I’ve been wanting to increase our presence on DA and X, so I’m thinking of creating a weight gain drive for one of the girls, even if they don’t have weight gain content yet. Galina probably will win, but who knows, maybe Lera has already won over your hearts? Or people who saw both the Lera and Galina content will want some Milana representation? Or people’s love for Katya surpasses their love even for Galina? And, with a small chance, maybe you’d want to fatten up an already heavy and gluttonous detective Alexandra?
Vote! (I’ll create a poll on Patreon and Boosty, too)
As I said, I encourage my artists to eat to their heart’s extent and personally cook them dinner to ensure their caloric intake is above their bodies requirements. That way my already chubby workers can continue using themselves as references for their drawings. As a result, they’ve steadily gained weight over the five months the development has been ongoing. Don’t worry, it’s all consentual.
Now, one of our most dedicated artists (and eaters) decided to draw a mascot for our little company using herself as an inspiration (she did grow out of her T-shirt, yes). What do you think? The idea will be to draw her fatter for every update.
In my opinion, this is what a dream team leader should look like — a leader who cares about the team’s growth. And I’m not just talking about professional growth
It’s so nice and exciting to know how passionately the team members work both on the game and on their body shapes
A small but very fascinating detail. My congratulations to the artist
I think the idea of a chibi that updates her body shape every time is very original and cute
At the same time, it will be a cool detail and a small element that will help players to be on the same page with the developers
I encountered an annoying bug while playing the game that remained and did not disappear throughout the entire playthrough.
It was only possible to interact with Galina in the classroom if you approached her from one particular side - from below, when she was almost completely off-screen (screenshot provided).
At first, I thought it was a issue with the layout and scaling of the UI, and something was just blocking the interaction. So I tried changing the resolution, tried switching between windowed and full-screen mode. I even tried to run the game on another display with FullHD resolution instead of 2K. The problem remained the same.
I tested it on version 1.13. For the sake of curiosity, I also tried version 1.044, and the same problem occurred again.
You’re trying to interact with her from far away. That’s why it doesn’t work. You’re intended to walk up the stairs you are standing in front of and then interact with her. If anything being able to interact with her while you are in the isle is probably not intended as she is basically off screen.
No problem. You can walk up the stairs on both sides of the classroom actually. Although, there are some visual bugs on the other side of the classroom now that make the layers of the images used for the desks, npcs, floors, and benches kind of overlap. So, it’s no longer easy to walk up the stairs on the other side as it used to be in earlier versions.
I think the developers should somehow visually highlight the places in the classroom where you can walk and where you need to go.
In many modern video games, yellow markers are used as a marker so that the player pays attention to them.
(уellow is the first color that catches a human eye, and it’s often used by level designers.)
Or you can just visually highlight it somehow, using shadows (in this case, you can draw it). Or you can add something catchy to the stairs that will attract the player’s attention and make them want to try to get there.
Lighting or other dynamic indicators are also often used, but it would be somehow a bit impractical to use them in a 2D game I think.
Putting such small markers around the classroom would make it clear where you can and cannot go. The same would apply to the both sides of the classroom.
In fact, it’s a matter of implementation.
You can either add markers naturally or overdo it with outlines so much that they stand out unnaturally.
In this case, it would have been nice to highlight it simply with painted shadows or lighting, in my opinion.
Or, the simplest option, you can put some background character there. If there is a character standing there, the player realizes that it is possible to get there. And combine it with the solution for markers that I described above.
The yellow color was just an example of the simplest indicator, but you are right. The simple yellow spot could look unnatural.
And even here, you can be flexible: it doesn’t have to be paint or something that would stand out. The task of a level designer is to make an intuitive level, but in such a way that the player does not feel like they are being led by the hand.
If you are interested, you can search the Internet for examples of how developers in modern games add yellow color to fulfill the function and not stand out too much.
There are many other techniques used for visual orientation in game levels. It is simply not possible to describe them in a single forum post.
In general, I’m getting too carried away here, the game is not about all that. So you can just put an arrow in front of the stairs with the caption “Stairs, INTERACTIVE”.