Hidden Waifus Hidden Waifus

Devlog 03: Radio & Light

By Lily Linck
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Hi.

The last two weeks have been intense, lot's of work to speed up the development of the game! This time there is more to talk about, so lets begin.

Current progress

Illumination Rework

More Waifus had their lighting textures updated, finally reaching the original first five implemented in the game - which are having the biggest changes. Three waifus were updated this time:

  • Valerie: Default skin
    • Both lights and the skin itself were updated
  • Layla: Default skin
  • Beth: Jacket skin

The amount of difference can be ilustrated well by a before and after of Beth:

BethOriginal
BethNew

To speed-up the development, I'm updating only the skins already used in the game instead of every single one.

The cute icy-elf, Pamela, has her illumination on the works as well. After her there will be only two more of the original and new Waifus will be finally ready to implement ingame!

Shadows

As mentioned in the previous Devlog, I've started to add shadows to the scenario to make it more interesting. Here is a before and after in the same image:

Shadows

There was great input from One Lazy Robot to refine this implementation. In our discussion he pointed out the shadows bring need for a new rework, but that's a subject for later.

Now the Gallery closely follows game progression, with new bio lines of the Waifus unlocked as you find more of their skins. A neat twist on this idea were implemented: the can be more than one information per line, like for gender, so one or more information on a line can be locked by progression.

On the visual side, the skin preview for Waifus in the Gallery was updated to follow the same card-game style from the splash screen and logo:

Gallery

The classic gamer colors, RBG, are used for the borders, rank and suit of the cards. Items and other non-waifu content remains unchanged.

Waifus Radio

The one update that made me the happiest to work on, and because of that is part of this Devlog's name, the Radio screen in Extras menu:

Radio

This new menu is a simple centralized player for all the the musics of the game, also following the progression: you can play musics of the levels you already finished (menus musics are always available), but for not-finished levels the buttons will be disabled.

To also give credits to the cool creators making open sound online, when played each music brings a link to the Artist's page and the license for the track - also saying where in the game it is used.

Light Theme

Following the design done here in the website, I replicated all the work done in the default dark Waifus theme to a light variant. This is intended to allow every player to select the theme they prefer, but also a neat little surprise for the future ...

Future plans

There is still a lot to do before I feel comfortable releasing another Demo of the game, but things are progressing nicely.

The Reworks

While the Illumination rework is nearing it's end, with only 3 more Waifus to go, now there is the need to re-draw the scenarios of the game.

As anyone may already know, I'm not an artist but was the designer of the scenarios, so when discussing the implementation of shadows with Lazy Robot he pointed out some big mistakes I've made that need to be fixed - and will be. The idea is to mainly fix perspectives and positioning of elements, so the changes will not look too radical but the improvements will be obvious.

Finally new content

New waifus, new poses, new items, new easter eggs, new scenarios and levels are on the horizon. As soon as the wave of reworks finishes, the rest of the project will be mostly creative work.

One exception to this rule, that has been annoying me for a while, is reworking the zoom in levels. It should already work as expected, but sometimes Godot can be very non-intuitive. There is another exception predicted even before development started, but this one will only come when the game is near it's stable release.


This one was a bigger report, but funny to make - and the changes were even funnier to implement. But for now, see you on the next Devlog!

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