty of development and I can say with confidence it is the version of Episode 1 you will receive.
Compared to the draft we burned, this one is much better suited to the twine medium. While certainly longer than our freakishly truncated first draft, the pacing is far more organic, allowing players more opportunities to play and make decisions as they are brought up to speed on the status quo of the setting and Quincy's place in the world at the outset. Though there is a lot of ground to cover, my hope is that it will be interesting in and of itself and not reek of "unskippable videogame tutorial."
With that out of the way, I'd like to address a question a few of you are probably thinking:
"Will these sort of draft rewrite delays be a common issue?"
Nope! We meant it when we said that our aim for future releases is smaller, frequent updates. The problem with Episode 1 is that it is a unique challenge to build and by nature cannot be a "small update."
There is no other point in the story (aside from perhaps the beginning of Act 2) that is going to be as fiddly as this. Episode 1 bears a lot of responsibilities that other episodes just won't. It has to be a hook for the main plot. It has to give readers enough information about the setting and how it works to understand said plot. It has to introduce a number of core characters. Toughest of all, it has to do these things competently enough that people who read it want to come back for Episode 2!
So, we kind of have no choice but to put in the extra time here. Them's the breaks!
In other news...
The delays on the writing end gave me more time to sure up the UIX and fix/pretty up some stuff I was originally going to let be. I won't detail everything I've done, but mobile users will be pleased to know there will be an adjustment slider for swipe sensitivity and all users will be pleased to know that the layout just generally breaks less in the coming version of the game. I've continued to implement user feedback and make navigation more intuitive where I can.
I've also prettied up some layout elements even though no one asked me to...
...and redrawn other utility art for the game. Look at this map! You can kind of tell what Vestur's landscape is supposed to be like now! You can hardly detect how much I struggled when deciding where the major rivers were!
As we continue to lick Episode 1 into shape, we hope to share more specific tidbits with you all. If all goes well, the phase of development where we can show teaser screenshots is right around the corner.
Thank you for your patience!
-LS
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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 🤞
#OFNA#OFNA: Birds of a Feather#dev update#i love y’all#i see your asks#OFNA is my baby - i think about this story nearly every day#i may need to take breaks every once in awhile#and maybe the pace doesn’t suit some of you#i get if anyone needs to step away#but I will always come back to this story#💕 💕 💕
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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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Welcome back campers, to this weeks episode of TOTAL, DRAMA, HELLSITE! On this weeks episode, me and my handy Chef Hex will be cooking up a delicious meal of parpy goodness! But the campers will have to roll a single... WITH A PROMPT! The first one to get a proper Roleplay going gets the immunity marshmallow. Now watch out, cuz this ones gonna be a doozy, dudes!
Your September 2nd PARPdate: "Remember that time on TDI where they called god to make it rain? That happened" Edition.
News this month is sorta slow- those of you In The Know already know this, but Hex is being forced to move again. This hasn't impacted Dev TOO much, honestly, and I'm gonna break down WHY in this wonderful little post!
Ok so if you remember the August update, you likely recall us showing off our shiny new mod features and how we can now play funny roleplay police state in order to nail rulebreakers and bandodgers.
If you're also a huge Bubblehead (which is what you're called), you're also likely familiar with this bastard:
(Image description: The red miles, basically. Its a message failed message repeated like ninety times in a row in red font. Thanks to Alienoid from the server for posting this screenshot for me to steal!)
This is because, somehow, these new mod features almost completely broke Dreambubble in ways that make no sense (the new features use Redis, but for some reason their introduction is making PostGres, a completely different system, go absolutely haywire)
So, Hex decided to move forward with their pet project to rewrite Dreambubble. Normally, this would mean a development delay on Parp2 and I'd feel pretty bad about laying this on yalls feet after two years of parplessness.
But hey wait isn't this literally just how they made parp last time.
The answer is yes! The previous Msparp version was built using what is now Dreambubble as a skeleton, evolving on itself into the rickety but lovable RP site we knew before she tragically passed away last February after choking to death on fresh air. As such, Dev is actually going pretty good! Hex has been COOKING through the bones for Dreambubble 2, getting a ton of barebones stuff working right off the bat:
(Image description: A barebones but functional chat window using Felt theme; complete with system connection messages, text preview, and quirking)
Along with our first new feature preview in a while: PUSH NOTIFICATIONS!
(Image description: A felt-theme settings menu showing the ability to turn on and off push notifications, as well as a browser popup in the bottom corner showing that it's been activated)
These are also working on Android! What this does is it pings you when the chat you're in gets a new message, operating on a system level instead of a site level so you don't even need to have the tab, or the browser, open to keep up with your chats! This is gonna be especially useful for mobile users, since this means they can navigate away and use their phone for other things, and their phone'll just ping them when their partners' next message comes through. (These are gonna be off by default, btw. You'll have to turn them on yourself on a per-chat basis in the final release)
It should also be noted that we've Snagged Ourselves A UI Guy recently from the userbase, so we've got a dedicated Make It Look Good person for when things get closer to launch!
That's all for this update, though. Absolutely thrilled to be showing off some progress after the restart. Hopefully we'll have even more to show off next month!
Until then, cheers!
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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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Another change :)
I've finally figured out how to make special icons an option in the settings!
You can go from this:
To this:
By the Settings menu!
It also applies to the relationships with characters. If you want the game to show you which choice will raise the romance with a RO :)
You'll have the icons in the Journal, beside their stat:
Perhaps the icons will change.
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gonna slowly do the portrait art im not good at drawing handsome
#my art#my wip#dan feng#yinyue jun#jing yuan#yingxing#renheng#jingheng#liubai#baiheng#jingliu#dev update
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It's official the work on apple bag's update will begin in a few days. Before writing about the future update I want to take the occasion to host a Q&A about the game. Please send questions regarding the characters or the game itself for a little Q&A session before I officially keep all new information private.
After some time and 3 other games + 1 in work that will release soon, I am officially back on working on apple bag. I know it's been a while now and the update might come one years after the release of the original demo so I want to thank everyone who played the demo and been very nice and supportive regarding the game. I am thankful that the demo was nicely received and I hope that once the first update release you guys will enjoy the new content.
What do you need to expect on the updated demo ?
-CG
-Original soundtract
-Multiple days of event for the 3 routes
-Updated artwork and Gui art
-Possible voice acting
-More sketchy behavior from your favorite customers.
That all I can share as for now regarding the update. Again I thank everyone who ever made fanart, left nice comments and in general helped me into not abandoning this game by sharing their interest in the story. Thank you a lot and I wish you the best. I also take the occasion to say that if you have played the game and enjoyed it, I encourage you to leave a review on itch.io to help the rating of the games this would be very helpful.
If you haven't played the game yet and is interested to give it a try before the update, here is the link :
I'll also use this update to recommend other games for you to give a try if you're searching for new games to try.
#apple bag#dev update#indie dev#indie visual novel#visual novel#amare game#indie dating sim#visual novels#interactive fiction#sapphic game#sapphic visual novel#my games#dev log#Q & A#gamedev#dreamty’s ramble#indie game#apple bag vn
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