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Devlog #19 - We're Back!

Hey hi, we're finally back!

We're sorry about the long radio silence but the last few months have been pretty busy for us.
As we already mentioned in the last status updates, we were occupied with our bachelor thesis and project. This meant that while we originally planned to work on //TODO: today on the side, the workload ultimately increased too much and since our graduation was on the line we had to pause development on //TODO: today. But now the semester finally came to a close and we are back on track to devote our time to our BL+ projects...


Devlog #18 - New Year, New Update

Hey everyone!
It's been a while since our last post in this devlog. We didn't mean to stay silent for so long but we've been so busy with work that we barely even noticed how fast these last two months have passed.

Unfortunately we hardly found the time to work on //TODO: today, but because we don't want to leave you in the dark about the status of the project we'll give you a brief rundown of what happened since our last update in November and what our current plans for the near future are...


Devlog #17 - The Current Status

Hey there, after a brief hiatus we're back with another devlog!

As you might know if you read our last status update, we're currently trying to handle two projects at once since we started work on our thesis project in October. And we've been hard at work since then! ...but over the last two weeks our focus has mainly shifted to our new project (that we'll probably announce soonish!).

We don't want to completely pause development for //TODO: today but since it's not the main priority right now progress has been fairly slow.
A first pass of the writing is almost done, so the main thing that's still missing in that regard are revisions and editing.
As for art, backgrounds, CGs, and additional artworks still make up the bulk of the workload...


Devlog #16 - About Work Life and Food

Hi! (∩❛ڡ❛∩)゚.:。+゚ Here's Pectin! Back for your weekly bit of deliciously educational insight into our work!

To be honest, I was a bit stumped about what I could tell you this week after finishing the last devlog. Most important and interesting matters about the art I create during the devlopment of //TODO: today have been told already. So I was thinking...What else is there about game development I could tell?

Well, I guess you've read the title of this post and already know. I leaned back into my chair and looked around myself. Running through possible devlog topics in my mind I couldn't help but think about food. ∠( ᐛ 」∠)_ ...


Devlog #15 - UI Implementation and Automation

Hey there, after UI design and management I'm back with a more practical devlog again, this time about automating some repetitive tasks!

I already went a bit into detail about the design of our UI but I haven't said anything about its implementation yet.
Since this was originally a game-jam game and also the first more ambitious visual novel either of us worked on, the UI implementation is fairly simple and basically boils down to images that are displayed on the UI layer (So no fancy shenanigans with text and custom screens in this case).

However, since things like the date, the time of day, and Teal's mood constantly change, it's a lot of separate images and keeping track of all of them manually can be a bit of a pain.

For example, early on when I was first implementing the UI, the code for showing just the box with the date in the upper left corner looked like this...