SamuZai
versusxstudio
versusxstudio

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Development Report 10/11/2019

Hi Patrons!

Let’s go with a new Dev Report while fighting against the first cold of the season ^^U


Project Finished!!!

Ok, so everything is finished. All releases are done, nothing is left… And as I said on the past report here is the small promotional teaser for the comic:

SEE >> OIU-The F Mission - Launch Trailer


Next target >> Finish the project and First release

The hard work for this project has started. ^^

The first thing has been to change the 'game' resolution from 720 to 1080.

After that, I thought that there are a lot of tasks to do, so to put some organization to these, Meg and I did some kind of vertical slice with all the stuff we need to do to finish the project.

With that done, I remade the ‘game’ logo, updating it with the ‘+’ symbol and adding some extra color. Take a look:

The Splash screen is now updated with the bigger resolution and the new VXS logo image.

The next step was to update the title screen making it sexier ^^ take a look:

A hand cursor was also added to make it even more beautiful ?

This time we decided to make the Project with a Multilanguage selector (English/Spanish) instead of making it on separate projects like the old Case of T. So, I extracted manually all the texts and then I've been searching for some ‘Multilanguage’ plugin for RPG Maker MV. Fortunately, I found a couple of options for this. Now it’s time to put this on the project and translate… oh, well, first I need to finish the script for the new scene.

I added a special menu at the start of the ‘game’ with some options, being one of them the introduction of the codes from the Fantasy Cards (this option is not functional yet but will be soon).

Based on this new ‘menu’ I decided to revamp how the options between scenes looks, so I created like 11 background images for these options and fixed an RPG Maker MV bug with the messages configuration and the option select window, that forced me to redo all the 11 background images for a second time. It wasn’t fun to figure out what the hell was happening.

Meguido is preparing and rendering stuff. (I don’t know if he will expand about this on his report below but take a look at it in any case ^^)


Next target >> Release next version (Ver. 0.2.xx)

Well, I continued working on those masks for cool stuff I mentioned on the previous Dev Report and finally I finished with them.

Then I tried to make another painting stuff but my PC decided to corrupt the files when I tried to paint on it, causing some graphical glitches on the model… So this means more work for Meg :P

For more info read the Meguido’s Report below.


Next target >> Re-introduction of the project / Show how the game will look

OK, finally, we managed to find the way we want the faces for the characters to look and I have to say they look really lovely <3

After that, we created a base male character while documenting all the process of how to do it from scratch for future characters.

With that done, Meg and I have done all the graphics for the first version of Kintaro (the main character of the game) and he looks really cool… man I’m really excited on how is looking overall and want to show you all, very soon.

Meg was also doing some stuff so for more info read the Meguido’s Report below.


Hey everyone,
A short report is here.
So, again, these has been a very busy weeks working mainly on the two projects, or rather three if we count Case Of T, but since it’s part of Omnia in Unum, I won’t count it as separate xD.

· Omnia In Unum (including Case of T):
o I’ve been working on a lot of animations. Easy ones, that’s basically why they’re “a lot” XD.
o And spent the majority of the time put on it, working on creating some enemies and on a very important task, that is especially important, for characters and NPCs.
o And then spend the night times when I’m not on the PC, to make some re-renders.
o It will be cool when we can finally show OiU so I can stop talking about “this and that” and actually mention what specific stuff I’m working on lol.


· Bioasshard Arena 0.2.X:
o So here I keep working on different tasks at the same time, including our beloved friend.
o Finished implementing the Fantasy Card System for the next release; this wasn’t hard to add, re-using some existing code and graphics.
o Made some tweaks to the colors for the Secret Outfit 1, to make them more accurate to what they should look like xD (thanks to Hyp3 for reporting this).
o Now, the big guy should keep running when he has to, instead of stopping when you don’t look at him (that childhood game was the reverse to what the big guy used to do).
o I took the chance while fixing this on the big guy (and taking into account that I wanted to make the enemies’ movement more root-motion-based and smoother whenever possible), and implemented some new systems for them, to allow some better rotations and turns. So, the enemies no longer will insta-look-at-you when is about to attack making it hard to avoid. Now you’ll be able to make your no-damage runs ^^.
o Remember that the enemies take their time since they see Julia until they start chasing her? That was a bug (a really hidden one) that has been fixed as well.
o And last but not least, I’ve been making more progress on that aesthetic system I mentioned in the past, as well as in the Cerberus.


And this will wrap things up for this report.
See ya in the next one.

A bit of transparency doesn’t hurt.

This time we decided to save some ‘resources’ in order to add a couple of interesting features on one of the projects; I’m not going to expand this for now but soon we’ll give more info on this.

We’re also waiting to buy a small lamp for the office but we didn’t have the time to buy it yet.


The end of this post is here.

Oh! I remembered now that there is a pending post… one to explain the use of the Fantasy Card System. I think this post will be near the Case of T + release date because this project will be the first one to use this system.

See ya in the next post!

- General FAQ - Bioasshard FAQ (outdated) - Project List (outdated) -

Regards <3

Comments

Haha, thank you for the suggestion. We'll keep that in mind when the time for the actual game comes. Right now, the Arena needs no story you know :)

Versus X Studio

Sorry to hear that. Any error thrown?

Versus X Studio

In regards to Bioasshard, have you considered commissioning a SFM/blender/whatever animations person to do an intro cutscene? An intro cutscene to show the transition from things being normal everyday life to the outbreak that the game takes place in. E.g. random everyday woman in her apartment/ walking through a back alley/ in a park or whatever with no idea what's about to happen encounters a single/group of zombies and isn't prepared so succumbs to the attack. Then have text on the screen say "one week later" or however long you wish, then show some still shots of devastation, then some random walking zombies etc, basically something that takes place between that prequel comic you did and the game. Just a thought.

Jonathan Marlow

i still cant play bioasshard it doesnt let me start the game


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