#todo-today


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//TODO: today Version 0.9 Release Notes

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...


Devlog #7 - How a Character Artist does Backgrounds

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...


Devlog #6 - Status Update & Writing

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...


Devlog #5 - Character Design Pt.1 - From Concepts to Sprite

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...



Devlog #4 - Music Workflow & Breakdown

Hey there, in this week's devlog I will talk about my workflow for making music for //TODO: today and also show a breakdown of one of the tracks that are already in the game, as well as a little sneak peek of some new music!

I already started thinking about the style of the soundtrack while the story was still being planned. Early on there were a few aspects that would definitely carry over into the final game: there was going to be an AI, it should be fairly light-hearted, and also down to earth.

So what I thought of for the music was that it should be relatively simple in both composition and timbre and have a prominently digital sound without feeling cold...