Sunday 11 February 2018

Quick Update (Outside Academy)

The outside of the Academy is shaping up nicely. It was based on a academy in a random anime I watched this winter, so try guessing which. I've also implemented Day/night cycles, with the sun moving in conjunction with time. I've looked at a few alternative shaders (not in the picture) and have found a pretty decent one that does toons and shadows pretty well. I have also checked out Illusion's upcoming title "Koikatu", and I'm somewhat inspired to see if I can reach that visual fidelity myself. Then again it might not be wise to compare myself to a company that is filled with industry veterans. Either way I will se what I can do.

Saturday 2 December 2017

Quick Update feedback changes

  • The launcher title image is fixed.
  • There is now a basic splash screen logo.
  • Changed font on start menu title image to be consistent.
  • Walk toggle for keyboard is now added for the "left Control" key. Can be changed in the launcher.
  • Fixed a bug where PoorChan would use the walk animation instead of the run animation when moving sideways, or backwards in relation to the camera.
  • BGHouses now have different colours.
  • Added the ability to un/lock the cursor with the keyboard using left alt. This can be changed in the launcher
  • Changed default eye colour.
  • Re-enabled the collider for one of the shelfs in the prologue bedroom.
  • Added and implemented time period Icons to the UI.

Sunday 12 November 2017

Poor Chan Prologue Alpha 0.3.6 Release!

Park Gate Showcasing new BgHouses
Windows 64bit: MEGA  (Runs better, older computers can't run it)
Windows 32bit: MEGA  (For older computers)
Mac OS: MEGA (Not fully supported*)
Linux:  MEGA (Not fully supported*)
*I do not own a Mac or Linux myself so I can't bugtest these.*
 
What's been done: I've finished up the prologue house, and filled the bedroom with misc custom made furniture. The exterior of the house has also been finished and textured. This is used as a background prop for the park. I've also added some stuff to make the park better to look at. New TPS camera and some background changes. Other than that nothing much has changed mechanically since the last update, had to axe those additions for now sadly. 



Map:
  • Prologue house has a proper mesh for its interior now.
  • Prologue house has multiple new custom furniture.
  • Park has some vegetation now.
  • Park has a new custom BgHouse created for filling the background.
UI:
  • The game now tracks if you've seen the customization tutorial.
Gameplay:
  • TPS camera has changed so you can look around without turning. The character will move in regards to camera facing. You can also adjust zoom with the scroll wheel. This is a very glitchy cam for now, my proper cam code shat itself. please ignore, stutter, no smoothing, clipping, other oddities.
Planned: 
Those that I've mentioned before under this heading, is still relevant. I still got to finish the outside school model, but I'm more inclined to do some gameplay stuff now. Dealing with the bloat is also on the TODO list.
Side News: 
Due to changes in Patreons Policies I will now have to make any post containing nudity or the like into patreons only posts. This is supposedly part of users "opting in" to see those images. I personally find it a somewhat absurd requirement given that the page itself is set under the adult content category. Either way, those posts will be crossposted to the blog.

Saturday 12 August 2017

Quick Update Models


So for this week I've been working on some 3d models. I didn't really get any long periods of free time during this week, so I'm sorry if my focus seems a bit scatterbrained. I tried make the best of the situation and worked on some simple 3d models, like the school exterior pictured above.

Sunday 6 August 2017

Poor Chan Prologue Alpha 0.3.5 Release!



Windows 64bit: MEGA  (Runs better, older computers can't run it)
Windows 32bit: MEGA  (For older computers)
Mac OS: MEGA  (Not fully supported*)
Linux: MEGA  (Not fully supported*)
*I do not own a Mac or Linux myself so I can't bugtest these.*

What's been done:
The classroom model is now so to speak finished and implemented into the game as a new area you can visit through the park gate. Together with this the foundation for attending classes is now in the game, currently it only advances time and is counted as one big study session. Later this will be divided into smaller segments allowing you to do other things while waiting for the next class. I was thinking of something like the AA2s interaction system with other students.

UI:
  • Now shows time as "Day # Monday XX:XX". I'm going to add some basic sun/moon icons to easily identify each "period" soon.
  • A lot of feedback related changes previously mentioned in the 24.june quick update.
Map:
  • The classroom map has been added.
  • Moved the handjob scene a bit to the side so it makes sense with the sofa.
Gameplay:
  • The game now keeps track of days.
  • The Sleeping tent now advances time to the next day 06:30. I plan for the player to have more control over this later down the line.
  • Travelling between the park and the school takes 30 minutes.
  • Studying at the school advances the time to 16:00. It also checks if you're late to class, which currently doesn't do much more.
  • Added a Debug tool to increase your money.
  • Screenshot functionality by pressing F12. It's currently saved in the Data folder.
  • As mentioned earlier you can now name your character.

What I want out of this release is mainly any feedback in regards to the classroom's performance. If it runs "fine" or good then I'd like to know of that too. Going the extra mile would be to include average FPS, GFX card and CPU to further my understanding.

Sunday 16 July 2017

Quick Update Rooms


I've been working on more maps and models to throw into the game. First map to drop is most likely the classroom, but that isn't the only one I've been working on. The classroom specifically will be a nice addition for when I plan for events. Most of your school activity can be confined to the classroom, which is useful for these early stages when the alternative would have been a large empty and primitive school building. That doesn't mean I don't plan on making the rest of the school. I think adding this to the game will be good for establishing a proper rhythm to follow for the gameplay.

In other news, I played a bit of lightning returns, I can guarantee the time system won't be like that game.