Alright, here we are, good and bad news. Bad news first:
The game broke in so many levels I even considered dumping it all and starting over. At one point I had 159 errors which is 156 more than usual, give or take. Of course some of them where consequence of others and solved by themselves, but most didn’t.
Good news now: it freaking works! I managed to isolate the problems and treat them one by one as if it was a virus infecting the rest of the systems and it finally works. I have so...
2017-05-18 13:20:23 +0000 UTC
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We hit 300$ ! As someone asked me not long ago I'll explain this for everyone: I hid the pledged amount on the patreon page since I don't want anyone to feel pressured by it to pledge or not according to what I'm earning. I want everyone to consider their situation and if pledging it's worth just for them, and not the global scheme of things. Nonetheless, I've no problem in sharing how much I'm earning (it's not hard to estimate by yourselves also) and I still want to celebrate when we achieve a...
2017-05-11 12:25:53 +0000 UTC
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Little by little I'm renewing this patreon page with the new stuff that's coming. After changing the header of the Patreon I felt like the first post needed some love so I've created a short animation with the header to link it all together.
It will replace the "Missadventures of agent Romanov" black title at the top of the first post.
What do you guys think ?
2017-05-11 11:56:14 +0000 UTC
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Hi everyone !
Working hard on the gameplay changes and a few other things. The engine rework was a 3 step process:
- Break the project into pieces and reorganize;
- Fix whatever had to be broken and prepare it for the new system;
- Glue the pieces together into the new format.
Step 1 and 2 are finally done and I have it working again. Now I'm glueing all the 0.1 content back together with the new format and preparing some new stuff.
While all thi...
2017-05-02 06:02:40 +0000 UTC
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Hi everyone, this past week I've been working on a side project but I'm back with Romanov full time now.
I'm reworking the gameplay according to the poll from two weeks ago and I also wanted to add a few surprises here and there ;). It's a big update so please, bear with me if it still takes a few weeks.
If there's anything you want changed from the 0.1.0 version this is your post, just reply with your concerns and/or ideas and I'll see what can be done.
Purr ... shi
2017-04-24 08:40:49 +0000 UTC
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Since my last posts you're probably wondering what direction this game is taking and what I'm working on. As I said, I'm trying to give an interactive gameplay surrounding the game without losing the "comic story format".
The idea I came up with is the following one:
- Instead of a huge chapter with all branching embedded inside it, it is now split into smaller scenes, from 1 to 4 pages or so. There are still decisions and branching inside them, though.
...
2017-04-10 08:30:08 +0000 UTC
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So, as you already know, I've been thinking on how to divide the tier game versions since the Softcore / Explicit system doesn't seem to appeal anyone.
I'm thinking on changing it to "Standard Edition", "Exclusive Edition" and adding a new "Collectors Edition" for the upmost tier/s. All versions will be explicit regardless of your tier.
- The Standard Edition will contain all the story and some extra scenes. It will have everything you need to know how it all u...
2017-04-08 20:06:28 +0000 UTC
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- Turning the game into a Game:
My main concerns about the demo version are as follow:
The story progresses, but it has no background on most things that need them, like characters.
Scenes are disconnected one from another.
The game doesn’t get much of a feeling of a game, but an interactive comic.
Next version of the game will be entirely focused on turning it into an actual game, which should help...
2017-04-06 09:33:04 +0000 UTC
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Mac and Linux versions are available !
Please post the errors you find in here or the Community section should you find any. These are untested versions so any feedback is immensely appreciated!
It's been a long and painful run but the project is out and running ! Leave any hints, tip, feedback, insults or whatever you feel about it! I hope you enjoy it :)
Unshi.
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Download Link
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0.1.0 Patch Notes
- Technical information
- Name: 0.1.0 Firebird
- W...
2017-04-03 06:23:28 +0000 UTC
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Version 0.1.0 is almost out. I know I am slightly late (since I presume it will be out during this weekend) and I appreciate you having such patience. I am happy to say it's looking really good and, what's most important, allowed me to program a lot of features that I will need during the development.
I leave you the preliminary patch notes for the upcoming 0.1.0 Version this weekend.
Unshi.
0.1.0 Preliminary Patch Notes
- General
o Pause Menu has been ...
2017-03-31 14:28:35 +0000 UTC
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On my last week of development and I just wanted to give you all an update. I've pushed myself to include many things I was 50/50 I would include in the demo, that's why it's getting delayed.
Sorry for the inconvenience this may cause but, since the last couple of years, games tend to be released “on time but bad”, and I’ve never wanted to follow that principle. You can be sure I’m working my ass off to give you something I’ll be proud showing.
Next topic, I needed a compacted ...
2017-03-27 08:37:47 +0000 UTC
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As some of you asked, I’ve been struggling a lot integrating the “spare time system” inside a chapter and making it back to it. Finally, I’ve hit with a beautiful solution that gets my spider programming senses tingling. I’ve developed the (what I call it) “speedster”; which is a script that, after the starting load of the game, runs through all the vignettes and decisions you’ve taken until the last page you’ve seen or until the end of the chapter. While doing so it processes ...
2017-03-23 18:02:07 +0000 UTC
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Yay ! Back on my comfy zone.
All content has been photoshop'ed and sorted and it's ready to rock and roll. I'm back on unity, I've organized all the project and divided some stuff into different scripts to make it more clear to work with.
Now I'm glueing it all together and programming what little is still left. This week will be a race (since I'm slightly late) and I don't want to mess the project much; that's why I did all this.
Give it some love! At least for the "god" script, i...
2017-03-20 14:44:49 +0000 UTC
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Finally, all the content for the demo has been rendered. There's still a lot of work to do before being able to released it, but hey, step by step :P.
As promised, some water shaders... since you didn't confirm nor deny it was the only thing you wanted to see ... I've thrown Romanov in the scene just in case :P.
Btw, kids these days... liquids are so freaking slow to render she deserves a spanking! Hope you enjoy the image!
Unshi.
2017-03-16 16:54:54 +0000 UTC
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First of all, sorry this feedback weekend is a bit delayed. Been working my ass off and got somewhat distracted.
This week's been about adding the rest of the content for the demo and adding a few images here and there where needed to match the planned story speed.
I've also been messing around with liquid shaders since there are 4 different types of liquids on the demo, varying quite a bit from plain as water to sticky and gooish like something else entirely.
Played a little with ...
2017-03-13 18:07:06 +0000 UTC
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The other day Unshi came to me for feedback so I asked him if I could share it with you. In his opinion this should look worse than his usual material (since there’s no postproduction at all), but I don’t think that’s the case. I think it looks “motherfucking awesome” just as it is. What do you guys think?
Ariakas.
PS: I’ll leave you a transcription of the messages he sent me:
“Hey, I’ve been learning a lot and messing a...
2017-03-08 12:27:43 +0000 UTC
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Hi everyone!
First of all, an immense thank you for all of you who decided to stick with us during this really early phase. I cannot express how excited I am to see you like this project :)
Past week was the last of the month and we didn’t want to condition any of our Patreons to maintain their pledges purely with feedback and empty promises. Now that the new month has started is time to let you all know how the demo is going.
Last two ...
2017-03-04 12:06:27 +0000 UTC
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Hello dear Patreons!
Today I am pleased to bring you news about the game!
Still remain a few weeks for the release of the demo but we’ve progressed immensely for you to have the best and cleanest game experience out of it.
Right out from Unshi’s words: “This month has been madness”. He pushed the engine to the next level, broke it, fixed it, then tweaked it. He has developed quite some stuff but the main 2 biggest concerns this month have been a sc...
2017-02-19 10:59:23 +0000 UTC
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Hello everyone!
It’s been almost one week since we went public, and it’s been a very good one.
The Engine Test was a success. We received very positive feedback from different forums and a lot of beautiful people is giving us recommendations and suggestions on how to improve some aspects of the game. Some of them have been already integrated, such as… well, in fact, I’d rather not spoil the surprise. There will be plenty of topics to speak about ...
2017-02-13 18:55:05 +0000 UTC
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Dear Agents!
We’d like to give you some starting feedback on where the project is right now and where it is going. You can find most of the information in the presentation post here on Patreon, but you’re more than welcome to ask any more questions you may have.
First of all, where we are:
As you already know we just released an Engine Test. This is not the demo of the game. Its purpose is to test how transitions and Vignette decisions work, a...
2017-02-08 11:04:45 +0000 UTC
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