Dev Log September #1
DevLog September #1 | TAE 0.07 Development Progress
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Afternoon story segment
Combat system
New quest system
Backend logic & code refactoring
UI/UX redesign
Improved Emotion Control and Curse of lust minigame.
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Story & Encounter Updates:
Narrative implemented up to the lunch break and afternoon events.
Enemy Card menu unlocked.
Battle selection made available (defeat guaranteed under current base stats).
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Combat system
Video Herehttps://www.facebook.com/reel/1133307945841511
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New quest system
Quest tracking and objective navigation system (designed to keep narrative routes focused by preventing missed quest deadlines).
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Backend logic & code refactoring
VIP System for minigame changed to
+7 bonus to base STR, AGI, and INT per VIP tier.Improved Emotion Control and Curse of lust minigame.
https://www.facebook.com/reel/1735393071006480
1. Strength (STR)Emotion Control (Miss Absorption Shields):
Below 30: 0 Shields
30 to 59: 1 Shield
60 and above: 2 Shields
Curse of Lust (Ammo Capacity):
Below 25: 2 Shots (Hard: 0 errors allowed)
25 to 49: 3 Shots (Standard baseline)
50 to 74: 4 Shots
75 to 98: 5 Shots
99 and above: 6 Shots (Maximum)
2. Agility (AGI)
Emotion Control: Expands the hit collision buffer (wider timing window).
Curse of Lust: Reduces target movement speed.
3. Intelligence (INT)
Emotion Control: Slows ring convergence rate (extends reaction time).
Curse of Lust: Expands target scale and center hitbox.
4. VIP Level
Grants a flat +7 bonus to base STR, AGI, and INT per VIP tier.
Full calculation formulas provided here
Improved UI and System
LP Shop
MC Status Screen
VIP
ATM
NPC Screen
The rework for Reina's scene is now complete.
New UI Theme
Complete backend architecture overhaul.
"Status calculation engine and various unshowcased core systems."
"Additional screens and unrevealed v0.07 features."
Development Progress Update (AI Summary)
1. New Gameplay Systems
Turn-based Battle System:
Fully implemented turn-based combat with dynamic calculations for Health Points (HP), Action Points (AP), and enemy Rage Gauges.
Integrated commands for Attack, Guard, in-battle consumable items, and special skills (such as restoration abilities and psychological emotion-based attacks).
Dynamic visual combat effects (Slash, Punch, Dodge, Guard, and Asmodeus Eye triggers).
Dynamic Quest System:
Multi-step objective tracking paired with a comprehensive quest log.
Real-time and location-gated triggers (e.g., meeting Teacher Ozawa in the faculty room before homeroom between 07:50 – 08:10, or visiting the infirmary before noon).
Narrative questlines, including Azusa's convenience store theft investigation and collaborative missions with Yui.
Arcade Hub & Minigames:
TAE Arcade Hub: A centralized arcade terminal allowing direct selection of minigames for rewards and high scores.
TAE Core Crush (Match-3): An 8x8 grid swapping elemental and combat icons with cascading combo systems.
Onet Connect: A 6x10 board challenge matching corresponding tiles using paths with no more than two turns.
Warmup & Rhythm Workout: A vertical-bar rhythm minigame located in the gym, featuring real-time Injury Risk calculations and full-screen critical visual alerts.
School Exploration & 4-Direction Roam:
First-person four-directional school exploration (North, South, East, West).
Point-and-click interaction nodes with dynamic environmental shifts tied to the school timetable.
Skills, Inventory, and Character Progression:
Substantial additions to usable items, combat gear, and collectibles (expanding code volume by over 70 KB).
Expanded skill trees with passive and active perks linked directly to combat performance.
2. New Screens & Modern Dark UI
Battle Interface:
1080p combat display featuring dedicated command action decks, vital stat gauges for player and target, and quick-access submenus for items and skills.
Quest Journal & Rewards Vault:
Mission completion overlays detailing acquired rewards categorized by relationship gains, currency, and inventory items.
Designated quest target markers for featured characters.
Arcade Selector:
Sci-fi-themed arcade terminal interface rendered in crisp high resolution.
Dark Neumorphic UI Design:
Complete interface redesign incorporating inset tactile buttons, character stat cards, and glassy equipment slots—fully optimized for mobile touch targets and desktop clarity.
3. New Graphics, Cutscenes & Animations
Major Narrative Cutscenes:
Old Gym Event: Over 209 total CG frames and sequence stills added.
Yui School Event: 105 total event assets, including 22 high-resolution animation clips (.webm) and multiple episodic CG stills (.webp).
Bad End Route: 23 dedicated cinematic illustrations and animation sequences for the Old Gym fail state.
Character & Combat Animations:
50-frame complete animation sequence for Enemy 3 (Idle Stance, Attack 1, and Attack 2).
10-frame custom sequence for the sit-up training minigame with Haruka-sensei.
New Roaming Backgrounds:
10 core roaming environments added: School 1F, School 2F, Library, Cafeteria, Main Gym, Old Gym, Swimming Pool, and Restrooms.
UI Graphics & Status Icons:
85 dark-theme and neumorphic interface elements (framing panels, illuminated button trims, view switchers).
Comprehensive status icon set for combat and player vitals (HP, AP, Shield, Flame, Dash, Heal, Slash, Lust, Money, Hunger).
4. Expanded Dialogue & Narrative Routes
Significantly expanded interaction scripts, dialogue trees, and narrative branches for core characters (including Haruka-sensei, Ozawa-sensei, Azusa, and Yui), increasing character data size from 197 KB to 395 KB.
Relationship progression logic directly intertwined with quest choices, daily schedules, and exploration outcomes.
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Comments (1)
Nice
