[News] Progress Report + New Milestones
Added 2024-07-14 18:53:14 +0000 UTCHello everyone, Corintio here!
Just a quick post to give you some hints about what we've been working on:
Wrapping up the writing of the missing cutscenes at the dungeon, when Kalyskah first meets Alvina, Brooke, Kaida, and Gerrard.
Implementing the dialogues between Kalyskah and Nemesis, Heather, and Jessie in the Garden of Earthly Delights.
We have received the voiceover for the dialogues between Kalyskah, Maynard, and Henrysson for the garden.
Implemented the Dancer outfit and are working on a way for you to obtain it as a 'gift' from Nemesis.
Progress on solving the issue causing the game settings not to be properly saved.
Major improvements in the backend of how we implement dialogues to make development easier. This allows us to have better control over what the characters are saying and what is shown as a choice in the dialogue.
Improvements in how we do lip-sync, so the character's lips do not move as frequently as before.
With all that said, we plan to release the final version of 0.25 by the end of the month. After that, there might be another update on this version only if we manage to get the animations we did in Motion Capture for the intro done in time. Otherwise, next month we might release version 0.25 on itch.io for the public and then focus on bringing the prologue back in August's release of 0.26 to the patrons.
There's an idea in my head about trying to bring the legacy content back by September, but I'll need to check with the technical team how challenging it would be for us to fix two landscapes at once for Unreal 5 standards. If the workload is too high, then we'll stay with the plan of bringing the legacy content only after the prologue is done (we are halfway through it). So I'll let you know when we have an answer.
As for Steam, the plan is to release a demo there by the end of October. But that will depend on whether or not the new combat will be done and also the state of the quests.
The transition to Unreal 5 slowed us down, but now things are returning to normality regarding the speed we can develop the game since I truly believe that in terms of mechanics and optimisation, we are in a better state than we ever were before.
Thank you all for your continuous support and feedback. Those posts I've been doing to collect your input after each patch have proven to be a major contribution to addressing issues that we used to oversee. So you can expect more of them after each patch moving forward!