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.

Wednesday, April 22, 2015


So much deliberation going on just what should the next project's genre or gameplay be. Expanding out of the VN genre is  something that we are heavily weighing.

Anyway all builds of Delicatessen are unavailable pending Mac issues.

Wednesday, April 15, 2015

Roster: Delicatessen Update 21

I finally received the last three sprites from Aqua... oh did I mention this already? Pardon me then. Anyway here is the complete list of characters for Delicatessen. Introduced in this pic are Nohemi, Clarissa, Meilin and Alexandrie of the Fencing Club... and Nina, Raffaella and Hana of the Idol Research Club. 

Anyway general situation report:

Summer is back and so are 3-12 hour long rotational brown outs... so further work on this game will be slow. I will however take the time offline to hone my skills in drawing. Well to tell you the truth it looks like even an elementary kid would beat me in it hahaha. 

There's too many ways to implement the student body management part of the gameplay its driving me nuts. 

And oh! We're still looking for a collaborating background colorist. Applications will end by May. 

Wednesday, April 8, 2015

Whom to Notice Update 1

Whom to Notice  is now reentering operational capacity through production restart. This project will run along with Circle Cosine's main project.

The project already passed pre-production a summer ago so yeah. Production is expected to run slow since there remains funding and time management issues for all staffers.

Anyway major changes to the system include:

  • Shifting from Ren'Py to Tyranobuilder or Jokerscript x Unity 3D
  • Live2D sprites
Yes. We're going Live2D on this one too.  Ayyyyyy gonna up the ante on L2D. The previous month alone was some sort of Live2D discussion fest with skype discussions every night just trying to get things right... and getting assets right.

That being said we're looking for a sprite artist, preferably with Live2D experience.

The struggle is real. We're doing this to cope up with the increasingly competitive Western VN market... but on the other side of things there are few Western BxG VN's out there so we could breathe- oh wait we're facing competition from Japan itself.

Well at least Cybernoids recognizes our efforts.

On the management side of things:

Project Code: 2062
Title: Whom to Notice
Alternately: Notice me senpai! / Senpai to Kouhai
Production Run: 2015 - 2017
Estimated Cost: 200-300 USD
Crowdfunding: No
Commercial: Yes(?)

Wednesday, April 1, 2015

SITREP: Delicatessen Update 20

gotta love powerpoint's save as image option. 

Had to skip a day before posting this... for obvious reasons. Anyway the rebuild is coming along nicely. The graph above depicts the total size of unpacked versions of Delicatessen for the past 12 months. The green ones are the beta builds while the red ones are the rebuilds.

The rebuild aims to correct a lot of things in the direction and composition of the game. Noteworthy inclusions are the underclassman, a new stat-leveling algorithm, corrected screen styling, and reviewed/edited story content.

The latest development build is 1302M. The latest released build is 1100K which is still available here.

Revised Operational Plans are in formulation. One thing being considered is extending the development life cycle of Delicatessen past 2017.

Welp NanoReno just ended.. time to see what games the community conjured this time around.

Welp the rest of the world is still in April Fool's Day.