Next on the list to add: light snow and light rain.
Idris is a bonds man- a special bonds man. While most of his clients need to bail loved ones out of jail, a few are looking for a reprieve from someone they once knew. For Evalise, all she wanted was to get a bail bond for her boyfriend, when Idris surprised her with a simple but confusing question.
What if you could make him forget all about you?
Weather effects are now implemented in That Which Binds Us! At different points in the story it'll rain or snow, but now instead of just descriptions, you'll be able to see it!
Next on the list to add: light snow and light rain.
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Big list of updates, yay! The entire script is currently over 40k words long, and is coming along well. Here's a few snippets of the second playthrough "route"! Last but not least, the phone CG is almost complete! This CG will show whenever Idris and Eva are talking on the phone in different parts of the story, so the expressions and outfits change depending on the place. Here is a quick preview of what one iteration of it looked like:. And here's what it looks like now, after a bit more editing:
Today we've got a lot of updates in store, just in time for Valentine's Day! For the first update, the extended demo is now released! I realized the first demo didn't fully convey what the full game will be about, so the extended demo remedies that by showing a few more scenes and setting up a bit of the mystery in the full visual novel. The download link for the extended demo is the same page as the last demo!
Of course, it's also Valentine's Day, which means Valentine's art! Here's Eva wishing you a happy Valentine's Day~
Happy Valentine's Day, everyone!A lot has gotten done on That Which Binds Us! For starters, let's talk about the script. The first draft is done, but now I'm going back and opting for a much longer experience with small choices as well as a new game+ with an alternate "route" to take in the relationship (still dating Idris, but with a twist on how it starts). The total script now is set to be over 25k words, and is currently at over 18k (the first draft having been around 16.5k). Now, on to art! First we have the finished main menu art, complete with the logo! The string changed a bit to match the logo, and a few corrections were made in other places. And here's an in-game look at the starting scene with Evalise and Ciera! As you can see, Ciera's sprite is now finished. That's all for today, but more will be coming out soon!
As of 12/23, the finished version of That Which Binds Us will be made in Ren'Py. Why? Well, it's easier, for one. I can get the full game out a lot quicker than if I had to copy and paste each line in RPGM and make the new maps and new walking sprites, etc. Plus, I'm not using anything in RPGM that benefits the story- it's much better as a "pure" VN, which is why Ren'Py will help it. The original IGMC build will always be up on the same page, but I will be finishing the game in Ren'Py. For the next IGMC, I'll work better on incorporating a VN with more traditional gameplay mechanics that RPGM offers. I'll post more about some of the changes and more progress in the future, after Christmas. For now, I quick and very early screenshot of it. Her sprite needs editing, her coworker's sprite needs finishing, the text area needs improvements, and the GUI needs to be started. But, it'll be nice to have this to look back on when it's all complete. To end off, let's have a moment of silence for some maps I edited and ones I wasn't able to use before I decided to scrap it and move to Ren'Py. Cafe lobby, from their second date. Idris' office. Left is the edited version, right is the jam version. Eva's apartment. Left is the edited version, right is the jam version. Not as drastic a change as Idris' office.
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