Currently working at: Everyday Lite

Friday Progress Report 14/12/2018

Spent the week fixing small issues with the models and adding some animations for the girls, In my animations I am trying to capture their personalities, but i still need to practice more to make the movements less robotic After redoing Sasha’s animations (they are the lamest of all right now) i will animate the tails, ears and wings. My brother is working on the inventory, he got a basic drag and drop window working This is integrated with the equipable items we already have (scythe, hoe and seed bags) There wasn’t much progress this week because we had to do maintenance on the notebooks (yearly dust removal), but we are increasing our weekly work hours to make up for it.

Friday Progress Report 07/12/2018

08/12/2018 update: The blog is back up now! We had some issues yesterday with the wordpress update causing problems. —————————————————————————————————————— Finished modeling 6 girls total! Only 14 to go (for the first release, there will be even more later)! At this point I managed to speed up the pipeline for the creation of new models to 1 to 3 weeks depending on the character, i should be able to finish a total of 20 girls (plus some other npcs) by the middle of next year. I still need a week to make the finishing touches on the 4 newest girls: Reiko, Karen, Fuko and Meru, configurating hair physics, making idle animations and animating the wings, animal ears and tails of all girls who need it. My brother went from farming system to making items to inventory to database, these systems are all connected, so they will take a long time to get everything working, it seems there won’t be aquatic content this release as finishing the farm system will take a lot more than expected. There is lore this week, if you just wanted to see this week progress then there is nothing else for now, the following is just lore! As promised i made the origins of Reiko and Karen and since i finished their models i might as well tell you how Fuko and Meru came to be. Most girls in the game are non-human, but they did not evolve naturally like this, they were created by humans using alchemy, so monster girls are often referred as “homunculi” Also take note that years in this world only have 112 days, so divide a character age by 3.25 to get the aproximated age in Earth years. Some backstory should be required to understand some of what follows, check those…

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Friday Progress Report 30/11/2018

There was a problem with the clothing script, so while my brother fixed it i started making a new girl, the local prankster smug loli, Fuko Fuko and her twin Meru will not be marriageable obviously (they will have no romance stats), Fuko is the older sister (by a few seconds) and drags Meru into trouble all the time, i will enjoy making their events, they live with Momo (probably next girl to be made after these two) since their parents died in the ruins, i will make more detailed background for them after i finish modeling them all and fulfill my promise to make the background for Reiko and Karen too. And yes, Fuko and Meru being sheepgirl humunculi do provide wool, they will sell it in Momo’s dairy shop My brother fixed the cloth script and made grass and crop tiles exclusive to each other, he also added grids to the plot tiles so you can make uniform fields, he will now work on UI making the inventory system

Friday Progress Report 23/11/2018

Reiko’s clothes have been finished, i have imported her to Unity, but stopped adding all her assets because we needed a new script to deal with her tails, since Kitsunes (Fox Girls) gain tails as they age they will need a special script to add tails and sort the existing ones so we don’t have a scrambled mess in the end, so while my brother worked on that i started the next girl, Reiko’s daughter Karen I have already finished her hair, textured and rigged it. Karen is a modest and serious girl, she doesn’t dress as extravagant as her mother. I will make a full profile of them both next week, i expect to have Karen’s clothes finished by then and have them all textured in Unity. My brother is working on making grass and crop exclusive to each other, grass will block crops and crops will stop grass growth, but this require a lot of work

Friday Progress Report 16/11/2018

This demo was well received, at least in comparison with the last one, there were a few glitches like missing triangles in the terrain and water reflection problems, these have been fixed already, but we won’t release a new demo version for now. The next release will be at 2/2/2019, we plan fishing system, water content like swimming animations and fish, at least 3 new girls and completing the farm system. Reiko is almost ready, her clothes are done, just need to add a few accessories and import her in Unity to make an idle animation and pose her next to Elly and Sasha My brother is improving the Farming system right now, adding a grid system that will be used to align crop plots, fences and buildings.

Demoday Release 11/11/2018

Today is the day! And here is the demo! Windows: https://www.mediafire.com/file/tglucm41mssp1as/10-11-2018_-_Windows.7z/file https://mega.nz/#!qlUmEI6C!pxlcdLHLV7x1fICM8_s9ufSoEPKRekev1frU673h9NA Linux: (seems like grass is not working in linux right now) https://www.mediafire.com/file/fva0z0za4ya0lea/10-11-2018_-_Linux.7z/file https://mega.nz/#!etUkWIQR!KHB5P8lUSfS6Lvdb0k_4XuL4XkaIzZS3GTprjhnEFjE Warning:┬áTo see grass you need to play on the higher settings, the default lower setting disables it! Features: >Grass tech, pick the scythe to cut grass passively >Prototype farming system, pick the hoe to place plots and pick seeds to plant crops on the plots >Basic pickable items, run over an item to pick up, right click to drop, left click to use. >Added ambiance sound >Greatly improved graphics >Cloth physics added to Adam’s clothing >Terrain and Aldrasil tree remade (terrain still has some flaws, will be fixed next demoday) >Replaced some of the placeholder animations with final ones (run, jump, walk), some animations will still receive tuning >Elly and Sasha are in the game, but you cannot interact with them yet  

Friday Progress Report 09/11/2018

Demoday soon fellow stalker! My brother is finishing the touches on the new demo for 11/11, it will feature Improved graphics over the mess that was the last demo Remade terrain, a bit bigger than last time Remade several parts of the town, specially the Aldrasil tree Sasha and Elly models will be on it (but they just idle) Simple farm system preview (plce plots and seed them) Grass! Since i don’t have anything else i can add in time for the demo i have began making the third girl, Reiko the milf innkeeper She is a foxgirl! Fluffy ears, fluffy tails, very sexy body and an age complex (NEVER ASK HER AGE), she will try to get her daughter to marry the protagonist early in game as you get her trust and friendship, but if your tastes demand more mature women you can try to go for Reiko’s affection, but she will be one of the hardest girls to marry, even starting her route will be very hard.

Friday Progress Report 02/11/2018

Farming system taking roots! My bro implemented the farm plot placing and seeding (right now it grows the veggies very fast to show the animation), he is now working to make a small scale grid system so that plots close to each other are aligned in the same grid, and plots far away form different grids, so you can have gardens in different angles, he is also working on optimization, we are not happy with the lower fps after turnip spam, this will be addressed soon. Meanwhile i have been making animations and applying cloth physics to the girls hairs, both things still need polishing. Each character will have an unique animation for idling and some other behaviors. Elly wings are still not animated, they won’t stay in T-Pose forever, don’t worry, we need to change a bit her body structure and how the wings work for me to animate them.

Friday Progress Report 26/10/2018

This week i made some veggies and animated their growth, this will be used by my brother on the prototype of the farming system, they are all low poly, made mostly of textured billboards, the growth is very gradual until i need to change textures (bud -> flower -> seedpod/fruit), these would require more detail on the model to make more gradual, like splitting the flower object of the turnip into 9 different flower objects, so i can change one by one, we are trying to stay in the safe when it comes to model detail because of possible performance issues. For now these three will do, the game will have more than 100 in the end, but i gotta focus on other things now, like the girls, i am now making an idle animation for Sasha and one for Elly, i will try to give them some personality with custom animations, Adam will also get improved animations if we have time, his current ones are still placeholder free animations found online. Only two weeks for the next demoday…  

Friday Progress Report 19/10/2018

Finally finished Sasha and Elly’s models in Unity, all their clothes are removable and each has an alternative hairstyle While my bro finishes the Proportion modifier script so it can work during runtime (allowing to change character proportions while the game runs, will be required for the werewolf girl) I have started the crops, i will model each crop of the game individually and animate their growth, the player will be able to figure out which growth stage the crop is in by looking at it once he knows how the crop is supposed to look like, different from most farming games seeds will be easily harvestable, no need for fancy seed makers and no need to buy seeds on the market every time I have started with carrot and potato, here what they look like in adult and flowering stages (yes carrots have flowers!), some crops like potatoes are special because you can bury a tuber and it will work like planting a seed. Iam trying to make each plant as lowpoly as possible to allow for large farms We are going to try to fit in at least part of the farming system in the next demo, but as the day comes closer and closer we are unsure if there will be something polished to be shown.