more work on tool, more work on character design. actually, this is the first time in a loooong time where most of my day went into just drawing, not making actual assets but actually just drawing and having fun with concept art. it was a long overdue thing for a bunch of characters but hey, development just recently picked up steam again, so yeah. Also got some nice music sent. Feeling like sharing a track or two in a future update…
Author: kiririn51
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character design and more ui work
today’s been mostly supervising the progress on the tool, doing more pending screens in n1rvanna (most of them are done and require some juicing up, others are yet to be included, like a good ol title screen but i’m already on that) and doing on character design/sprite work. August is upon us and i really wanna get a lot done in the coming weeks, hopefully that’s the case!
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July 27 & 28
Newprogrammer is still grinding stuff for the story editor. The last of the requested features are already in and now some leftover quality of life stuff is on the way. One thing we need to do is a basic-ass file browser but that’s just a couple clicks away.
It’s kind of a never-ending thing and we are aware of that, we are just trying to keep it to the point where it’s just adding features quickly and attend other pressing matters.
On project D I began laying out more environments, to little success since it was a failed set up I had come up with, but still learned quite a bit about some of unity’s tools, so no wasted effort there.
Currently doing more UI work, this time the mission selection screen in n1rvanna. It’s gonna make sense later!
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ui work
it’d be a spoiler to show what i’ve done, but i can guarrantee is very AESTHETIC and cool-looking. Only a couple screens more and after this i’ll only have to worry about content assets (sprites, cgs, animations), which are the most uhhh, difficult and time consuming i guess, but they feel lighter to me than work on the interface, god knows why.
newprogrammer is adding some features lark requested for the editor so he’s been on that all day. Shit’s going smooth, man.
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drawin all day
when it comes to art is a bit harder to write a witty update cause it’s like, yeah i was drawing all day. there’s not a lot to it, mostly assets for the screen i was talking about in my previous post and continue the work on the poster, which i’m loving quite a bit.
with the editor almost done newprogrammer has been implementing lark’s wishlist for features, and from the original nodes only two are left. Yay for progress!
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7/21/20
worked on more environments in project D, but i’m reaching a bit of a burnout phase with that project where i still wanna move forward but i know that if i push it too much i’ll end up hating life, so i’ll focus solely on n1rvanna and project x for the remainder of the week and go back to it with a fresh mind probably over the weekend or monday.
also did some minor graphical work on X and n1rvanna today, mostly exploring some workflows and ideas i had for some of the screens. i already had a design done for n1rvanna’s equivalent of jill’s room, but i discovered some cool things in n1rvanna’s engine that could possibly change what i had in mind, so tomorrow i’ll get on that some more and finish other pending things. the tool is basically done and we are in the middle of giving it the final touch ups to enter in the beta phase of that program, which took a surprisingly short amount of time to be made. I could swear we began the story editor last month but apparently work only really started on the 7th of this month. Crazy shit, but i’m happy nonetheless.
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20/7/2020
Forgot to update this before going to sleep!
>n1rvanna’s editor is technically feature complete, we just need to add some qol improvements.
>worked some more on the n1rvanna artwork, but realized i did a dumb thing so i have to work again on the lines…
>prepared some more ui elements for n1rvanna and today i’ll probably focus on that if i don’t get carried away with environment work in project D. -
i tried to rest
went back to the favela-ish level to basically try another approach because the little details were going to kill me, and followed a sort of theory i had about the structures. this is going to make sense later, but it looks way better now with much less effort. tomorrow if i’m not entrapped by something else i will go ahead and test another theory regarding the big buildings.
i also started work on some marketing materials for n1rvanna since we gonna start talking about it again a lot soon. if you wanna get sneak peeks of that kinda drawings you can join the sukeban discord here.
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light day
today was a nice day of light grind. churning animations to use during cutscenes and generally having fun with the tools to get further accustomed. If I work tomorrow i’ll likely jump to another environment.

thanks to how comfy things got, i’m now able to make epic game references super quick. on n1rvanna, newprogrammer is still programming more features for the editor. i think i will repeat the previous sentence for a couple days more.
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happy birthday aldhert
made a new scene for one of the recurrent sequences in the game, in which the protagonist slurps nice ramen accompanied by beer and her best friend.

this one took a surprisingly short amount of time, roughly a whole morning and then some.
also checked the new fixed models sent by the 3d studio. they look so good now.

left is the updated version. skirt no longer clips. i need to further tweak the physics but i love how it’s looking now. with these delivered we have all vital assets finished for the demo, so now we gonna polish what we have and soon grace the internet with actual gameplay.
on the n1rvanna side of things, it’s more of the same! just adding new features to the editor. With each passing day we edge closer to the goal.
