SakeTami
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Progress Update (and final public update before release!)

Good weekend all, never enough isn't it? Even more so when you've got a deadline to meet!

I'm being more judicious with the scenes I'm sharing now - don't want to give away too much for fear of spoilers!

Now, for this weeks main update - rendering is over 80% done. There's some re-rendering to do. (Because for some reason even when there's only 1 camera in the scene, Daz will not default to that, but instead chooses whatever viewport you clicked on just before you save. Very clever Daz.) But that shouldn't set us back too much. 

I really want to get this out soonish, so expect a rollout of a 0.01 and even 0.02 update to come right after as I continue to add features and clean up the code.


Road map for next update

0.15 - Main release! Contains approx 2 releases worth of content. (approx 12,000+ words and 600+ shots.) We have covid to thank for this 

0.15.1 - Adds sound and music, wait for this if you can. (About 2 weeks after) They make a huge difference! 

0.15.2 - Quality of life improvements. and ???


This next update will also update the point system that's barely been used so far - they'll be renamed Emotion Points and Corruption Points. You'll need enough of them to select specific options. Your choices will finally start to mean something.

The further you go down a path, the less you'll see of the other (eventually). This means you cannot have a change of heart way down the line and expect the outcome to change drastically. Choose wisely. 

Lastly, because of the new point system, I'm afraid previous saves will not work. 

You have to start a new game, but there'll still be an option in the beginning to generate the story path you've chosen. Bit of pain to implement but it's a highly used feature!

Hang in there folks, we're almost at the finish line.

Oh god I need more time!


Have a great week,

Lemonkey


Progress Update (and final public update before release!)

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