Saturday, October 3, 2015

Want bread?

I mean crackers.  Anyway, yeah, heavily swamped with equations right now for another collaboration.  I'm thinking of using a linear equation (y = mx+b) but I want to try quadratic equations too.  Damn parabolas are practically useless right now though.  I'm back to pen and paper right now since doing math on a computer takes way longer than doing it manually,

I need  a new calculator too... One with a back light since I basically fucked up my desk lamp and my current calculator is probably older than me (hence no back light).

Also, I have opened my personal blog/dump of things.  Mostly weaboo/fandom stuff.

Small Update for Delicatessen:

Oujibird just delivered the recolored arcade background.  I should do compares soon to properly gauge progress.

Over and out.

Sunday, September 27, 2015

Whom to Notice Update 2

:v We're in a myriad of issues as a consequence of how shitty the local community has become here.  We can't put two talented individuals together in our circle because they've been in conflict with each other for life five years?  Geez.  :v How bitter can people here get?  Then we have a lot of good artists but the problem is they're rather prone to procrastinating and being a victim of their feelings.  I think even making legally-binding contracts can't stop any one of them from AWOL-ing out.

And that is also why I prefer to commission foreigners.  It's just different when you commission a total stranger and you end up having a professional relationship.

During yesterday's meeting, which we held in a hospital cafeteria of all places, we settled with using Tyrannobuilder as the engine.  Problem is I actually didn't raise the gameplay issue of whether it would be possible to implement the features we're planning to add.  Otherwise it'd just be a pure 2.5D Visual Novel.

Since it's a modern school life romance VN, we decided to throw in all the glories and things of the latest generation.  I mean, of millennials.  OH WAIT MATE, this ain't gonna be full of explicit issues concerning puberty and adolescence.  This is planned to be a lighthearted game after all.

I can't really splurge on the details.


As for the other project with Circle Cosine, I recently found out that there are already designs for monsters and stuff like that.  Well, I don't really mind that I wasn't updated about it.  We're thinking of shifting to Unreal for this one.

*coughs* that's all for now.

Saturday, September 26, 2015

Sudden Stat Checking

Welp.  Since I went through the effort of checking into what's on LSF for the last six months:

Works in Progress:
> GXG: 7
> GXB: 15
> BXB: 5
> BXG: 11

Completed Works
> GXG: 16
> GXB: 43
> BXB: 13
> BXG: 15

All stats do not account for diversity keywords mutually occurring with each other.   I can't be bothered into checking each thread manually for that.  Maybe someone will.

Thursday, September 17, 2015

Project Update 1

I still haven't found  a good way to tag general site/project updates.  Let me reset it all back to one.

I have started contacting former artists that worked for Project 2059.  Work would start within 2 months.

As for the collaborations I'm in.  We're having another meeting this month regarding the use of Live2D and other production issues.  Hopefully we won't be procrastinating over night.

Live2D is a special concern since the latest version of Cubism was just released and we want to try it first hand whole night.

I've also closed my Deviant Art account.  I swear to God that I will only return when it's not feels that I'm satisfying but my self-demand for objectively quality art.

Welp.  Curry, out.


I opened a new blog as a replacement for my DA.  This one would contain rather personal things related to my adventures as a visual novel developer / programmer / otaku.  The blog is accessible here.  I also changed my handle name to "Rafale" which means squall in English.  It's obvious where I got the name from.

Sunday, August 2, 2015

Delicatessen Update 24

I swore to myself to post an update before August but then it just didn't happen.

Anyway, 4/25 backgrounds are done. Oujibird is doing a fine job at a really comfortable pace.

I might redesign the home screen interactions... and then use that as a base to modify everything else related to stat-raising.

I've also managed to pool close to a $100 now. I don't know when I'll stop allocating 20$ every 15 days but I guess it wouldn't really hurt to save money nowadays.

I'd probably spend it on:
>Main Menu CG
>Possible GUI assets
>Licensed code
>More expressions for the secondary characters

Sunday, May 31, 2015

Delicatessen Update 23

Nothing much in terms of programming. Script's being reworked with the knowledge I gained during my training as a transcriber.

Reserving at least $10 every 14 days to pool funds for this game or whatever hue. At that rate assuming I could harbor an artist who would be willing to do sprites for $20 dollars then it'd be good, unless of course I decide to throw in CGs or something.

The backgrounds are going along nicely. Here is Oujibird's rendition of Angelo's room. I  particularly like what he did the posters and stuff. Fancy.

On the other side, I'm dropping the Mac build from the official/final release. 

Tuesday, May 5, 2015

Delicatessen Update 22

The ongoing demo build's stats as follows:

The game contains 5,716 dialogue blocks, containing 44,684 words and 240,382
characters, for an average of 7.8 words and 42 characters per block.

The game contains 28 menus, 668 images, and 57 screens.

Current issues that remain:
Mac compatibility
Statistics balancing
Asset cleanup
Battle System replacement

So much for that. I have recently started working. I'm working 8 hours a day 6 days a week. The only time I will be able to work on this project would be Saturday evenings since Sundays are usually filled with family stuff.

Anyway, the frequency of updates will change since I'm transitioning from VN-dev'ing NEET to full time employee. Rest assured though, this game is still being worked on.