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I wanted to give you an update on how things are progressing.

I’m about 65 to 70% done with the playable teaser. Almost all of the animations are finished, and what’s left now are the in-between renders. That leads to the big question: is it as good as I imagined it would be?

Unfortunately, no.

I’m a little disappointed. It feels like I’ve reached the limits of either the studio I’m using or my own knowledge of it. After talking to other developers, it seems this might simply be the ceiling when it comes to dynamic action sequences. Ironically, there are endless options for things like physically realistic breast movement, but much stricter limitations once you try to choreograph complex action. I guess that makes sense, given what the software was primarily designed for.

So I’m at a crossroads. I could switch studios, or I could spend an unreasonable amount of time and/or money on specialized action assets to get closer to what I imagined. But I really don’t want to spend ten times more on something I’m already investing so much time and effort into. In the end, I think I’ll accept it as it is and move forward. At the very least, I learned a lot in the process.

That said, I’m still a bit disappointed, and I’m not saying this to lower expectations. That's just me being honest.

Still, it is what it is. You win some, you lose some. I don’t think the teaser is worse than my work in Chapters 11 or 12. Animation-wise, it’s on the same level. I was simply hoping to reach a new one, and I don’t think I quite did.

Once it’s out, I’d really appreciate your feedback. For a bit of context: the playable teaser is not the beginning of Chapter 13. It starts roughly 30 to 40% into the chapter. A certain pearl reaches a prisoner, and what happens next is what the teaser focuses on.

I still think it’s going to be a cool moment. I’m even planning a proper announcement, because even if the animations aren’t some next-level, mind-blowing upgrade, the scene finally releases and pays off the tension that’s been building over the last two chapters.

That’s also why there’s no preview image today. I don’t want to spoil anything.

That’s it from me for now. If you have any questions, my DMs are open. I do check Patreon regularly, but I’m usually quicker to respond on Discord.

Have a good time, surround yourselves with good people, and take care of yourselves.

Berki

Comments

Serromis

This kind of thing takes a lot of work, and the sum total quality of your art won't be diminished by something that doesn't meet your standard. Don't be too down on yourself. Like you said: You win some and you lose some. I'm excites to see what's coming!

tintitin

i don´t think you have to be this harsh on you i think your quality is really good ... and in my opinion story goes over quality and your story is superb

vityan

"So I’m at a crossroads. I could switch studios, or I could spend an unreasonable amount of time and/or money on specialized action assets to get closer to what I imagined. But I really don’t want to spend ten times more on something I’m already investing so much time and effort into. In the end, I think I’ll accept it as it is and move forward. At the very least, I learned a lot in the process." Did you consult NiChan, Berk? Given you also use HS, he did quite nice(For HS, yea...) combat animations in Sicae, so I guess his input could be the most valuable for this topic. "But I really don’t want to spend ten times more on something I’m already investing so much time and effort into. In the end, I think I’ll accept it as it is and move forward." Yep, if relatively easy solution doesn't come up no need to waste a rare resource, such as 'time' on it. In any case you could also make bunch of nice renders(Comics style), and our own imagination will bring them to move in our minds :)

RMZ

I don't think switching the render software midway through development is a good idea. It's either a jarring cut or you end up in rework-limbo. I don't know how close we are to the end, but if we are, just finish this one with the limitations and try something different for the next one. Although there really isn't much out there besides going full Blender if you want to keep the "anime style"

Mike

i hope you being at the limit with renpy dont mean youll get bored. i know people can feel stagnent if there not constantly improving. i dont think anyone will have a problem if the animations are the same as the last couple chapters. but if you want to test what the people like you can always use a new studio and create the same scene as one you already did and let us watch both and vote maybe? 13 is going to be a big chapter so i understand wanting to make it as perfect as your mind envisions.

Berkili4

I write to NIIchan quite regularly, he is a nice guy. I haven't played SICAE, but the battle scenes he showed me are cool and impressive, yes, not what I had in mind for me.

Berkili4

Oh, I will definitely not be changing studios, and I think changing studios and the entire workflow in the middle of a project is a very risky endeavor that is usually doomed to failure. And even when Companion of Darkness comes to an end at some point, I don't know if I would change the software. Should I? Probably, but I like the art style and the barrier to entry is very low. But that's just speculation about the future.

Berkili4

No, I don't plan on changing anything, I just wanted to vent abit. Switching to new software would be, as already mentioned in comment earlier, a very risky endeavor that is most likely doomed to failure. And I am not bored, not all, just needed to vent.

Wolfgang Kümmel

Hi Berki, thanks for the update. And as everyone else here said, don't stress! Your game is a wonderful fantasy adventure like I haven't played before (and I really play a lot of AVN's). The animations I've seen so far are absolutely convincing to me and fit perfectly with your narrative and graphic style. Just thinking of the heartwarming and wonderfully tender love scene between the MC and Noel towards the end of Chapter 9... So: all good! Leave it as it is and we look forward to all further adventures of our beloved protagonists. Have a nice weekend!

Wolfgang Kümmel

Hello Berki, I have a question: I have played with a walkthrough of SCRIBD so far, which currently only goes up to Chapter 10. I noticed that some dialog options have an author's note, such as "increases the Trust Variable by +1". I think that these values are significant for certain events in the game. I'd like to continue playing until Chapter 12, even without a walkthrough. However, I can't see the result of a dialogue or a decision for, for example, the "Trust" development, because I can't find an option in the menus that shows me the current state of my relationship with an NPC (as is often possible in other games). Is there a way in the game to know the state of the MC's relationship with an NPC based on certain values (e.g. Trust, Like, Love) or do you intend to implement such an option? So I could use "Trial and Error" (save state) to achieve an optimal result for my playing style even without a walkthrough. Or maybe you can create an in-game walkthrough? Which, of course, would involve extra work for you. In the game (as in all other games) I pursue a certain goal, which of course I also want to achieve, usually in relation to one or more NPCs, love, affection, etc. Or maybe it's not all that important and I can just play "away" and see what comes out of it? This is not a criticism of your game, on the contrary, your game is absolutely wonderful! But maybe my long chatter also contains one or the other suggestion? Have a relaxing weekend! 😊❤

RMZ

It definitely seems like the trend is going to Blender, but it's definitely not as "easy" as HS. You could sell on Steam though, that's definitely a benefit.

Berkili4

Hey! First of all, thanks a lot for the kind words. I’m really glad you’re enjoying the game 😊 I don’t mind players using walkthroughs at all. That said, I’ve seen more than one walkthrough out there that contains incorrect or misleading information, especially when it comes to choices that are presented as “right” or “wrong.” In many cases, those decisions are not about optimization, but about your moral stance or how you choose to treat certain characters. Some guides simplify this into “Option A is correct,” even when that is not really how the game is designed. I’m not familiar with the SCRIBD walkthrough specifically, so I can’t say whether that applies there. However, there is a walkthrough pinned on my Discord server. It’s not made by me, but I did double-checked it, and while it’s not perfect, it is mostly accurate. Regarding your main question: No, I don’t plan to implement a visible relationship or status screen like Trust, Love, etc. The reason is that there are no hidden traps or obscure decisions in the game. You don’t need to min-max stats or guess invisible thresholds. If you are generally kind, honest, or supportive toward certain characters, that will naturally be reflected in how they respond to you. As for an official walkthrough, I actually asked the community about this on Patreon and ran a poll. The majority voted against an official walkthrough. You can see the result here if you are curious: https://www.patreon.com/posts/community-poll-145072054 That said, a player did provide a walkthrough for the newest chapter that isn’t too far off, and if I find the time to review it properly, I will update the Discord walkthrough accordingly. So in short, you are absolutely fine playing without a guide and just seeing where your choices lead. The game is designed to support that kind of playstyle. Thanks again for the thoughtful message, and have a relaxing weekend as well! (or whats left of it.)

Wolfgang Kümmel

Hello Berki, thank you very much for your detailed and interesting answer! I totally agree with you that you don't need a walkthrough to play your game and enjoy it. As you say, it's about what moral stance you take and how you treat the characters. (And I explicitly refer to me as a player). Friendly, honest and supportive towards the characters that are important to me, that's actually exactly my style of play. And if the game supports this basic attitude in a way that is recognizable to the player (without displaying exact values in menus, but noticeable in the course of the game), then that's absolutely right! So I continue to play according to my playstyle, because I fell madly in love with Noel and of course hope that everything ends well in the end 😊❤ Thanks again for your answer and of course for this fantastic game! 👍

Darfoo44

I've played all the way through twelve I believe. A few times actually. From what I see to improve you would basically have to go full cgi and turn it into a animated movie. That's where I put your level of work and effort. Would be 100% happy if you just kept doing what you're doing. Its absolutely outstanding and basically perfect as is.

Long Nguyễn

That's the spirit to always strive to become better