1. Future Fragments
  2. News

Future Fragments News

Bi-Weekly Progress Report #73 for Future Fragments



[h3]If you'd like to follow us on Twitter, we're at http://www.twitter.com/hentaiwriter!

And our public Discord for Future Fragments is at https://discord.gg/puXrfSm!


NOTE: There is NSFW content posted often on both our Twitter and Discord.[/h3]

--------------------------------------

Not too much to report this week, just progress as usual. Got a decent amount of cutscenes in at least, just over 40.

As noted though, for the next 2-3 weeks (and maybe slightly more, depending on any issues), I'll be writing exclusively and not injecting cutscenes, so as to hopefully finish off all remaining writing.

But that leaves us with less than 100 to go to inject, which is good news, I figure!

--------------------------------------

[h2]Databanks already in-game/functional - all 141 are in.
Scenes already in-game/functional - 291 out of 388.[/h2]

[h2]When those scenes are all in, we’ll be ready to release the game.[/h2]

Bi-Weekly Progress Report #72 for Future Fragments



[h3]If you'd like to follow us on Twitter, we're at http://www.twitter.com/hentaiwriter!

And our public Discord for Future Fragments is at https://discord.gg/puXrfSm!


NOTE: There is NSFW content posted often on both our Twitter and Discord.[/h3]

--------------------------------------

Well, not a lot to update on this progress report because of getting a really bad flu right after getting COVID, and both grandmothers passing in under a month (so there was funeral stuff to setup, family meetings).

After this though, for real, I should finally be able to make decent progress.

Got a lot of writing setup done for the remaning cutscenes left to write, plus more map adjustments and bugfixes, as well as a system tracking and showing how many Fragments, Powerups and Gold Databanks you’ve gotten per level on your menu screen.

--------------------------------------

[h2]Databanks already in-game/functional - all 141 are in.
Scenes already in-game/functional - 247 out of 388.[/h2]

[h2]When those scenes are all in, we’ll be ready to release the game.[/h2]

Bi-Weekly Progress Report #71 for Future Fragments



[h3]If you'd like to follow us on Twitter, we're at http://www.twitter.com/hentaiwriter!

And our public Discord for Future Fragments is at https://discord.gg/puXrfSm!


NOTE: There is NSFW content posted often on both our Twitter and Discord.[/h3]

--------------------------------------

Just still recovering, resting after this, sorry for not typing the post out this time, just in a lot of pain.

Should be back to full speed soon after New Years!

Bi-Weekly Progress Report #70 for Future Fragments



[h3]If you'd like to follow us on Twitter, we're at http://www.twitter.com/hentaiwriter!

And our public Discord for Future Fragments is at https://discord.gg/puXrfSm!


NOTE: There is NSFW content posted often on both our Twitter and Discord.[/h3]

--------------------------------------

Bit of a long post this time, but I'll try to make it as brief as I can!

---------------------------

To start off, we switched the numbers to make it so that it shows the number of cutscenes completed, instead of the number of cutscenes left, so that we could also show how many cutscenes/databanks are in the game total.

And just to get this clarification out of the way, those of you with good math skills will realize that 388 - 210 = 178 left to go, which is a bit more than last week's amount of 157 left to go.

The reason for this is because on our end, some of the cutscenes in the game are grouped together for ease of finding them/similarity.

However, we realized this gives a skewed view of how many actual individual cutscenes there are in the game. (This isn't counting "tabs" or "variants" on scenes; if we count that, we're probably at somewhere around 1,000+ total for the final game!)

For instance, every one of "Shadow Vie's" cutscenes in the Fire Level were grouped as just "one cutscene", despite her cutscenes happening on entirely different maps with entirely different content per event.

Similarly, all the cutscenes when you reach the end of a path in a level were grouped as "one cutscene" per level too.

The number you see there now is a much more accurate amount of how many cutscenes/databanks are in the game right now and working, and how many will be in the game at launch.

---------------------------

As far as programming goes, Frouge has just been generally adding general things around the game; this might not sound like much, but trust me, he's been getting a lot of stuff done.

Most of it is spoiler stuff, as usual, but I can say these things as specifics;

- We now have more NPC functionality in that I needed for cutscenes in general, as well as specialized stuff for certain cutscenes that should make some cutscenes really "pop".

- We also have in this neat feature for people whose primary language isn't English; you can press CTRL+C to copy any text on-screen and then paste it into a translation program, which should help lots until we get localizations officially done in different languages (after-launch).

- Global cutscenes are now a thing; these would be things like secret endings or other events that can happen on any map, instead of being locked to a specific map. This functionality was needed for both the secret endings and other cutscenes that I'd want to happen by tracking player actions over the course of the game (or over a series of maps, like the pre-boss puzzle rooms in the Electric Level).

- Most of the remaining music has been added in game and is usable in cutscenes now.

Bi-Weekly Progress Report #69 for Future Fragments



[h3]If you'd like to follow us on Twitter, we're at http://www.twitter.com/hentaiwriter!

And our public Discord for Future Fragments is at https://discord.gg/puXrfSm!


NOTE: There is NSFW content posted often on both our Twitter and Discord.[/h3]

--------------------------------------

I hate to tell you all this, but even with bi-weekly reports, there’s not really anything “specific” to talk
about (like “the achievement system is in”, since all that stuff is done and only a LOT of more generalized
programming remains);
it’s just us plugging in cutscenes, finishing whatever writing’s left, ripping voicework,
fixing bugs, programming in stuff that needs to be programmed etc.

We’d show off more visuals, but it’s practically all spoilers, as all the CGs and animations and such have
been posted to social media for the most part, besides again, spoiler-based ones. The same goes for the
audio; all the music remaining to show off is heavy on spoilers, and people requested we avoid spoilers.

The big hurdle, is content left to get in-game/playable; this takes a longer than you’d think, with testing it.

So going forward, I’ll detail anything interesting in the post, but for the most part, we’ll have a list of
cutscenes (and secret endings, game overs, etc.) remaining to put-in game. A lot of confusion came from the
fact that we have a lot WRITTEN,and a lot VOICED, but that doesn’t mean the scenes are in-game;
this counter should make things clear from here on out just how much is left in terms of playable content.

[h3]When this number hits 0, we SHOULD be ready to launch, as everything else should be ready too.[/h3]

[h2]All Scenes remaining to be put in-game/functional: 157[/h2]

--------------------------------------

Now, before you freak out at that number, realize that some of these cutscenes take literally only 30 minutes-1 hour tops to put in the game.

However, there ARE some cutscenes (like the core storyline ones) that have a ton of branching variants, or that have a lot of special effects/extra stuff needed to get them working on Frouge's end, and those are the ones that can take upwards of 3-4 hours to plug in.

Again, most of the writing/voicework stuff is done for a lot of these ones to plug in, they just need to actually be put in, by hand, event by event, in-game, and that's why it takes a while.

Probably 80% of the remaining scenes are optional ones, too. Most of the core stuff is done.

We could provide numbers for how many are written, how many are voiced, etc. but it just ends up leading to more confusion (as it did before), so I figure this is the easiest/most straightforward way to quantify how much is left before release; if that number ticks down, a new cutscene, or game over scene, or secret ending, or etc. is in-game, fully playable, with voicework.

But yes, once that number hits 0, we should have everything else done as well (any remaining programming, etc.) so we SHOULD be ready to launch by then.