Progress report update


Hey everyone, 

As we approach November, I wanted to take a moment to update you all on where we stand with development. The majority of the features I've envisioned for the demo are up and running. Now, the real task is crafting the content that brings these features to life.

Visuals

I’ve started putting together the visuals for the main menu and opening cutscene. But right now, my priority is crafting and delivering a stunning first area. Normally, I wouldn’t focus so heavily on visuals at this stage for a demo, but I want to ensure that first impressions reflect the quality I’m aiming for in the final product. I want this area to truly reflect the vision I have for the game, setting the tone for everything that follows. I hope this first glimpse give you an idea of the tone I want to achieve, and I really hope to deliver with the "real" game as well.

Onboarding

After this, I’ll be developing content that centers on player onboarding, with a carefully guided structure to ease players into the game’s mechanics.  The plan is to develop content centered around  a guided introduction to the game's mechanics, ensuring that players are eased into the world we've created. Practically, this mean fine tuning a "first day in the new city" experience with key points to visit like the dorm, a place to eat,the whole toilet and hold mecanism...On this first day, the internal clock will be stopped and time will progress at key events so you're not in a rush. Afterward, on the second day and so on,you'll be free to do whatever you want. The goal is to find the right balance to ensure a little handholding in the first few minutes of the game.

Character Model

The most time-consuming challenge we're facing is the character model and all its additions—clothes, hair, animations, you name it. I can't stress enough how important this aspect is. The character model isn't just for the player; it's the foundation for all NPCs in the game as well. Rushing this would compromise the quality of the entire experience. I understand it might be frustrating not to see rapid visual progress, especially for those eagerly watching, but we're making steady strides. For instance, height customization took longer than expected due to its complexity, but it's coming together nicely.

On the bright side, most of the heavy lifting from an engine perspective is behind us. This means that once the modeling is complete, integration should move along relatively quickly. The same goes for the male character model. We'll leverage the work done on the female model to speed up development on the male model. Clothes should also be something relatively quick to implement, with of course the notable exception of the diaper model which will also get all the care it need.

What's next?

So,with that all said, what's the plan for the forecoming months?  I will push to include as much content as possible in the demo while the character model is being finalized. If progress continues to lag, I'll stick to the plan of taking a short break at the end of the year to work on the next Pacifier project release. This pause will also give  the modeler the time they need to catch up without added pressure.

I'm also sticking to the plan to prepare a very short, unpolished demo to share with a select group of voluntar. This won't require the full character model, but I need the environment and enough content for the onboarding experience to be in place. It’s important to emphasize that this demo is purely for testing purposes—it’ll be rough around the edges and very much in alpha. This is a mandatory step in a way toward a public demo playable by everyone.

Raising Standards

Again, I want to emphasis that DreamWalker is a significant step up in every aspect compared to The Pacifier Project. Every element of development demands more time and attention. Take audio, for example. I'm now using FMOD, which offers high-quality tools for mixing and sound design. It's a far cry from just dropping a random track into the game and hoping it fits. Same things with the visuals,as every assets is now carefully selected,curated,and, if needed, modified to fit with the game as a whole. While this approach requires more effort, the payoff in terms of immersion and quality is well worth it.

Counting the summer break where focus switched a bit to The Pacifier Project, DreamWalker been in development for about four months now. It might sound like a lot, but in the grand scheme of game development, it's a relatively short period—especially considering the strong foundations I've built during this time.

I want to thank all of you for your patience and enthusiasm. The positivity and support I've received truly motivate me to deliver the best game possible. Your encouragement makes all the hard work worthwhile.

Stay tuned for more updates and see you next time !

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