Music Previews, Boss Changes, and Translation Components.
Added 2025-10-04 03:10:21 +0000 UTCHeyo everyone! Here's a quick preview of the music for the last 2 phases of Nova's boss fight! Aside from that, this week's progress was focusing on working on translation components/sheets, and 1 other thing. I'll explain, so let's get into the progress report!
I'll start by explaining the translation components a bit. It might be a bit boring to look at, but it's still work that is being done, so I figured I should show it a bit.
Here we have an example of the "Transmission Sequencer" script I wrote way back. It basically manages the dialogue in levels, specifies what lines are priority, etc.

Considering this text is some of many to be translated, we need to add localization to them

Assign a table key

This basically creates a table which can be exported into a format fit for translators.
This way when we change "Locale", all text will switch to their respective column/translation.

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Considering I didn't really do this while I was developing the game, it's a bit of a slog to get through all UI, and text components. I am roughly 40%-50% done this... at least I think ahah.
Thankfully with the dialogue system I use, localization is sort of built-in, so I don't need to wrestle with things when it comes to dialogue in the hub.
With that, I moved on to something else that I realllly wanted to touch on. The final bosses didn't really have much for "breakable" parts. At first I figured this would be fine, but when bosses only have 1 component, it really makes them feel... "damage spongey". With breakable components, it really helps give the feel that you are making progress on the fight, which I feel is really necessary.
Due to this I made some changes to how the boss stages progress. Phase 1 is untouched, but phase 2 and 3 saw some revisions.
First up: Phase 2 is going to have destructible hands. Because the boss uses it's hands in most attacks, I didn't really consider this an option, but I figured a good solution would be that when you destroy the hands, the texture will just be replaced with a heavily damaged version.

When both hands are destroyed, Nova's head becomes the target, along with the back head occasionally becoming the target depending on the attack she is doing. The changes with phase 2 were simple enough, but phase 3 was a bit more difficult to approach.
Phase 3 uses it's hands as well, but I can't really change the texture in the same way for the hands, not to mention that destroying the hands in both cases seems kinda... dull, so it would be nice for it to be a bit different.
Phase 3 will now have a giant, bright blue gem on their head giving heavy indication of "Hey... shoot me" ahha.

Phase 3 doesn't have much health, but when reduced to 50% HP, it will use it's "Darkness" move.
Upon returning, the boss will have 5 shades on Nova around it. These shades will now have smaller version of the crystal on them. Your goal is now to target the shades, but things won't be so simple.

The boss will be more difficult now too, as during certain attacks in this state, the Nova clones will charge towards you.

With that, the week is wrapped up.
Next week I'm likely going to be finishing the translation components. I am going to also be looking to send the build to the team for reviewing. Hopefully we will be coming up with a list of things to rework/polish up.
I won't get started on animating this right away, but it is also something in the works: Aether's final brothel scene with max Assertion.

This Hscene will have randomly generated features for the woman. It is essentially a breeding post where Aether is paid for his seed. I probably won't be posting about this Hscene again for a couple weeks though...
Anyways! Thanks again everyone! I'll catch you all next week with a break down!
-Regulus