Development Report 5/30/2019
Added 2019-05-30 18:08:05 +0000 UTCHi Patrons!
Here is a new dev report.
Omnia In Unum The F Mission
Here is the summary on the progress made for this project:
- Posing phase: 37 of 37 pages are ready.
- Rendering phase: 37 of 37 pages are ready.
As you can see, weve made a lot of progress on this, now its time to star with the post-process phase (putting panels on their corresponding pages, fixing errors and making FXs).
Here is a couple of panel previews:


The lucky guy is the main character of Omnia In Unum and is a Warrior of Light called Kintaro (which means Golden Boy).
Bioasshard Dev Report
Here are some of the progress weve done during this time
Meguido
Meguido is here once again:
Hello everyone!
So here I am again to bring you the latest news on the Bioasshard development. This time Ive some good news because the last big part of programming is finally done (yay!).
So now all thats left related to pure programming is just a few tweaks here and there.
It was a hell of task to finish this with more than a thousand lines of code (hopefully bug-free lol).

Ive also been working on a menu that Im sure youll love, but that menu will remain as a surprise for the release ^^.
While testing the AI, I found some new problems with the graphics related to the cloth damage system, so Mr.Versus had to solve them too in order for me to give it as complete task.
So, the majority of time (since I finished that big part of programming) I spent in making the menu aforementioned. The menu mechanics were pretty easy to implement, but then the results of the menu made me realize I had a lot of background code totally wrong, so I had to basically remake it from scratch, thats why it took me more than a week to finish it.
By the way, a very basic facial expression system with blinking eyes has been added. Its just a base to expand on in the future.
Also fixed a gameplay bug where if you had the inventory open when an enemy grabs you, the inventory will get bugged and remain in there visible forever xD.
And the last thing I did was to update the title screen to the new Julia model (it was using the old one from the 0.0.3 version).
So next step is to apply a bunch of sounds to new animations and movements, and to fix the problems with the sewers, the heavy shader load times due to the complexity in the water among others. Lets see if I can get rid of those long loading times from the past versions.
Thats all for now. Thank you for being there!
See you on the next dev report.
Well, thats all for now.
See ya in the next post!
- General FAQ - Bioasshard FAQ - Project List -
Regards <3
Comments
Thanks!
Versus X Studio
2019-06-13 13:01:11 +0000 UTC*for Bioasshard
Nemesis97
2019-06-06 19:09:41 +0000 UTClooking good, is there a target date for a playable build to be released?
Nemesis97
2019-06-06 19:09:08 +0000 UTC