Category: Project D

  • august 2

    yeah, didn’t take the sunday…

    Finished the environment from the other day, or at least the main “signature” visuals. i did indeed make some good textures and it’s slowly becoming one of my favorite maps but it can be even better. this week we’ll going back to D to fix a lot of pending issues and features to leave it in a place where i can keep building the content while newprogrammer dedicates himself more to the nitty gritty.

    I do feel that some dark times are ahead of us, but nothing we can’t manage.

  • aight, not doing shit on sunday!!

    woke up to make a new scene (not the one i did yesterday) and spend most of my saturday doing that but i really should have taken the day to be a lazy piece.

    i’ll be the first to admit that a lot of this is google translate and mostly meant as placeholders, gonna consult with a chinese bud on text for the ads later on.

  • july 31

    almost done with a new map in project d. if i get clever with textures it might be my favorite so far. More character design, and kept supervising the n1rvanna tool which has some new features we totally forgot to include…. like being able to save a project in any folder and give it a name, lol, but didn’t take long, a couple hours at most, the rest went into polishing the quality of life bits.

  • 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!

  • 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.

  • 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.

  • 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.

  • 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.

  • making movies

    so today i was getting out of the way more stuff we hadn’t figured out how to fully integrate, like subtitles during cutscenes and generally make cutscenes that actually have something to do with the story. this one is from the demo’s introduction sequence, and i actually have a video of the whole shebang but i’m not sure i wanna soft-announce the name of the game, since that’s kind of a dog whistle(?) for people to think it’s a proper reveal. Things gotta flow like they gotta flow…

    on the n1rvanna side of things, more work on the editor, this time the one for showing cgs with a nice transition, wait times, sound effects and some other i’m forgetting. yay for progress!

  • july 14

    bunch of progress with pending project d stuff, like the visuals of the game’s menu which is something i’ve been procrastrinating for a long time. looks good and works much better than the placeholder we had. on n1rvanna i did more playtesting, found that the sound was only playing on the left speaker but other than that the sound node is working as expected. now the game plays music and when the writer(s) want to trigger another song the previous one will fade out. pretty cool stuff.