1.5. Explicit scenes scrapped, and scope creep


Notes for update:

  • Continued story into investigation scene. (Finished dance scene, went separate ways, then reunited characters to hide.)
  • Completing game/final update scheduled for start of August.
  • Removed belt straps to shoulders -- source file is super pixelated... doesn't work well for close up scenes. *sulk*

Notes for current project going forward:

  • Too much scope creep already. Stick to the original plan. I'm a newbie coder… accomplish the tasks you initially set. Schedule is already too tight and i have spent more time than I meant to for otome jam… I need to return to other projects. (Gotta knock out that rent.)
  • Scrapped plans to make VN explicit – too much work required to protect it behind itch’s money system. Tax headache. This is a learning project for me,  gotta keep that in mind.
  • Also scrapped the following plans: MC’s animated blink, Sylus’ battle sprite, Sylus’ pleasant shock sprite, alternate alleyway BGs, 2 alternate skin tones for CGs & sprites, spice scene CGs — reasoning: scope creep & see Notes for Self.
  • Updates left need to add the following:
    • Find royalty-free / free-use music for battle and spice scene.
    • BGs for remaining rooms. (Hall & bedroom)
    • Finish assigning display sprites for mc & Sylus for remainder of script
    • Finish coding end result of crab puffs / meatball choice.

Notes for self:

  • Physical health not doing so well, thus mental health not doing well either. Need to end this project sooner than later.
  • Avoid switching between sprite work and coding unless I can tend to arms properly in between. Don’t end up debilitating self for weeks again. Prioritize health.

Notes for future projects:

  • Traditional otomes allow for MC to be hidden. (See Switch games and PC games.)
  • Keep plans and intended goals always on hand to avoid scope creep.
  • Go back to using timers to give self breaks.
  • Keep up with my hands & arms stretches/ice.
  • Regarding sprite builder code, explore call system. Core 6 emotions are still so-so. I may want to expand to core 7 for DoT project.
  • For alternate skin tones, it massively increases work load (eg. all cgs need to have options available, as well as animated eyes that use specific skin shadow tones in the sprite... My carpal tunnel hurts just thinking about it.)
  • It was a mistake to have 3 sets of animated eyes for Sylus. Too much time spent on that.
  • Spotlight & Blush variable needs to be created independently for each character set.
  • For assets (lesson of the belt straps that was on Sylus' shoulders), need to consider reusability and capability for closer resolutions. Belts failed because it was created at a low resolution compared to what I needed. (Third party creation.)

Files

Thechase-1.5-pc.zip 114 MB
9 hours ago

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