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2nd Build 4 Preview: Build 4 Release date, new sprites and some big art style updates..

Pulled by Strings
A downloadable game for Windows, macOS, and Linux

Hello all, it's that time again where the next build is fast approaching - as such it is time for another one of my obligatory lengthy devlogs. And this one is a big one - with some massive announcements. So let's get into it.

I'll start with the tentative build 4 release window. October Monday 21st - Tuesday 22nd. Give or take a few days. Nothing new here.

Writing wise: Well, Raphael's ch2 is pretty much done. The initial script is finished and just needs to be coded and edited. Let's just say that this build will be big for Raphael. As not only is this the longest script for any individual route (the draft is currently sitting at roughly 20k words! For context, the other drafts were 8-12k~ per route, totalling between 20~30k total.) This build will also set the general tone and direction for the story as a whole, so look forward to that.

You can also see a slight preview of the reworked prologue scene, complete with actual visuals! I think Max will hopefully make for a great introduction for new players of what to expect coming into this game.

Now for the big thing, the art, because I didn't share everything I was working on at the time of the last devlog.

I mentioned in the last devlog that I was starting to adjust how I drew bodies - and you could see the initial attempts at this with the updated bodies for Chase, Noland etc. However, I still felt like something was missing - and eventually, I realised the upper chest area and arms were definitely the issue, and unlike the trapezoid bodies, this affected the entire cast. 

So, I got to work on restructuring how I drew bodies, period. - and after tons of trial error - I finally cooked something I was truly happy with. What this means is that most of my art will now need to be edited/redrawn, not just what I just outlined in the last devlog.  What this will entail is that hopefully, bodies will be more rounded and cleaner from this point onwards, with more defined arm muscles, shoulders and necks. Again I wish I realised this sooner, but better late than never I guess.

Since art takes time to make - and with the increased scope and there being a lot of characters to get to and some of which need more than just the updated bodies, expect the art quality to be very inconsistent for a few builds and art update changelogs to be a mess as I get around to it.

The good news is that my prior efforts for b2 and b3 won't go to waste as it significantly lessens the workload for me and that I have zero current plans to introduce any new characters until ch3 begins, so I can truly focus on getting everyone up to par.

But you'll still have to bear with some really outdated art for a bit longer, I am well aware characters like Morten, Fergus & Archie really need it, but such is the life of being a relatively beginner artist with ADHD. 

Anyways, I've attached the updated, finished V4 sprites for Eric, Chase, Raphael & the new character Max here, who for the most part are the same sprites as before just updated in the new artstyle.

I've also attached a brand new fully redone sprite for Lloyd. And a new WIP new sprite for Robin.

Lloyd's design is largely the same, just improved with better body proportions and muscles. He also now has visible armpit hair for those who are into that.

Robin getting his completely sprite redrawn twice in 2 builds is rough, but I wanted to have another go at his art since I still wasn't quite satisfied with it, his v3 sprite was a step in the right direction but I feel like this is a significant improvement over that one thanks to the new body, even as a WIP.

I also gave him a sexier looking Jacket that better fits his job as a bodyguard. Because why not?

I want to get Morten's sprite done for this build too, so look forward to that.

One final thing: The UI will receive a bit of an update. Going from black with a red gradient to just transparent black. The gradient kind of stuck out like a sore thumb sometimes, especially with the cinematic bars. And didn't fit the vibes I was going for.

The icons have also been completely removed with the exception of Eric's, too. With every scene where the POV shifts off of Eric having their displays adjusted. This should hopefully mean more room for expressions and a dramatically reduced file size.

Anyways, that is all. As always if you have any questions, find any errors or just want to chat: message me on discord @final_bear or join the PbS server.

Otherwise, this is farewell for now. See you soon for the release of build 4!

Files

  • Pulledbystrings-3.0-pc.zip 425 MB
    52 days ago
  • Pulledbystrings-3.0-mac.zip 420 MB
    52 days ago
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