Alright, now that I've gotten back into the mix with MZ I think I'll start my weekly updates back up.
Render wise, the intro is rolling along. I'd say I'm about 30%-40% through with the first scene. These are "full" renders so they're taking a bit but hopefully they look nice... Many renders, especially repeatable/variable scenes will be composite renders and will be much faster. I actually may do the same for the character introduction scenes, depends on how I can get it to look. I'll render out examples of both and maybe make a poll. Unfortunately I wasn't able to get the 4k renders to work in the game without making the game resolution match so I had to downsize the renders for MZ... Due to this, I'm actually looking into making a damn Ren'py version for the 4k images. I don't know if I want it to be purely a visual novel or have choices involved. I'll make a poll for that as well to see if either is something that people want. Outside of that, renders are great, I hope you like the previews!
MZ wise, honestly, it's a hassle but this shit is like a panacea for my soul. I do genuinely need to take breaks, but I also love the hell out of working on this game. I feel a lot better now that I'm back working on it. Anyway, the Pleasure Palace, A.K.A the prologue dungeon, has been fully overhauled. I had already mapped it out but now I've added the events and enemies to the map. For the forest as well. Each has 5 different mob types and the dungeon has mostly different enemies than the forest. The dungeon also has 2 mandatory sub bosses, a "real" boss (that may or may not be all that hard depending on pervious choices), and an optional boss that'll be kinda hard to beat. There's also treasure. What kind of dungeon doesn't have treasure? But you'll have to work a bit to get it. Oh! There are also ambushes! So watch out for 8 legged critters. Outside of the dungeon I've also done various things like increasing the max enemy count to 50 (I think there are 43ish in the forest and 25ish in the dungeon), updated some of the LAM stuff (still doing that), added more items to the game... You know. Stuffs.
Oh! I also ported over the character busts so I can start updating the images in Blazes party chat. I want this to work well because it'll be one of the core parts of the game... Once I get all that worked out I can move on to Fire. The party chat, and most other repeatable/social events will use the busts (which I'll add to over time as more interactions are opened up) and backgrounds. I want the backgrounds to take into account where the player is so I have tons to render out. For example, the first floor of Dope's house has 8 zones, Dope's room has 6 and his sisters have that or more. Luckily rendering out background images is almost as fast as rendering out bust images so even though I have a lot they won't take anywhere near as long as full renders to render out. Working out how the game is going to pick the bg is cake too. The hardest part is just getting everything rendered out and setup. Welp, that's all for now, stay tuned and stay blessed!