Problem Dog Log


Sup, sup, eveyone! Rando here. 

I'm here to give you guys a complete update on everything that has happened since the last log.

Emily's Route.

It's been quite some time since we posted a log, but this doesn't necessarily mean that we haven't been working, actually, it's just the opposite.

No news is good news, as always. And not seeing a log means that we are focusing all our time and effort into the game itself. 

Regardless of this, our focus has been primarily on Emily's route, which is now on the brink of completion. With just the final scene left to craft, we're nearing the finish line. Scenes 4 and 5 have been meticulously written and coded and are already 100% playable. Scene 6 is almost there too, though there are still some details to take care of like missing sprites and full-arts which are still being ironed out.

Scene 7, however, is where the real meat of our work lies. As a quick refresher, each route in the game consists of seven scenes, with the last three offering different outcomes based on player choices. This means there's a good ending, a bad ending, and a neutral one, each requiring its own unique scene 7. Currently, we're fully immersed in bringing the good ending to life. Once that's polished and perfected, we'll dive into crafting the bad ending, and finally, the neutral one.

This consistent structure is going to be always the same for each of the main routes, so, with all this in mind, we estimate it'll be roughly two more months before Emily's route is polished to perfection and ready 2 go.


So... what 's next?

The plan for what comes after finishing Emily's route is almost completely defined.

The main reason we chose Emily's route as the inaugural one was because at the time we started to write her story she was, by far, the least developed character among all. Beginning here allowed us to ensure that subsequent, more fleshed-out routes would be significantly simpler to tackle and would require less time to finalize.

Moreover, Emily's route served as a foundational groundwork, laying down a substantial portion of assets that will be utilized in the other routes. This strategic move saves us a considerable amount of time and effort in asset creation and implementation.

Moving forward, Lia's route stands out as the most meticulously planned. The primary conflict, overarching plotline, and key events are already well-mapped, setting a high standard for the depth of storytelling. Anna's route, while not as intricately planned as Lia's, still boasts a coherent main plot and several pivotal events earmarked for inclusion.

However, our next undertaking post-Emily will be Marina's route: "In Bloom". Very few things have been said about Marina. Yet, just her presence raises dozens of questions regarding both the narrative and the challenges she poses for the game development itself. Marina's quiet demeanor presents a writing challenge, requiring us to craft interactions that allow her to shine amidst the other vibrant personalities.

We even fear that if we leave Marina's route for last, it might inadvertently become the weakest link in the chain. Not only because we would rush through it, but also because we wouldn't have the necessary energy to tackle the effort of exploring her full potential.

However, our resolve remains unwavering; Marina deserves her moment to shine, and we're committed to make that happen.

We all hate flat characters, and there's nothing worse than a flat and timid character, making her only presence a sedative. Trust me, we understand this and are aware of it. So, we will strive to make Marina an interesting and decisive part of the game that doesn't fall into the cliché of the shy, flat character and makes this route a "must-play" for all readers.

Let's not forget that Marina has a dark and terrifying side, and it is in this way that we will begin to explore all her potential as a route.


92 DAYS? DUDE!

Yep... umm... Sorry.

On the technical side, much of the game's delay has been due to a redesign of several sprites and assets we've used so far, partly a change for the better that will make the game look even more professional but also brings several challenges in terms of consistency and promotional material we had already prepared.

In addition to that, we've explored different ideas for minigames, alternate routes, and ways to give the game even more identity. And a big part of this identity is possible thanks to the inclusion of a new member to the team who will help us with the game's music. We'll give you more details later on.

Furthermore, the Steam page is about to be launched, so any help you can give us by adding the game to your wishlist would be greatly appreciated.

In any case, we appreciate your patience. It's a project that, although progressing slowly, you can be sure we're carrying out with all our passion, our small mark in this genre that we respect so much.

See you in the next update.

Rando out!

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Luv the way you write, i.ll wait patiently