-0.4- Development Log (27/09/2024): Up To The Challenge



PATREON | DISCORD | TWITTER | SUBSCRIBESTAR


Hey, Winter here.

I just want to talk with you about where 0.4's currently at.

As well as the challenges being tackled.


I'll also be sharing a new render.

Start

As of today, a lot of progress has been made on 0.4.

Some things that I can't talk too much about yet, as it's not the right time.


But let's just say I've managed to pull something off, that's been eating away at me for a while now.

That I believe will be a game changer, for how I create the scenes.


That said, 0.4 still has a lot of work ahead of itself.


If I had to describe to you the current challenges I'm facing.

It would be a mixture of the new stuff I'm doing for the first time, and the quantity of event renders being made for this update.


Thankfully, it's going relatively smoothly right now.

And I'm not hitting too many brick walls.


But there was one aspect that ate up a lot of the development time.

As it required a ton of patience, through trial & error to pull off.

(Again, I have to be vague with you as I can't reveal what this is about just yet...)


I think it will be worth it in the long run though.


But yes...the quantity of event renders.

Taking what I've learned from 0.3, I believe I can now pull off more event renders than before.


And now I wanna put this to the test.


For the older fans that played the first two updates (0.1, and 0.2).


You may remember just how little event renders there were for the episodes (especially 0.1).

As I mostly opted to save the unique renders for the ero-scenes, and maybe a special event in ep.2.


Whilst 90% of the visuals were the familiar background & sprites combo.


Playing through the older episodes again, my mind started retroactively wondering what would've been a good render for certain moments.

[Click Here to see the full rendered image, as it's too big to load on Itch]



I think with 0.3, I started moving towards this vision.

But it still wasn't quite there, as I was stretched a little thin working on 4 animated ero-scenes for the first time (so that had to take priority).


Now that I'm going ahead with this, I feel this weird sense of power at my fingertips that I didn't have before.


Previous constraints are disappearing, as I develop smarter & faster.

But the thing about power is, it's a double edged sword.


You can wield it to accomplish greatness, and you can use it to your ruin.


What am I saying?

I'm saying...I feel I need to be careful not to get carried away with making too many renders.

As it can backfire.


So I'll only create unique event renders, where I see there's potential in it.

Hopefully ensuring quality over quantity, with a fair bit in quantity.


So I'd say the new approach maybe involves 33% unique event renders to 67% bgs & sprites usage (rough estimate).

Compared to before's 10% : 90%


Don't want to overestimate this, but that's how it's currently looking for us.


The Challenge

The biggest challenge I find right now, is honestly time related.

You know, I never realized how finite time was as a resource until now.


Whether it's me working on the update whilst it's daytime outside, and then realizing it's suddenly past midnight.


Or when I have to pick between working on the game, and doing another thing in my life.

Sometimes I'll choose the game, sometimes I'll do said thing...it's a coin toss.


That said, when a release is coming up.

And I'm in the final stages of an update.


I'll usually lock myself in, and disregard the other stuff to finish the update.


To try help with this, I've started scheduling when tasks need to be done by.

As a way to keep me on track, and not to get lost in the creative process.


It makes development a little more fun for me, setting challenges for myself to beat (a bit like getting a best score in a game).


That said, I've come to realize I'm not the most organized person I know.


I have plans, but sometimes I get bored with the plan.

And go a completely different route.


I'm not sure if that's a strength or a weakness, but it's something you'll likely start noticing in my output.


Like 0.4 was originally intended to be a rather safe update to make after 0.3.

But I realize now that I'm actually taking some risks with it.


Guess I'm just a natural risk taker.

Might be the reason I'm one of the few Netori Developers 🤔😎 


Rounding Off

So yeah, sorry that I haven't been posting as much.


I promise that I have my reasons, but still...

I should find a way to work on the game and post consistently together in tandem.


But the way that I currently am, requires me to spend some 'down' time hammering it out.


If there's any posts that you'd like to see, feel free to make a suggestion.

And I'll consider it.


Have a good Friday everyone.

Until next time, Netori Alphas ✌️ 


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PATREON | DISCORD | TWITTER | SUBSCRIBESTAR

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