SamuZai
Frostworks
Frostworks

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Quest Failed: Chapter Two - Dev Log #81

Hiya there, guys! We're on the cusp of a new month--but I figured I could juuuust about manage to squeeze one last dev log in before the month is over, because I feel like I've been falling behind on them somewhat throughout the month.

First of all, so we have some pretty eye candy up in here--if you hadn't seen it on twitter already, I've attached some adorable artwork of the hooded girl up above for you to all marvel at, done by the super talented Monstralgam who does all sorts of neat monster girl art and is open for commissions right now. I recommend giving their stuff a look! You'd almost forget just what a little doll of death and destruction she is from that adorable head tilt there~ How could you not want to hug her?

Cute art aside, let's move on to what I've been doing these last couple of weeks! (I promise it's at least something, honest)

As I say, with the large majority of art assets complete for the game now--the bulk of the work now lies solely on finishing the script and getting all of the voice acting down. This is continuing in a smooth manner and I'm so glad that all of the voice actresses have stayed on board for the duration of the project. I really can't thank them enough for all of their hard work and being so patient as I slowly bring all of the scripts together! Truthfully one of my biggest fears is that a VA may be no longer able to continue doing the work due to a variety of reasons, with adult work being something that they may no longer want to pursue. But everyone has really been so awesome and they really do seem to love their roles, which makes me happy to see!

Regarding logging progress for you all to keep track of and make sure I'm working hard enough--I realised upon going over the various scenes present in the game that cataloguing all of the existing ones could be pretty time consuming to do, and wonder if it's better to just start from the new scenes as they come to life and give estimates as to progress with them? Or I could try to do it in groups such as events/h-scenes per character, main story segments and so on. Or would that perhaps ruin a bit of the mystery around the game by laying flat out everything that's going to happen? I suppose I'd have to get sneaky with codewords or something, haha. (Mystery Character A - H-Scene 1, and so on for an example)

Finally--I have something special to show regarding one of the events coming to life as we speak...drum roll please!


It's a net! Yes! What you've all been waiting for! How...exciting? Whoo! Well, I guess the icon alone probably won't inspire much hype--but it's part of a small side interaction that will open the way to something you might not otherwise get to see in the game. Any guesses as to what? (And no it's not to snag the hooded girl and run away with her--even if that would be adorable and solve all of our problems)

This also represents how much of an 'adventure game' I'm trying to make Chapter Two, where certain events may need certain items to progress--but without getting too complex. Most of the time the solutions will be obvious and heavily hinted at what you might need. (And in most cases you can't buy the item until Matt decides he needs it, to avoid shop bloat and confusion) Though at the same time, I'm trying to strike a balance between events that can happen naturally and more 'puzzle' based style encounters--where I won't shove a million unnecessary items into the game, but want to at least have a few here and there so it doesn't feel like it could have just been scrapped altogether. It's been a lot of fun to think on, and sometimes these item style scenarios just come to me out of nowhere!

What do you guys think of this sort of thing--or do you maybe feel it's mutating beyond a simple VN experience you might have otherwise wanted? Chapter Two's non-linear reception will definitely affect how I go about Chapter Three's structure (which is well in its planning stages with characters and all sorts and aaaaaa I wish I could show all the awesome stuff for that, too!)

Thanks again for your immense patience as I power through the remaining work left on Chapter Two and I can't wait to share more with you!

Quest Failed: Chapter Two - Dev Log #81

Comments

Thank you so much! I really do hope after all of this development time that I'll end up with something that can keep people engaged for multiple playthroughs! It'll be a bit depressing if people just blaze through it in a day and go "meh, next chapter please" lol Dx

Frostworks

I s'pose considering them puzzles might be giving them a bit too much credit, haha. But I hope it does give people some room to think about how they spend their money and what events they want to prioritise over others! I just hope I'm not in over my head with the planning of it all Dx

Frostworks

I find the sheer replayability of the thing you are constructing every bit the attraction the material itself is. I'm quite convinced this second chapter is an improvement on the first game that brought me here in the first place in every way. You got this!

Ilya

Ooh, I love puzzles! If you find they are fun to make and they make for interesting scenes I'd love there to be more. Also, cute pic of the Hooded Girl. Hehe

Ghost

Once Chapter Two finishes, I'll definitely poll people and see what they'd like me to focus my efforts on next down the road! The Room prototype was a lot of fun to work on for sure--though it will hinge largely on if the artist that helped me put it together is available or not, since he was the sole artist on the prototype and made everything from the sprites to the backgrounds present in it! And due to him being familiar with the process, it'd be a lot more difficult to work with different artists on it

Frostworks

Exactly Because Matt's own internal thoughts didn't drag on long enough--I needed an even bigger way to extend the script by filling it with all the thoughts of each monster girl~ (Though I imagine most of them will boil down to "Oh, he's cute--I think I'll jump his bones")

Frostworks

Oh, the purpose of the net is quite obvious: it's meant to catch internal monologue thought bubbles from monster girls, that would otherwise simply float away, but when caught allow Matt insight into what they're thinking. I mean, clearly. What else could it be...? ;)))

Porcupine

I think that giving us some puzzle styled side story quests will make the game more enjoyable without going too overboard on how complex the puzzle might be so as to not take away from the VN style of game that this is. Also glad to hear that there aren’t to many hiccups getting in the way of completing chapter two. Also I know that your planing on chapter three right now and I’m sure that is really time consuming. (Not trying to sound sarcastic) but I remember you mentioning that you may try to finish up some of your old side projects after chapter two is done. Might I suggest finishing up that mystery game called ROOM you released a prototype of a while back. I might be too late to say this but the plot was actually interesting

jaret


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