Today we released a new version of //TODO: today with some smaller changes and new features.
The previous version 0.9.1 mainly featured minor bug fixes, so we didn't post release notes but this version adds some more functionality to the character creation process...
Hey everyone,
it's been a few weeks since our last status update so we're back with a summary of where things are standing.
As you probably noticed, we weren't able to finish //TODO: today in September.
Because it's already much later than we originally anticipated and there are people who have been waiting for literally half a year already, I'll go into more detail as to why there is another delay and what exactly went wrong...
Hello! I'm back again with a new //TODO: today devlog on Character Design for you! (ง •ૅ౪•᷄)ว
Have you ever once wondered what natural
hair-colour Phoenix has? Is Phoenix a natural red-head with light blond
ombre hair? Or does the colour of Phoenix's hair just fade naturally
because it just looks so cool? Well, now you wonder! And the truth will
be revealed when I go through Phoenix's design and explore their
origins.
Unlike the the first part about character design this
part won't address the work I did in Clip Studio Paint and Photoshop but
rather the thought process behind creating Phoenix's design...
Hey everyone,
we originally wanted to post another character design devlog today but unfortunately it didn't quite work out with our schedules.
So I'll bridge the gap with another post about our UI!
If you read our previous devlog you know that the in-game UI was made first...
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...