Progress Report (Project Hoshi Agari)

An entry before even a week went by!? Sure that’s an anomaly for us but putting some order and discipline will help easing and swifting the development process and because it’s about time we start writing development memories and ramping up the promotion of our work. We’ve been facing way too many hurdles and difficulties in recent months so that’s why it has been impossible to do nothing but a soft announcement for this one, despite being much shorter and less complex than Yume no Sono.

However, main and sub character cards may be ready soon for release, so we hope you can slowly get to know the main cast and some of the peculiar side characters that will accompany them in this little weird story.

Script:
The current status of Hoshi Agari script-wise is roughly 80% of scompletion. Two of the three main acts are finished with the last one half past done and the prologue-epilogue nearly out of draft. As I’m approaching the final wrap up, editing has already commenced. 10% of it has been revised. Later on we may have to request the aid of a second editor to polish up the text and dialogue a bit further.

Sprites:
Sprites of all the main and sub characters are complete. Only two minor things remain so that’s a 95-96% done on the sprite side. This is technically done really. Through this process we also got the logo done after a fortunate and fortuitous event so I couldn’t be happier.

BGs:
This is where it gets ugly with roughly 20% of the required BGs finished. Not much we can do when in fact we’re using the services of two artists (for interior and exterior designs) and it takes time to get these done. Results of the already finished one are very nice though and it’s a refreshing feel to see such colorful and nice settings straying a bit from the norm. (And we’re straying from the norm when the main character isn’t a human but a cute little otherworldly being.)

CGs:
And here it gets even uglier. 7.5% of them are done. It’s an uphill battle here since CGs are just as bad as BGs in terms of time required to produce them. To alleviate this we devised an interesting solution employed by anime as well but even with that it still takes a lot of time. We are hoping all the experience of this will help making the final production of Yume no Sono’s first arc much swifter. Unlike BGs, here it’s bonkiru on his own manning the main cannon and he’s only one. Ecce homo. (Personal addendum: I’m not comfortable with disparate CG style like I see in many VNs, maybe it’s some stupid autheur thing of mine but put too many hands on key areas and things get diluted… although in reality there is also the issue that bringing more people means spending even more and we haven’t precisely started selling anything either, things are already tight as is).

Lesson learned too. Less extravagant main character design to facilitate CG making…

GUI/Programming/Technical side:
A basic test GUI is in place. Not as pretty as a full one but until some BG and more CG art is done maybe it’s better if we don’t approach this just yet. Thus the initial release model is being done by yours truly at first but then we may bring in some further technical help to speed up the text addition process. You just don’t sit alone to fit 100,000 words… Alright, alright, you can actually do that. I did it before. Status is “help me, because I can’t hold all this text”%.

SFX/BGM:
A.D.P. (aka, Arcane Divine Piano) has already created several test songs, from which we’ve already picked 4-5 that fit the mood of the game and he’ll start ramping up composition before the month ends. The planned soundtrack for Hoshi Agari contemplates at least one vocal OP (in which we will most certainly get in touch with the great Trass and his music circle harmonicblend) and between 12-14 songs. Most probably an hour of original tunes. We definitely hope you’ll enjoy these and plans for a proper OST release are in the process too. Thus, status is around 40-45% of completion.

I believe that the game development curve is weird like that, where you have the slow start, a bump of assets and then a defribilator no-pulse/waiting line until suddenly pulse goes up non stop towards release.

Alright, that’s enough deviation from writing and work there. Please stay tuned for more info later on!

AlphaProspector, over and out.

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Enter 2017

This is it. Welcome to a new year. I’m already exhausted. We are all exhausted really as I’m not the only one working non stop. The objective is to at least release the first arc of Yume no Sono (called Song of the Red-Bellied Thrush Echoing in the Night, it’s right there in the logo by the way) this year to live up to its 2017 premise, a year of change.

However, prior to that we would like to release a smaller project that could give us a much needed economic breather, that project being Hoshi Agari, for which we’ll provide more details hopefully very soon.

A lot has been going on the background but sadly not enough to be showing it around just yet. It’s a pain in the rear, yeah, but we want to provide the best we can. Easier said than done of course as we’re always facing hardships of all kinds.

Ours is not a life without worries. A lot happens and sometimes we cannot even help it.

About time we updated the front here too. Shame we couldn’t put any new year celebration or anything. Maybe something later. Right now we’re too busy working!

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Character PV released! New project also in the works

At last it is time to update this blog.

The character PV for Yume no Sono was released during Otakon 2016 during Sekai Project industry panel and was also displayed during Summer Comiket courtesy of circle A.R.M. (thank you SO MUCH, ell-san!)

Here is the video:

I hope you enjoy it, it’s the culmination of months of work and with that out I’m working hard to get the alpha demo out, which by the way will be both in English and Japanese.

A Spanish version may come later down the line but I’m still deciding what tone the translation should have.

Continuing with the updates, we are also working on a much smaller project that will be a spin off of Yume no Sono, set in the same main world and featuring a completely brand-new set of lovely characters. We are happy about it so I’m hoping you’ll all enjoy it too once it’s really announced.

There will be cute fairies of course.

The idea for this project is to be released quite soon, perhaps by the opening of 2017 to help us sustain the much heavier load of YnS, hence the focused scope.

Well, back to my development cave!

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Site updated!

Finally! The main page for Yume no Sono (the visual novel) is finally up! Main character cards and the main antagonist are introduced there, as well as a very short brief of the story so far, combining both the prologue and the VN, which picks things up and goes full dreamception.

You can view the page here

That’s it for now. Hopefully soon I can deliver more news!

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May Update

In the next couple of days I’ll drop a nice update I’ve been working on for a while. There is also an important update regarding PrimumSoft itself. Let’s say it’ll no longer be a one-man army. Soon it’s becoming an army of two!

Not much else for now, gotta keep working!

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April Update

Timeskip works in wonderful ways. Time just ate march away and is doing the same thing with April. The difference is that now I did actually move a bit and updated a lot of placed that had 7 years of dust on.

Slowly moving on to release some stuff and getting it ready to print. I’ve finally broke the ice and began building the page (simple, obviously terrible) for Yume No Sono (the VN) here and I’m hoping I can put up something more presentable once Sekai Project sorts out their own website. This will have to do in the meantime. I don’t even have enough CGs to showcase anyway so I’ll focus on the main cast, world description and that’s it. Should be done in the coming days. (But I will not hold my breath, schedules are for the strong minded, waiting is for the strongest.)

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February update

The month is going by, 2016 has kicked into full throttle and progress is still being made in the background.

A lot of disappointments and problems and just stress piled up on stress took a toll on me but, well, 仕方がない…

I’ve been testing a lot of things for Yume No Sono, from the newly arrived background graphics to the sprite sizes, resolutions, as well as music and sound effects implementations. Here is a sample screenshot, watermarked just in case, of the general look without the GUI (which is one of the elements I’m still working on).test5

Character art is pretty as hell, right? I love it.

A lot of materials still need to be worked on and I’m also polishing up the script deeply (and even then I will most certainly try to get an editor to further polish things up) as I organize the different scenes and keep on writing. Not going to speak of word counts and such but it’s going to be fairly lengthy on that front!

Most certainly during March I will finally put up a mini website with character data, world/setting and extra tidbits of info to transmit things properly while I write the script for a proper game trailer showcasing the entire main cast.

Anyway, that’s it for now! I’ll keep on moving on my own until I reach a good point where I can launch a campaign to finish things that otherwise are going to take me years. (More art, more BGs, more CGs, the melodic side of the OST and a lot of other things that the dire situation of my country and my own situation -I work full time and it’s still very complicated to deal with constant increases in everything, from life to transportation through the terror that is currency devaluing- are preventing me from materializing.)

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