February Devlog


Hallo! Time for the February wrap-up!

Ramble

First off - update on the chronic pain since I think I worried a few people last time. I'm fine and I deal with this off and on - and have for years. Lately it just flares up enough to have a larger impact on my work.

The most recent flare gradually improved and I'm kind of back to my usual baseline at the moment. So please don't worry about me too much.

Second - this was kind of a weird month as I've had a lot going on in my non-dev life. But all is well and there's a bit of a lull in the chaos at the moment.

Writing

The current script word count is right at 500,000 words. 

I remain focused on editing and organising for the most part.

My current process is:

  • Edit an entire chapter (all routes)
  • Proofread for typos
  • Dump the raw script into a Renpy file and format the code
  • Repeat

I am currently working on Chapter 5, which is one of the longest chapter in the game, so I've been chugging away at it for a while (66,000 words).

This is the chapter where the route gets locked in and it involves a very lengthy interaction with the LI, which is why it's so long (Common Route + (Lengthy Interaction x 6) = Long Chapter). There's also a second...less lengthy, but still not insignificant interaction with the LI later in the chapter.

I am nearly done editing though. I have Yren's second interaction and a somewhat shorter common scene to edit and then I'm done with the revision.

This is a big turning point chapter that has some slightly complicated branching through the last character interaction because of the route lock-in. So yeah.

Other than that, it's a chapter where the plot starts rearing its head.

Up until this point, the MC has been feeling their way through their new situation and just kind of getting to know the crew and kinda-sorta-maybe flirting with one crew member. But not really thinking about why they're in their current situation or what the future holds.

This chapter is when we start to shift the tides and get the larger plot moving forward.

The next chapter is a little bit shorter since it was added in later as pacing and plot control so it might not take as long to edit. But that could just mean that it requires a lot of fleshing out so it could take longer to edit. Who knows!

But yeah, revising progresses!

Artwork

I'm not 100% sure on this. I think since my last update I received 2 new BGs. I know I got two new sketches since then. Both artists took a brief holiday but are back now. 

So yeah. 

Bgs are about 45% complete now.

I also have spent some time refining sprite expressions for a few characters whose faces felt a bit stiff to me. The thing about making these kinds of changes is that they are often so small that I'm not sure anyone will notice the specific fixes even if they notice the cumulative effect of the expressions being a little more distinct.

Other

I have been dumping the raw script for each chapter into Renpy files as I get them edited and proofread. This will help me, later on, refine how route selection and overall scoring works. I'm not doing any heavy coding (like sprite expressions or music or SFX - really just getting the code set up so I can quickly go through it to test variables and the like.)

Don't worry, though. When the game starts to release episodes, the full chapters, variables, BGs, and sprites will not be in the game so all those people who like to peek (and I know you're out there) won't have access to major spoilers.  ( ̄y▽, ̄)╭

In other news, I have made some changes to the menu screen with the help of a couple of friends. 

Wil is now visible on the choice screen and changes expression as you hover over choices as a way to give a minor hint as to the overall tone/vibe of the choices. 

Choice signposting can be really tricky without being too obvious or just straight up labelling choices. Of course, there's an affinity chart that will show you which character aligns to choices you've just made but not everyone likes to look at those. And I also think it's more useful to try to signpost BEFORE a choice rather than after.

There is only so much that an expression can communicate to the player so there is still a lot of room for analysing and player deduction about how characters will respond to choices. But this is just one more tool in the arsenal to try to allow the player to properly analyse and decide on their path.

I also coded Kav's first entrance into the game. This was mostly for testing purposes but it's still always fun to start playing with a new sprite/character.

Upcoming month(s)

In the upcoming month, writing and editing purgatory will continue. 

I will be finishing up editing Chapter 5 within the next few days I think. Then I will work on proofreading it and importing the code to Renpy.

I've been really looking forward to getting this chapter into Renpy so I can solidify how the route selection will work (Which is, of course, unnecessarily complicated because it's me.)

And then on to editing Chapter 6.

As I mentioned, I've been making a few small sprite tweaks here and there to do some minor improvements. I've also been adding in some sprite variations and outfits that I have drawn but not put into the game.

I need to finish updating all the menus with the new screen...

So yeah. Those kinds of things are happening as well.

I think that is all for this month...and I will see you next time.


I do weekly developer updates on Patreon

Please check it out if you're interested in supporting me over there. And, of course, once this game starts releasing, Patrons will get beta and early access.


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Comments

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(+1)

You got this! So excited to dive into another Steamberry Studio world! <3

(+4)

<3 Congratulation

(+1)

Thank you!  (´▽`ʃ♡ƪ)

(+1)

You are welcome.

(+2)

<3

(+1)

(´▽`ʃ♡ƪ)

(+2)

I'm so excited! Thanks as always for your hard work. :)

(+1)

Thank you so much. ( •̀ ω •́ )✧

(+3)

congratulation for all this effort!

Thank you! ╰(*°▽°*)╯