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curry nochi rice
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Re: Delicatessen [BxG] [GxB] [Magic] [Alternative History]

#31 Post by curry nochi rice » Sat Aug 30, 2014 3:46 pm

LadyOfGatsby wrote:So I was accidently stumbled on this and thought it looks pretty neat and well thought out. Though I'm not such a fan of the gui but I do like the black gui since it looks pretty and clean :) I love dating sims too and am wondering how everything in this game will work out ^ ^
Thanks. Well I deviated from using the DSE and had to use a more roundabout but surefire method. I hope you wouldn't find it awkward once you play it.

Image

I'm not sure about how it will work out, but you and the rest can try to comment it out when the first pre-alpha demo comes out within two weeks. (Which of course might be delayed again and again) :oops:

I'm not exactly sure if I should just limit the distribution to the testers. If that's the case, I'll need more testers. 8)

As for the art, Yokura's working on the rest of the characters.
There's no news from the backgrounds department and it kind of makes me worry. :cry:
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curry nochi rice
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Re: Delicatessen [BxG] [GxB] [Magic] [Alternative History]

#32 Post by curry nochi rice » Sun Sep 14, 2014 2:14 pm

Short Update:

I have completed a small pre-alpha demo covering Elisa's day 1-5. This is available for public testing. A specialized stat-testing tool is available if anyone's interested. Download the demo from the link below. :oops:
2nd Demo

Please do comment about:
>if the stat-raising part of the game is balanced.
>your thoughts about the general look and feel of the game.
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Re: Delicatessen [BxG] [GxB] [Magic] [Pre-Alpha Demo]

#33 Post by curry nochi rice » Tue Sep 30, 2014 3:47 pm

Hi guys, need a bit of help here regarding the colors. :oops:

Should I go with this shade of blue?
Image

or this one?
Image

The screens in question is the nth redesign of the main screens used in game. Is it okay for me to stuff all those stats and words in there? :lol:

Image
And oh, this is the new relationships screen. This was implemented to alleviate the effects of the design/coding trainwreck that accompanied using one screen for three different functions.



As for the testing, ..... :oops: I haven't heard anything else aside from the stat issues. The general comments about the story is a okay though 5 days worth of scenario isn't really going to represent the whole game. :oops:

:3 / The links to the demos are still up in the first page. Added an Mediafire link since once tester reported an issue with Gdrive.

Addendum:
A comprehensive contingency plan is being drawn up. It involves commissioning much needed assets like CGs and Music. Well that if the March 2015 release proves itself up. If it does, then the plan will be put to action once funding becomes available.
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Re: Delicatessen [BxG] [GxB] [Magic] [Pre-Alpha Demo]

#34 Post by PyTom » Tue Sep 30, 2014 6:14 pm

Just comparing the two, I find the darker blue easier to read. I don't have a problem with all the words, but you may want to make it easier to scan by right-aligning all of the numbers.
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Re: Delicatessen [BxG] [GxB] [Magic] [Pre-Alpha Demo]

#35 Post by curry nochi rice » Wed Oct 01, 2014 4:44 pm

PyTom wrote:Just comparing the two, I find the darker blue easier to read. I don't have a problem with all the words, but you may want to make it easier to scan by right-aligning all of the numbers.
Thanks sir. The numbers are actually contained in a different frame. I might take it down and just merge them together, or adjust their containers accordingly.

:oops: Still stuck with the ever-worrisome color issues, so to solve it all, I have coded a palette/color changer. It is shown by clicking the "Character" label. This could have counted as an Easter egg but welp. I'll find a way to display it via a button, maybe in the preferences screen perhaps.

Image

To the people who recently downloaded the demo, you might want to report your opinions/findings here. Hehehe it's kinda unsettling not hearing anything from the rest of the testers/players.
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Re: Delicatessen [BxG] [GxB] [Magic] [Pre-Alpha Demo]

#36 Post by curry nochi rice » Fri Nov 07, 2014 1:07 pm

Here goes another UI-related update:

Image
So I decided to split the profile screen up into three different screens.... The status, relationships, and the bonus "original" profile screen. Since no matter how I looked at it.... It was just... not going to work out.

Image
This is the new relationships screen. Relationship statuses can be viewed here. I'll probably add a pop-up biography feature some time in the near future.

Image
The newest version of the Save/Load screen. Yes. I've started experimenting with icons.


As for the story, I'm about to finish Elisa's week 2. A number of crucial/critical design issues remain to be addressed. I'll probably talk about it in the next devblog update.
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Re: Delicatessen [Now an Otome Dating-Sim]

#37 Post by curry nochi rice » Fri Dec 26, 2014 1:16 pm

Happy Holidays! :lol:

Dropping in the latest frame of the game.

Image
No, this game isn't in French.. but it's totally not in English either.

and backing up the latest build because I'm going out of town for a two days. That's sixteen man-hours of much needed programming time taken away from development.

And there's this weird error in the Lint where it says it failed to open the project but the project itself is running and even the force recompile command is not returning anything (any errors?)

I'll probably isolate the newest block of script(26-27) to see if Lint will work like it used to. Last word count (yesterday) passed the 47,000 mark.

P.S.
I DON'T RECOMMEND DOWNLOADING/PLAYING THE EARLIER ALPHA-BUILD. THE GAME'S BACK-END HAS CHANGED A LOT OF TIMES SINCE THEN.
The links will stay though for documentation purposes.
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Re: Delicatessen [Now an Otome Dating-Sim]

#38 Post by melelisun » Thu Jan 01, 2015 4:13 pm

Looks like a lot of work went into developing the world and characters! I'll definitely be keeping my eye out for the next demo :)

Cute art style too, and it sounds like there's going to be an interesting battle system. Best of luck!
Image Image

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Re: Delicatessen [Now an Otome Dating-Sim]

#39 Post by curry nochi rice » Sun Jan 04, 2015 4:27 am

melelisun wrote:Looks like a lot of work went into developing the world and characters! I'll definitely be keeping my eye out for the next demo :)

Cute art style too, and it sounds like there's going to be an interesting battle system. Best of luck!
Thanks :lol: I could guarantee that anyone joining the staff would be presented with a lot of errata and character guides.

Image

As for the battle system... I'm in the process of removing most of Jake's assets (that have been used as placeholders) as part of cleaning up assets with incompatible licenses; Because of this, the beta might be cancelled altogether... or delayed by a couple weeks.

The issue with the backgrounds became even more obscure. I am now positioning myself to respond to the contingency of having to use filtered photos since I can't have colored backgrounds. The original background art would be colored still, though at a later date, and be integrated in a later release. I'm looking for assistance in-regard of this.

And finally, an extra... a product of yesterday's practice with filtering daytime photos to nighttime (Full Resolution):

Image

The logo was made by iiStarCandy. The chibi sprites are Caystar's work. Thanks a bunch you two. :cry:
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Re: Delicatessen [Now an Otome Dating-Sim]

#40 Post by LIZM » Sun Jan 04, 2015 9:10 am

Wish I had been around when the demo was still available - will the next demo be released only to specific testers or completely public? I'd love to give it a shot, I really like the premise and characters.

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Re: Delicatessen [Now an Otome Dating-Sim]

#41 Post by curry nochi rice » Mon Jan 12, 2015 1:15 pm

lan wrote:Wish I had been around when the demo was still available - will the next demo be released only to specific testers or completely public? I'd love to give it a shot, I really like the premise and characters.
I'd probably make it public. ;_; I hope it doesn't disappoint.

Anyway, a small SITREP:

Progress has been pretty slow. I thought I had a bit of free time to clean assets out of the game but boom suddenly school work. As mentioned before this game is capstone project a.k.a the culmination of 4 years of college. Consider it a thesis or something (but technically it shouldn't be.)

So I found myself designing a brochure (for this project) that would comply with department formats but would be otherwise unsuited to the general public and the readers/gamers/people of LSF.

And oh, not to mention the user manual... and that really unnecessary tarpaulin requirement. I'm dead serious about talking to the department about how the standards wouldn't work on a game project. :?

Speaking of the user manual... Here's the draft. I should at least leave it here for critique.

Long-term planning continues. Expect a prefundia page to be up by April-May of this year... though I'm not really serious about the funding thing. Consider it a "what-if" if you please. :oops:
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Re: Delicatessen [Now an Otome Dating-Sim]

#42 Post by curry nochi rice » Thu Jan 15, 2015 9:11 am

http://fav.me/d8dz9nz welp made a non compliant brochure for the sake of it. Click the link for it. Script's pretty much dead right now at day 56. There has been barely any scripting since the start of this week... but the code's being prepped from the final sequences of the game (day 57-63)... which includes the last battle scenes and a myriad of balancing issues.

There's been an issue raised about synopsis not being consistent with each other (like how the one from blogspot is different, here's different.. so on and so forth.) For the time being, to anyone who has followed this project for a while... consider the flyer/brochure's synopsis as the canon version.
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Re: Delicatessen [Obscure Dating-Sim]

#43 Post by curry nochi rice » Mon Jan 19, 2015 3:41 pm

>new content
>tries to update first page
>ends up making it too long
>destroys it
>destroys it literally
>oh god I shouldn't have touched it.

Anyway, I'm now looking accepting applicants/volunteers for normal testers/critiques. Testers will get to play Angelo's route. Testing will start January 28. Advance note though, the instance on January 28 is a beta and lack proofreading. QA will take longer than previously thought... So final release for Delicatessen version 1.0 is in April. So much delays... or maybe because I actually didn't account QA time in the first place.

and oh, actual recruitment thread is here.
and about the obscure dating-sim tag... I don't know anymore. It will really help if someone other than me and the rest of the staff can validate tags / give actual tags.
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Re: Delicatessen [GXB] [Slice of Life]

#44 Post by curry nochi rice » Fri Feb 13, 2015 12:40 pm

One last and quick update before the break / college hell month:
  • Closed the demo links as planned. Itch.IO page remains open for linux/mac users.
  • Updated the first page with a relationship chart.
  • Updated the samples section with the latest versions of the UI.
[REDACTED]

Image
Photo-editing test for the upcoming exhibit (demo) build.[/center]
I think the game lost a bit of immersion because the backgrounds... were surprisingly bright. Welp it's my fault as project manager for not overseeing/micromanaging things. The BG was done with relatively little correspondence between me and the colorist so. My bad.
Welp the lighting's going to deplete my time even further. The last time I used Ren'Py to tint the the images... ended up in misery unbearable lag. I'm also contemplating on using side-images for the heroine (Elly) but... there's (7x5) statements/conditions (depends really) involved. I know it's a good thing to do but given the time.... :oops:

As for the back-end. I already implemented a better stat-raising algorithm. I also removed the bgm files that weren't used... bringing the game from >490 to lesser than 400mb (380-ish)

Curry Out :lol: / Happy Valentines Day too.... it's single awareness day for me though.
Last edited by curry nochi rice on Sat Jul 30, 2016 2:22 pm, edited 1 time in total.
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Re: Delicatessen [GXB] [Slice of Life]

#45 Post by curry nochi rice » Wed Mar 18, 2015 9:41 am

Image

Aqua's back and had recently delivered Stef's juniors. The game also has a CD cover in the works, courtesy of Aeirsus. As of posting there are three characters left to be finished (or should I say designed... sorry Aqua I'm going to be late in delivering the designs).

School's finally drawing to a close and so is hell week. Funny thing though is right after hell week.... is the so called "Holy Week / Semana Santa" in which everything just halts... to pray... until Easter Sunday. I might take that time to rest and plan for a bit before joining full-time job hunting efforts.

"Version 2.0" will be integrated to the current beta version so the full release (version 1.0) would include the underclassmen, UI changes, changes in the game mechanics, a lot of dialogue changes, and new backgrounds.
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