Dev Update #259
Scene 29.
I'm still posing it, of course.
I didn't progress as much as I hoped. I've reached shot #83. However, I didn't just pose only 30 shots. I had to rewrite a part of the script. A small 150-word-long part I realized wasn't great, to say the least. I rewrote it into something better with some variations depending on the path you're in. The 150 words transformed into 500 and 5 shots had to transform into a dozen.
As always the shots I add in those edits are not accounted for in the render count I indicate on the Trello or the quick sum up. As I don't want to renumber every shot I have planned in my storyboard. So... long story short, I posed more shots than it seems, and I'm too lazy to edit the numbering of my storyboard to show it.
I also had to create some screens to display on the characters' smartphones. The UI I created, in the last few updates is far from realistic, but I believe it's simple and intuitive enough to be understood. I had to create only a couple of images but it took me a surprising amount of time. The challenge is always to find an element that can clearly indicate the event I want to show and focus on that, simplifying it to the extreme while keeping it understandable.
As always I probably ask myself too many questions when I work on that kind of stuff. These are just details that probably no one cares about. I shouldn't spend so much time on it.
Steam.
The number of wishlists is increasing very, very slowly. I've been told that it can be very difficult and slow at the beginning and increase way faster later on. So I'm not panicking, yet, but it's kind of worrying. I contacted a bunch of curators and sent them invitations to review the game. I hope their recommendations will help.
The quick sum up :
- Day 6 Part 5 will contain 2 new scenes: scenes 28 and 29.
- Day 6 Part 5 will contain 1 reworked scene: Day 2, scene 2.
- Day 6 scene 28 has been written, posed, and is mostly rendered.
- Day 6 scene 29 has been written and is currently being posed.
- 16 127 words of new content so far.
- 496 shots are planned, 265 are posed, and 199 are rendered.
- I'm currently posing scene 29.
You can follow my progress on this Trello board.
You can also add the game to your wishlist on Steam !
https://store.steampowered.com/app/2994790/Summer_Scent/
Thank you for your support!
The Naughty Captain
Get Summer Scent
Summer Scent
Status | In development |
Author | The Naughty Captain |
Genre | Visual Novel |
Tags | Adult, branching-story, Eroge, Erotic, Hentai, Meaningful Choices, Multiple Endings, Romance, Story Rich |
Languages | English |
More posts
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Comments
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Great work and update as always. I for one actually care about all the little details. It makes me appreciate what goes into making a game. As someone that is just learning DAZ now to see if I want to kick the tires on a game, it’s great to see potential challenges.
As far as wishlists. Don’t sweat it at all yet. I think it will go up more when you are about to release an update. That is when you get the most hype and publicity.
I believe that details are what makes the difference. However, a lot of players seem to not even notice them. It's a bit frustrating.
I've been told to be patient, and that the game can gain popularity very quickly later on, but I can't help but worry.
The details are what make the difference. I think that one of the other drawbacks you face as a “newer” dev (and I mean that as it’s your first project) is that this is your first project. Right now there are a lot of games being abandoned and that puts a lot of fear in people getting behind not only unfinished games, but unproven devs.
I don’t want to step out of line with offering advice, since I don’t know you or your plan for this game… but honestly, if this was my game and I was where you were in the story. My goal would be to get through what you have done for day 6 and then start moving towards coming to a conclusion to the stalker storyline. Wrap that up with a late night on day 7 or so. Then end it with day 8 being an epilogue and some good end scenes with the girl(s) of your choice.
The way I look at it, once you get over 6-8 hours of content, you can start feeling like it’s enough for a game of this nature. I believe you already have that or close enough that you will get there for sure.
My logic is that earning that “completed” tag is worth it’s weight in gold. Even more so when you stick the landing on the ending. It shows you can finish your task and earns that credibility for your next project.
Now don’t get me wrong.. I love your game. I love your characters. I want a ton more from them in the future… but, that doesn’t mean you can’t continue anything you have in mind story wise going forward to part 2 - Fall Scent with MC and the girls in an apartment starting college.
Oh, but I do have a definitive plan. The story will end on Day 9. I'm not changing that.
But you are right. The completed tag gives a lot more credit to the creator.
I don't plan on letting go of Summer Scent before I can proudly say that the development is truly completed.
That is amazing to hear! Cant wait to see what you have in mind.
I'm working on it !
I have a few of these Visual Novels but I have to say, and I’m not just being a kiss ass, that Summer Scent is one of, if not, the best written ones and most polished of them all.
Keep up the great work, really looking forward to the next version.
Can I be cheeky and ask if you have a possible release date for the next version?
Also, can I just praise you for the ‘mild’ mode of the Taboo setting, I am not into the whole incest porn vibe/trend but non-blood related siblings as in the mild mode ticks a lot of boxes for me to play without feeling uncomfortable.
Thank you for your kind words.
I cannot give you a release date. I've been wrong every time i tried to make an estimation. As soon as it's ready!
I'm glad to know the "mild taboo" mode has its players. I plan to add some different and dedicated content for both the taboo and the mildly taboo version to make them feel different later on.
RE: ‘mild taboo mode’ - that’s great to hear, a lot of game devs wouldn’t bother as they would say something like “this is my vision, if you don’t like it, don’t play it” but having both options in makes for a far better experience and makes the game potentially appeal to a wider audience.
I just want to make a good game. It's as simple as that.