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May 2, 2026

Weekly progress report

Hello guys! Since yesterday was worker's day I went hiking with my friends so the report was delayed. This week I focused on polish the game (again) and sealed the deal for Esmeralda.

As always let's start with the 2D side of things, I sealed the deal for Esmeralda, she'll have 4 poses and 5 expresions. I think she'll be ready for v0.1. I do want to add some sort of in universe way for MC to check what's the current objective and I was thinking about making some sort of cellphone, the idea was for him to scroll a bit and then remmeber what he was doing. but we need more pictures for that, like the cellphone itself and some news, pictures and memes. The other nice part of using that method is that I can sneak some foreshadowing or she some consecuences for other events, but as far as v0.1 is concerned that's not going to be in.

This week I started with another test of the game ( and noting every thing that should be changed), last week I ended up with 3 pages worth of notes and this week I got 7 pages. there were a lot of easy fixes but as you might guess I couldn't finish fixing everything this week, I got about 5.5-6 pages out of 7 fixed, but what's still in it takes a bit longer to fix. So, for your sanity I'm divinding this part in 2: Assets and game.

So for the assets, I got some more animations for MC, Nicole and Sofia because MC didn't have much variety of animations when talking, so I added some gestures but I realized I was missing some "feeling good without talking" animation. For Nicole, she got a new walk animation and more talking animations, for now I think she has enough variety, but I might add more things in the near future. Sofia got a couple "lazy" poses for her to be around resting or just haging out in the room. The other big change was the generic female, I felt that the walk animation looked really bad so I got a new one and they no longer walk like they are trying to pose as a jojo character.

It's easier to hide from flying zombies, but I'll try to make them land as soon as posible

In the game side of things, there was a lof of events that didn't trigger so that was mostly easy fixes, the thing is that I had to remove and re do some events that I broke, there is no reason for them to fail but they didn't fail, so I just remade the exact same event and worked. The other kind of fixes is events that felt too rushed, so I reworked those events and gave everything a bit of time to breathe. Finally, I have an issue with the zombie enemies, the zombie that chases the player and trigger a battle did cause performance issues so I remade it, the issue is now they fly! They shouldn't fly but they do, I don't know why they do that and I haven't figured out how to fix it yet, so for now we have flying zombies.

Now for next week I'm sure the game will be good enough to show it to my friends for they to make another list of errors but I feel like I can finish fixing the errors from the original 7 pages in 1-2 days more.