Posted September 29, 2023 by Studio781
The epilogue is here, this is the end of the main story but no the end of the content for the game. This will be the last public release before v1.0, also, a change in development, more on that later on a dedicated progress report.
This new update brings the epilogue, which as you guys and gals might know, it was supossedly to be delivered on August, but I got sick for overworking because I had to draw a ton of placeholders and manage them. During september, Sack help me organizing the CGs and making placeholders that look quite decent, thanks to her, this build is in better shape than whatever I was doing with it when I was doing it by myself.
Keep in mind, maybe for each player the epilogue is just some minutes of story and some CGs, however, there are different endings and variations which changes due to multiple decisions and character traits, at the momment there are 49 CGs, with multiple variations, because this build is still a drafft, so, in the final version there will be even more CGs for the epilogue.
The new small- talk mechanic consist in a button which appears during sexual intercourse with multiple options to talk with Evangeline mid-sex. At the momment there are two options and the speech-bubbles lack animations, also, there are limited dialogues, however, the hardest part is already done, now I just need to fill empty spaces with more dynamic dialogues, also, this will tie together with the ever-mentioned sex espansion, with some corny yet kinky dirty talk during sex.
Any idea or suggestion about this new mechanic is welocome such as GUI disposition and variables that should be take in account for future dialogues.
That is all for now, thank you so much for your support, being on Patreon, Itch(dot)io or just leaving a comment of encouragement. This is the first big step toward the final version of the game, if we got this far, is all thanks to you.
The first important event was written circa three years ago, it was the event included in the alpha and has been through little to non changes. This made it the worst event of all the bunch, and the worst part is, it was mostly the first half, the rest is quite decent, although, it needed a touch.
The event is now more tame and better written, stills needs some touches but so far, way better. There are also more scenes that need rewritting, specially how some scenes finish and start, also places where more variable dialogues could be added, more improvements for existing events in the near future.
What started as quality of life improvements, ended up as a whole overhaul. I decide to include it here because is not big enough to be its own release but its bigger than a common fix-build. From now on I want to deliver more builds like this, small-ish but with quality of life improvements. More about this later on a post.
Things that seem easy where really hard to implement, however, the result was really wothy and on the way, I found problems and bugs that where really subtle or trigger under specific situations. I'm still working on the next big build, but for now, this will do.
Now, a look at the new build.
What it seems like a simple change was a nightmare, from searching a lot through the web to using forbbiden coding to midly achieve what I wanted. I ended up modifying the main window that contain the main text, which was the most effective way to do it and uses the less amount of codding, apparently nothing seems wrong and shouldn't be a problem, but modifying the main text makes me kinda nervous for unforseen bugs.
Anyway, the text will change depending on who speaks and the MC gender, purpple for Evangeline and the color of the eyes of each MC gender for their respective text. I also added an option to choose between colored and white text.
The implementation for hints was straight-forward, mostly time consuming aligning text and visual keys. This feature was suggested on Discord for the information screen which to be fair, was really needed, however, I also add it to the quick menu and the h-scene, although the buttons are self-explanatory, people who don't play often visual novels or are more familiar with the text buttons, might need it. For the h-scene, was implemented because some people reported never knowing until hours deep in the game about interactions such as Evan using her hand.
These hints are trigger once and are never seeing again, this also applies to hint-text (Color cyan), which only show during the first playthrough. All the hints can be disable, enable or reset in the in the configuration menu.
The main reason why this version is experimental although it was really easy to implement. While working on improving the GUI, I realise how much there was to do with the mobile version, a lot of features already implemented didn't work or where replaced with specific parameter for mobile (Like Rei's phone), so, I decide to chop all the dedicated visuals for the mobile version, mostly GUI, and leave it as the PC version.
This might sound like a bad idea but I think is for the best because the PC version is more friendly with small screens than the mobile version, text and some buttons are bigger, and most importantly, past features are now available in the mobile version. For PC players might look as usual, but for mobile players, it will be an overhaul.
That is all for now, the next build for the beginning/middle of the next month, see ya~