Development Progress - October 2022


Hello, friends! It's been a busy month for us, so let's cut to the chase!

Our first small victory - the 3D modeling is now 100% done! As we mentioned in the last update, we ended up doing a lot more of it than we initially planned, so we hope you'll like the locations once you get to see them.

Character sprites for the main cast are also done now - we're only missing two for an easter egg ending! KleeBentz has done absolute justice to every idea we've had, and I can't wait for you to meet a certain character in the game in particular. :D

Fun fact: KleeBentz has also ended up creating a lot of additional art for item icons! The game would have worked without them, but we think they add a lot of nice aesthetic polish, so we hope you'll appreciate them, too. Like for instance this fortune cookie:

Now, a little explanation regarding the coding - I've done a HUGE chunk of coding this month, but it was only after I'd done all of that that I realized the earlier estimate was WAY OFF. Our coding progress by last month was really closer to the 50% mark! The good news is that I've brought that back up to 80% by coding five and a half main endings in the span of these past four weeks (which also involved screenshotting the environments, filtering them, and figuring out how the level design is even supposed to work in those sections - with audio design on top).

Each of the main endings in EGC - or maybe I should refer to them as 'routes' instead of 'endings' - has a shorter or longer point-and-click section in them, and those really take a while to code. It's not just straightforward plot, descriptions and/or dialogue - there's variables to keep track of, and text for each 'clicky' point to come up with, and most of the time it's multiple texts for single spots depending on the situation (if you've played Blankspace you probably have some idea of just how indulgent we can get with those details).

The script completion is also way off at this point, especially when a lot of stuff ends up being outdated and re-written as I go, but I pushed the bar forward to indicate that it's also progressing.

It's absolutely crazy that this is the third project (technically fourth if we consider the Whiteheart Woods Demo) that I've worked on and I still end up underestimating the workload. (*꒦ິ꒳꒦ີ) Is gamedev something that can ever be grasped?

But at the end of the day I love what I do, and I'm grateful to have the opportunity to work on this project, even if things can be tough at times. As always, there are pros and cons to everything.

I'm hoping I can finish the 'main' endings (8/10 are coded and working now!) before the end of this month, Xolf will be busy coming up with witty clicky-texts and proofreading my eager attempts at English grammar, and KleeBentz will keep pushing those CGs.

We're getting closer to completion with each day, so hopefully it won't be too long now. We'll keep you updated, so expect some more frequent updates from us soon.

- Nayru, KleeBentz, and Xolf

PS. Go check out MstMori's epic art that he did for us to celebrate our crunch mode. :D

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