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Spook’s Progress Posting #10 – Fight Night at Little Toscana, Round #1!

“Round #1”, because there’ll surely be plenty of fights on Easy Street before we’re done, wouldn’t you say? Hello-hello, beWildernauts! How has August been treating you thus far? We’re heading into another weekend so it’s time to report in on what’s been going on this side of the developer divide. I think I’m going to keep this one short and sweeter than normal, for reason’s I’ll mention just below, but firstly let’s get down to business and the headlines first of all!

Week 5 in the cycle, here’s where we stand:

Goal: Use the shortened week to get as many of the remaining 36 CGs created, at least 20, getting us close to completion of the new version content.

Accomplished: The 4 day week and some other obstacles meant the plan had to change a little bit, but I still managed to scrap up to target and get 21 CGs forged, as well as some Post-Pro and Text work that wasn’t in the original plans. I’d have liked to have gotten more CGs made but it’s still a week to be happy with.

Let’s see how the bars are shaping up with this new jaunt behind up.

We’re shaping up really nicely now. There are 15 CGs left to create, which should well be achievable within the week ahead with a clear run at them. We’ve got over 100 of the 131 CGs rendered too. 2 Scenes are fully Post-Produced, and 1 is now set up in game, tested and release ready. Pretty soon we should be through the hardest parts and on to some quicker clean ups. As mentioned last week, the goal release date is Monday 25th, give or take a couple days either way, and that’s still looking like the day to mark down given this week’s progress.

Alright, on to some teasering for the week!

[From This Point On, Beware of Potential SPOILERS]

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This week I want to show y’all an hint at the last scene in the works, but at the same time, there’s a twist right near the start of this scene which I’m keeping to myself for now, so there’s not a lot to tickle the fancy with just yet.

Noe and Brad are sharing cross words with each other in this one, but it might just be somebody else who gives Brad the knockout blow of this version. 1 think I can tease you all with on the topic of Scene 4 is that there’s a decision to be made in the midst of this scene, for you the player I mean. It’s not actually the most important in the long run, but I made sure to write this one in so that the player can craft the flow of Noe and Brad’s relationship a little more to their liking before the shackles come off for our heroine for the scenes to come ahead of us.

Another reason I went with this milder image tease is because some of the content this week I want to give another eye over before I go rending and post-proing. This week was challenge more than doing shorted due to Monday being a public holiday here. Wednesday morning saw me get struck with some illness, nothing major (painful leg muscle cramps) but it really wrecked my ability to sleep for a few days. Starting to get better though, so that’s good. It mean that getting through the CGs was difficult to say the least. I decided in the end to stop trying to push ahead, trying to get them done for the numbers as much as the art, instead getting that Kelsey scene already in engine fully tested and Scene 2 pro-pro’d instead of rushing things. I believe I made the right choice, there’s no need to make slap-dash images just to be done faster, plus I freed up some of next week to work on the last 15 CGs in good time and polish anything that needs it from this week too. So, my week end is going to be a lot about keeping my feet up and catching up on some zzz’s, so that next week can be a big celebration for us all!

The Week Ahead

Next week is all about getting the top bar up to a happy 100%, first and foremost. I was also going to aim to get Scene 1 fully tested and Scene 2 mounted in the engine, but we’ve got that already now, so even better it’ll be about getting to the point the whole first half of the version is release ready (also the Gameplays which are already there) as well as CG complete. The render bar is starting to fall behind the CGs, but that’s an easy-peasy fix, especially when there’s no more CGs to make and busy up Daz. So expect progress across the board, expect maybe on the Engine side. That’s the week ahead for me, legs permitting!

So that was the week that was #10! And quite the week it was at that. Short and long at the same time, but still plenty achieved to be happy with. We’re still on track for some sexy dinner service from the Little Toscana girls this month and that’s the best news of all! So until next week’s good news!

Be smart enough to never piss off Noemi and beWilder!

Spook’s Progress Posting #10 – Fight Night at Little Toscana, Round #1!

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