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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...


Devlog #14 - Character Design Pt.4 - The Final One ft. Zen, Snow, Ms. Cardhover (& Suuj)

Hey hey hey! This week's devlog is a continuation of the Character Design series and also the last...
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...featuring //TODO: today characters. I'm already thinking about doing this in a kind of a different manner for the future but let's not make any premature assumptions and promises I might not keep. (σ・з・)σ

If this is the last character design devlog part for our pretty //TODO: today crew - shouldn't it be special in some way? ....Actually, it is! Because this will be a triple-pack! It won't be three-times the length of the previous posts, and writing that would take me a moon cycle, but we'll take a closer look at three friends of Teal: Zen, Snow and Ms. Cardhover. To top it off, there will be a little extra on SuujiDenchi (not the ship) too!ヾ(○・ω・)ノ☆


Devlog #13 - Management

Hey there, it's time for another devlog!
This time I'll focus on a topic that's not really the main focus of either of us here at BL+ but it has to be done anyway: Management!

Since we are only two people we don't have a dedicated manager, but to be fair having one also isn't as necessary as it is in a bigger team.

Aside from //TODO: today we have already worked on a few other projects together so when we started with this project we already had experience with how either of us functions in stressful situations or what some of our strengths and weaknesses are.
I'd also say that we developed a good amount of trust that tasks that need to be finished, will be finished and that the end result will be of good quality...