Hey everyone,
first of all thank you for the great response to the update last week which finally pushed us over 4000 downloads for //TODO: today!
We're back with another devlog, this time about our UI!
I'll mainly focus on the in-game UI. You can probably also say a thing or two about the menus as well but since it's not the part of the UI you look at for pretty much the entirety of the game, I'll maybe come back to it some other time.
The UI was basically the first thing I worked on once NaNoRenO started. Writing was important but the UI frames all of the text so knowing how it will look in the end seemed even more important...
Today is finally the day we released Version 0.9 of //TODO: today.
This basically means that the first half of the game is now completely final!
This update has been in the works since April and we meant to release it much sooner but even if it took a while, we're glad it's finally out.
In case you're wondering what changed, here's the list from our change-log...
Hi hi! ~☆ Right at this moment I'm working on a few art assets that would complete the first half of //TODO: today.
And the biggest ones that keep me most busy are backgrounds. Because,
honestly, I have never considered myself an artist capable of creating
environments. I have always preferred characters over environments but
here I am and I want to share with you my personal approach on drawing
backgrounds...
Hey everyone, since we didn't say much about the game's progress over the last few weeks we felt that it was time for another status update.
As you probably noticed, since August is practically over and we still haven't released anything, there has been a bit of a delay.
We underestimated the toll it would take on us to jump back into work right after finishing all university related projects without taking much of a break. The production plan we made a month ago didn't quite work out because of that but we've further adjusted it and are back on track again.
All of part 1 is now edited, we expanded a few scenes, and only need to re-write one scene, finish and implement a handful of art assets, and make sure that we didn't accidentally break anything...
Hello!ヾ(○・ω・)ノ☆ This week we stay artsy with a devlog about Character Design. This will be the first part of a series of logs about the character designs of our //TODO: today cast. In this part I'm going to tell you how I went about creating character art with a closer look at our protagonist Teal.
Prior to March when we prepared for the NaNoRenO 2017, we knew we wouldn't have much time to produce the game. So the two of us tried to make design and production choices based on what we'd love to do but always keeping in mind that our resources are limited. You'll see how strongly this affected the way I designed Teal...