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RegulusNSFW
RegulusNSFW

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Implementing/Animating New UI. New character pin ups.

Heyo everyone! Here we are again... it's felt like this last week went by so fast ahaha. It's been entirely focused on implementing some of the new UI. There isn't toooo much to show, but these things are pretty time consuming to implement, so let's get right into it!

The first day was mostly getting assets ready, and adjusting the formatting. After that I got work on the new designs that I teased in the last post. I started with the "Aether" screen.

I took a few liberties for minor adjustments in hope of making things a bit more intuitive. The screen has more emphasis on "Selecting Aether", with incentive to add to stats right out the gate.

With the final Data chip, the player can spend credits to go above 100. This will now be present in this manner.

With this we moved on to the more complicated menu. The Hscene room. The Hscene room's UI has a lot of animation points to it, so it took a bit.

This is an example if Pom is not unlocked. If Pom is unlocked, she will appear instead of the "Online" symbol.

We have unique transitions for each that will need to new windows.

Bio UI animations

DataChip animations (Though the menu itself is the same. I felt it didn't need much for adjustments.

Animation of the Music window. When selecting a song, the portrait will spin like a record. By Selecting "Back" you will revert to the previously saved hub song. By pressing "Select" you will confirm the song to be the new Hub music.

Just an overall look at transitioning between screens. In most cases you can jump between any of them without having to go down a chain for "Next" and "Back". Much like the CyberShop screen.

Finally, let's take a look at the Hscene UI. As you can see, the animation buttons are condensed in the bottom left. Overall things are less intrusive.

You can choose to open and close the Pom windows at your leisure.

With that, this week's work on the UI is concluded. Whats left is to implement the circle buttons into all the Hscenes in the game. It will be a bit of a grind, but at least it's simple enough. After that will be some changes to a couple components in the UI during conversations displaying Affinity, and finally the new UI for all the brothel minigames. The brothel minigames might be a bit of a time sink, as I will likely also be adjusting how the games work fundamentally in the process.

Something I feel I miigghht not get to next week, but I'll try, is the Social Media UI overhaul. I'm a bit scared to tackle this, as the scripts that generate and place the posts depending on your ending state are a bit complex... I'm hoping the new UI doesn't force me to tinker with it too much ahaha.

Anyways! After that, UI will mostly be done... a pretty big thing to move past, that's for sure.

I'm hoping by then, all our remaining assets will be ready for implementation. My ultimate goal is to have all assets implemented, and the first wave of "polish" components done by the end of January, so we can commence our bug testing phases through February.

This way we can address all the bug fixes, balance, and final polish/reworks that come up during March.

There were also 2 other pin ups/social media endings done up by Chien and AbsurdRes.

Pix's brothel end. Being the goblin she is by AbsurdRes.

And Pearlus Conflict. This comes up when Siren leave's the party's crew (Royalty end, or low affinity). By Chien

With that, I will be wrapping up this post! I'll catch you all next week with another update on the UI implementation. Thank you all!

-Regulus

Implementing/Animating New UI. New character pin ups. Implementing/Animating New UI. New character pin ups.

Comments

Estimating around late Q2 or mid 2026. Cheers!

Regulus

It may be stupid question, but when is the final game supposed to released, thanks in advance!

Kaloyan Manov


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