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Chibi Gob!

The chibiest of chibis so far! She was a lot of fun to draw, especially because of ho expressive she is ^^ She also has quite a bit of details crammed in her sprites, despite how small she is.
I realized I haven't been posting a whole lot of the poll monstergirls' chibis, so that's what you can expect next time :B

In fact, drawing another 2 sets of chibis was the first thing I did this month. I'm eager to show these in particular, I'm very happy with the result!
After that, I began working on the new puzzles for the demo. Some of these gave me some serious trouble, either to figure out what to do in the first place, or how to actually make it. Sometimes both! I figured it out though, and they're now all fully done! I call them puzzles, but at least half of these are actually closer to mini games, kind of like these green gems you have to click all the way to the top of their pillar in Sablee (though these pale in comparison to the new stuff! :B)
I then took some time to review all of the overworld objects, both new and old, and updated a lot of stuff. Many of the old objects in particular (Sablee and Sablee ocean) have been improved to work with the newer gameplay stuff, which was somewhat time consumming and boring, but necessary.
While doing that, I also ended up improving the room generation script. Every time you enter a new room, every object in that room is generated through an array which contains what object needs to be created, along with a set of values. For example:

arrayRoom[0, 0] = obj_DecoSableeHouse; < the object to be created
arrayRoom[0, 1] = 500; < x coordinate
arrayRoom[0, 2] = 800; < y coordinate

And a bunch more stuff following that logic. Then comes whatever object is in arrayRoom[1, 0] and its value in [1, 1], [1, 2] etc, and so on until every object of that room is created.
And that works great! However, I had to remove a lot of unnecessary objects, and simply removing these from the array created a bunch of "holes" in it, which will inevitably cause crashes. After fixing all of that, I figured I might as well improve that system in case I need to removes objects again in the future, whic now looks like this:

arrayRoom[count, 0] = obj_DecoSableeHouse; < the object to be created
arrayRoom[count, 1] = 500; < x coordinate
arrayRoom[count, 2] = 800; < y coordinate
count++

By replacing the individual values by a variable that increases by one automatically after each object is created (which is what count++ is for), I can remove any object without ever having to manually fill the "holes" in the array. I've simplified this a bit, but I thought it would be an interesting thing to explain since it's not too complex. I guess I was too focused on making things work when I first made this and didn't think removing objects later could be a problem! So yeah, this is one of the many things I fixed, which greatly varied in size and complexity.

Finally, I took some time to improve the ocean. The puzzle the requires you to click shells in the right order has been improved to be easier to understand, but mostly I worked on how the ocean looks. I felt like it looked very drab, especially compared to Sablee, and wasn't happy with several of the graphical assets in that area. I had already redrawn and reimplemented several of these some time ago, but there were still a bunch of minor improvements to be made (some of which required removing objects like what's explained above). The result is now much nicer to look at, and generally more saturated. I've improved the way the color generation for the algae works. It used to be a big mess of "whatever color happens, happens", but they now share a nice hue shift from one color to another across the room, which is a lot easier to look at. I also added an ocean surface effect I'm very happy with, which also doubled as an exercise to learn how to use certain functions I'll need later when working on the cutscenes.

So yeah, that's about it for now! A lot of good progress was made ^^


There is still a bunch of stuff to do before working on the cutscenes (including the dialogue system update I mentioned last time) so I'll be focusing exclusively on that in July, which might result in a pretty big devlog next time too!


Here is the TODO list:

-̶ ̶D̶r̶a̶w̶ ̶t̶h̶e̶ ̶n̶e̶w̶ ̶a̶r̶e̶a̶s̶

-̶ ̶D̶r̶a̶w̶ ̶n̶e̶w̶ ̶c̶h̶a̶r̶a̶c̶t̶e̶r̶s̶

̶-̶ ̶D̶r̶a̶w̶ ̶p̶o̶l̶l̶ ̶N̶P̶C̶s̶

- Draw a few more NPCs (Maybe 2 or 3?)

̶-̶ ̶D̶r̶a̶w̶ ̶ ̶p̶r̶i̶m̶a̶r̶y̶ ̶c̶h̶i̶b̶i̶s̶

- Draw  secondary chibis

- Draw  tertiary chibis

- Draw chibi ranks (might not happen for the demo)

- Draw new collectables

- Draw new shapes

̶-̶ ̶D̶r̶a̶w̶ ̶a̶d̶d̶i̶t̶i̶o̶n̶a̶l̶ ̶c̶u̶t̶s̶c̶e̶n̶e̶ ̶g̶r̶a̶p̶h̶i̶c̶s̶

̶-̶ ̶G̶e̶n̶e̶r̶a̶l̶ ̶a̶r̶t̶ ̶c̶h̶e̶c̶k̶

̶-̶ ̶E̶x̶p̶o̶r̶t̶ ̶a̶ ̶l̶o̶t̶ ̶o̶f̶ ̶s̶p̶r̶i̶t̶e̶s̶

̶-̶ ̶I̶m̶p̶o̶r̶t̶ ̶a̶ ̶l̶o̶t̶ ̶o̶f̶ ̶s̶p̶r̶i̶t̶e̶s̶

̶-̶ ̶I̶m̶p̶l̶e̶m̶e̶n̶t̶ ̶e̶v̶e̶r̶y̶t̶h̶i̶n̶g̶

- Various smaller improvements (currently working on these, about 30% done!)

 ̶-̶ ̶P̶u̶z̶z̶l̶e̶ ̶m̶e̶c̶h̶a̶n̶i̶c̶s̶

- Create the rooms

- Implement the story cutscenes

- Create the shape waves and balance everything

̶-̶ ̶F̶i̶n̶a̶l̶i̶z̶e̶ ̶t̶h̶e̶ ̶s̶t̶o̶r̶y̶

̶-̶ ̶P̶r̶i̶m̶a̶r̶y̶ ̶d̶i̶a̶l̶o̶g̶u̶e̶

̶-̶ ̶C̶u̶t̶s̶c̶e̶n̶e̶ ̶s̶c̶r̶i̶p̶t̶

̶-̶ ̶C̶h̶i̶b̶i̶ ̶p̶r̶e̶p̶ ̶w̶o̶r̶k̶

- Secondary dialogue

- Tertiary dialogue

- Implement the new music and SFX once they're done

- Probably more stuff I can't think of right now


The next monstergirl poll has begun! You can now vote for the monstergirl you want to be included in BE Witches in the Discord if you are a 2$+ patron!

The poll will be active until July 12th. After this, you will be able to change your submitted modifier until July 15th. Finally, the two rounds of the modifier poll will take one week each.

Monstergirl poll rules

Poll submissions

Also, now is a good time to submit a monstergirl and/or modifiers if you haven't already as a patron! If you can't think of anything to submit, here is a list of ideas you can choose from. You don't have to submit in the Discord server, you can also leave a comment here or e-mail me at Nosebecc@gmail.com


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