NokiMo
longlivetheprincess
longlivetheprincess

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Progress Report

The outline is done, and good riddance! This kind of work really drains me, but it has to be done. 

What you see above is a blurred version of my current outline of the endgame. It currently features very little of what will happen in 0.33, so this is mostly just 0.31 and 0.32. As you can see, the potential paths through these updates are incredibly complex and varied. Putting all these puzzle pieces together is, to put it mildly, fucking brutal. But at least I've got this update covered now, so that's a relief. The rest should be smooth sailing in comparison.

There's an old proverb that goes: "The darkest hour is just before the dawn." Appropriately for this game, it is attributed to the Irish. Version 0.32 is going to get quite dark compared to what you've seen before in this game. Depending on your choices, certain characters may die. Sometimes horribly. But this isn't a game that is supposed to be bleak and depressing (it's supposed to be sexy, dammit!), so don't worry. The worst bits are usually tied to bad endings. A few of those show up in this update. Even so, expect a couple of gut punches. This is the final hour of the game, so I'm not going to hold back. Case in point, one of the new renders I made this week features spraying blood. The bleeding character is a fan favorite. So, strap yourselves in. This is going to be a bumpy ride before things lighten up once 0.33 is done. 

Until next time!


Progress Report

Comments

Strangely enough, that resembles my decision making process on whether to get up and go pee in the middle of the night. It is nice to see some behind the scenes magic. :)

mistwolf_2k

As always, maintaining a rigorous standard from which other creators could stand to take a lesson, Belle — kudos!

Mojo Honeyman

Outstanding work. Thanks you

morris ridgeway

/me clutches Primrose possesively

Dubsington

I totally agree. I'm so curious now I got to see ending choices. Thank you Belle for making a this incredible game.

I can promise you that I'm not going to go for cheap emotional cliches like that. :) Edit: Actually, one of the bad endings was originally supposed to feature a situation in which you choose who to save from something really bad, but then I realized that this isn't the kind of game I want to make. So right now, you save everyone who matters in that ending. Using cheap deaths and binary choices to pull at basic emotional strings doesn't appeal to me. It has to *mean* something.

And now I hope not to have to choose who to save in a burning building xD

William Ricardo Strebe

At this point I'm almost more excited about the conclusion of the story than about the naughty bits (although those are top notch). It's very obvious that you care about making the best game possible and that's what makes it so enjoyable

Luke Beks


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