Preparing for March Release
Hello! As I'm fully back into my working routine, I've been able to steadily continue work on new content and also on bugs. I will go over my progress on each.
For content, this is what I've managed this week:
Completed the tasks for the timelines, the boss fight, the art for the boss and the boss battle sequence, the dialogue and animation implementation, and an illustration after the encounter (if the player wins). So on this there's plenty of progress and I'm now at the stage where I need to explain if the ship's flight capabilities were restored while our character was recovering, in order to move on with the actual content and keep side content such as social interactions between our crew and Melissa's crew for a latter opportunity.
Once that's settled and everything's working & implemented, I need to:
Go back to the Alberto vents sequence most likely and implement a hacking minigame together with more dialogues with him before the scene with him may happen.
Create a draft for the mission that lets the player start the sequence of entering the City for the first time in gameplay and dialogue.
Continue planning the City content ahead and make sure we stay on a good track, plot-wise. I do have a good idea for the opening to the City, but after the first night in the City it's not yet certain what should happen other than the fact that we need to enter the night club to continue the main story plot, and there should be multiple ways to get into the night club, a main one and a few side ones that give flavor content for different NSFW interests.
As for the bugs I believe I have fixed:
Player was teleported in the water after talking to Julia in the ISA Garden. ✅ (if the original reporter can contact me, we can test if this is still happening)
Player could get stuck with no way to progress after coming back from the Village, but it was most likely only happening in specific circumstances. ✅ (same goes here, it'd be nice if I can get confirmation from the player who reported this that it's fixed)
As for new bugs I have noticed:
When pathfinding based movement is used (which is rare in the game), the chibis don't play their walking animations anymore due to a change in the code that automatically sets the new facing direction. ⏳ This issue has been plaguing me for a while, with characters either not having their facing direction updated during cutscenes, or the walking animation never playing seeming as if they're floating. I believe the movement during cutscenes should be fine right now, but I need to take a look why now it isn't working on the pathfinding. Normally the direction is set based on the position of that character in the previous frame compared to the current frame, and if the position change is big enough I trigger the walking animation to play, but there are issues.
Thank you for reading this! I will create new tasks next week for future content, I plan on moving fast with the content that will happen but not fast in a way that makes it seem rushed, more like fast in a way that there's constant development going that gets us closer and closer to a good 1.0 release (post night club content).
Enjoy your weekend!
