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Open Beta End!


My Lovely Wife’s Beta is over!


Thank you for participating in our beta. We're still very interested in feedback, our form takes around 2-3 minutes to fill out, so if you have a spare moment, please do let us know what you thought:

Feedback:
https://forms.gle/gNVPgcipzu5Vgoiq9
Bugs:
https://forms.gle/vBnTnCESiPG7aoiDA

https://store.steampowered.com/app/1251930/My_Lovely_Wife/

MY LOVELY WIFE BETA + WINTER BLOODBATH EVENT


My Lovely Wife’s Beta is live!


Now you're able to summon, befriend, and care for succubi of all kinds...
Before brutally murdering them, all in the name of love.
And here's the Feedback and Bug forms - as always, everyone who submit valid feedback will be credited in the game:

Feedback:
https://forms.gle/gNVPgcipzu5Vgoiq9
Bugs:
https://forms.gle/vBnTnCESiPG7aoiDA

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1251930/My_Lovely_Wife/?snr=1_1056_4_creator_1057&curator_clanid=32940668




[h3]WINTER BLOODBATH [/h3]
Our Discord is also having its Winter Bloodbath event. We will have a trivia game where people who can answer all the questions right have a chance to win a Nintendo Switch! The server will also host a meme contest where you are encouraged to meme about the Winter Direct and Vlad’s maid outfit. The first-place winner gets 10,000 doctrines!
Trivia Questions Here!


[h3]SWITCH GIVEAWAY[/h3]
Finally, as it is the season for giving, we also announced a giveaway for a Nintendo Switch using codes displayed during the Winter Direct. Best of luck to everyone!
Submit the Code from the video here!



[previewyoutube][/previewyoutube]


We hope you enjoyed our announcements and are looking forward to both our new games and our little contests. 2021 was one wild rollercoaster, and we could not have asked for a better community to ride with. Have a fantastic winter everyone!

My Lovely Wife Devlog #7: Improving the Ambience Through Animation and Sound



Back again with me, Lasheli, in another devlog of My Lovely Wife! Phew, I can't believe it's already the 7th one.

Today, I'd like to share about the animation and sound works in My Lovely Wife.

It should be different topics, right? That's right.

But we have one multi-talented man in our studio working on both! Please welcome Faiz Andrevano, the animator and sound designer of GameChanger Studio.

---

[h3]1. For starters, please tell us a bit about yourself.[/h3]

Hello, I'm Faiz, the sound designer and animator of My Lovely Wife. My journey in game development began in 2015 as I worked as a visual artist intern for GameChanger Studio. My focus was to create assets for Ascender, GameChanger Studio's 2D Explorative Platformer.

As an artist, my interest is not limited to only visual art. I have also developed a passion for music since high school. During my time in college, I started to experiment with DAW (Digital Audio Workstation) Garage Band using my PC, and continue doing so even during my time as an intern. From there, I was given the opportunity to become a sound designer for My Lovely Daughter in 2016 and My Lovely Wife in 2018. For My Lovely Wife, I use another software for support, which is Fruity Loops.

My Lovely Wife is actually my first project as an animator. I had the chance to expand my knowledge and experience in using animation software called Spine there. With Spine, I can produce a smooth animation, not only for the characters but also for the environment.

[h3]2. How's working on My Lovely Wife been for you?[/h3]

What can I say, working on My Lovely Wife has been a nerve-racking yet exciting experience for me since I have to level up my animation and sound-designing skills simultaneously.

But let's start with animation!

First one: character animation.

Each character has its own animation state, which depicts their expressions. Succubus characters have three animation states, which are Idle, Happy, and Angry. For every animation state, it's important to pay attention to the character's gesture and facial expression, as it shows their personality.

(Animation state)

I had a lot of discussions with other artists (Raswan and Yosi) on breaking down and deciding the parts of each character that would get animated, and on exporting the assets from Photoshop to Spine.

(Assets breakdown)

One of the hardest to animate is the Lyst's hair tentacles and shawl. Each tentacle has a different keyframe to make the flow more natural.

(The Lyst's animation breakdown)

Second one: Succubus-Killing and Consummate Love feature animation

When Jake has to kill a succubus, the process is depicted implicitly. He is seen using his dagger to stab a heart-shaped object, which is the logo of the game.

While in Consummate Love, players are given an implicit depiction of Jake making love with his succubus. For this, I made an animation of a blooming rose, with the logo of the game appearing from it. It's a bit tricky to combine the frame-by-frame animation and the mesh animation of the flower, so Yosi had to draw the shapes of the flower from a bud into a fully blooming rose. To avoid jaggy animation, I added some in-between animation frames by moving the mesh around.



Third one: room window animation.

This gimmick has been applied to My Lovely Daughter before. Animating for this feature is not as complicated as the others, since I don't need to draw the creatures/things that appear on it frame-by-frame.



The fourth animation work: the city's dynamic environment

It consists of a flock of birds, the pedestrians, the river, and the shape of the clickable buildings when it's hovered over. In the process of creating a dynamic environment, I worked with the programmer (Kristopher) who helped place the assets into the game and animating png assets through Unity.

Phew. I think that's all for the animation work, now it's time to talk about sound engineering! I created the game's SFX and background music.

The SFX includes buttons, UI, and character VO. Creating sound for My Lovely Wife has been a unique experience for me since we get to collaborate with the music students of the UIC College.

(Sound listing for My Lovely Wife)

I actually learned a lot from those students, who received formal music production education. Aside from the SFX and BGM that I created, you can also find the works of those students in the game.

Btw, I voiced one of the succubi (lol).

[h3]3. With all the stuff that you have to work on, how do you manage your priority list?[/h3]

I prioritize based on the production timeline and the workload of each department. I can't work on animation if the artists don't provide me with the assets. If that happens, I will prioritize working on sound first.

For sound, I started with VO first. Even though the visual design of the succubi wasn't yet completed, I took reference to the character's archetype created by Lasheli, the writer. Here, I guided the voice actors/actresses and did some experiments with their recordings.

(VO listing)

When it's done, I then start to work on succubi's animation. During this time, I give all my focus on animating. However, of course, it wasn't smooth sailing. I often feel overwhelmed with my workload, and sometimes it's hard for me to set priorities. (Prioritize priorities!!). It's also a challenge for me to detail the assets for every scene in the game, starting from the main menu to the whole gameplay.

[h3]4. Which work do you enjoy doing the most?[/h3]

I really enjoy working on animation! Because I can listen to my favorite music while working. When I work on sound, I can only listen to the project and also song references over and over again. Sometimes it feels like I'm being brainwashed by my own music, having it playing on loop non-stop.

(Succubus animation test — From left to right: Faiz, Raswan, Yosi, Kris)

[h3]5. Which work is the most challenging for you, and why?[/h3]

The most challenging one is creating SFX and BGM that match the art of the game to boost the game's mood and nuance. There are already many revisions and inputs that I receive during the making of BGM, from instrument selections, song dynamics, the inconsistent volume of sound, to the tone. Moreover, since My Lovely Wife's setting is in the Victorian era, I need to emphasize piano and orchestral music. Meanwhile, I can't play piano at all and have never arranged a piece of classical-themed music before.

(Piano writing and velocity arrangement)

I wrote the piano for the BGM digitally. I arrange the velocity and tempo in such a way so that it sounds natural. Mixing is also a challenge for me when I make music using many instruments. I need to balance the sound of the instruments and decide which should be the dominant one.




[h3]6. As usual, we need a word or two from you to the future players![/h3]

It would be a pleasure for me if the players can get immersed in the story and gameplay of My Lovely Wife, while enjoying the BGM and SFX, and also the animation. Enjoy playing with your waifu!

---

That concludes our interview with Faiz!

My Lovely Wife is planned to be released in early 2022 on Steam, Nintendo Switch, PS4, and Xbox.

Follow us on Twitter for more development trivia: @MLWthegame

Thank you for reading, and see you on the next devlog!

My Lovely Wife Devlog #6: Cooking Up the Game Elements

Previously, we’ve talked about the game design, art, and writing process of My Lovely Wife. How about the end process, where all the elements of the game are being combined together? In this devlog, I, Lasheli, am having the two programmers of My Lovely Wife: Kristopher (Kris) & Roderick (Rod) talk about their experience in working on the game!



[h3]1. For Kris & Rod, tell us about your experience as a game programmer![/h3]

Kris:
As a game programmer, this is my first time working on a big project with an established team. Before, I only worked on some small projects at my uni, with none of it having ever been released to the public.
Before joining GameChanger Studio, I was a mobile app developer. So, when I get to work on My Lovely Wife as a game programmer, I realize that programming for mobile apps and games is different, from the design process to execution.

It’s quite a big challenge for me since I have to quickly adapt to a new work and environment in an indie game studio. Moreover, unlike my previous job as a mobile app developer — in which I only need to fulfill the clients’ requests — as a game developer, I’m encouraged to have discussions with the team about UI/UX, balancing, and others.

Rod:
As for myself, I started my career in game development in 2016, right after I graduated from uni and got hired as a junior programmer by GameChanger Studio. By the time I joined, they were working on the Ascender project. What I did for that project was implement stage puzzles and quests made by the game designer and also some small features until the game was released in 2017.

In mid-late 2016, GameChanger Studio arranged two internal game jams, and we signed all the games we created up to the Steam Greenlight (RIP). On the first game jam, the game made by my team didn’t pass the qualification, so it got scrapped 😭. However, in the second game jam, our game, which is known today as My Lovely Daughter passed the qualification 😀.

(Town/building management simulation — before polishing)

(Town/building management simulation — after polishing)

[h3]2. For Kris, how do you feel being appointed as My Lovely Wife’s main programmer, despite this being your first time handling a rather big project?[/h3]

Kris:
I feel challenged, of course. At first, I didn’t expect that I have to handle the project alone from the very beginning. I thought that I’d work alongside Roderick (although we do have to work together in the end). As I was adapting to C# and Unity, I often ask him for advice. After that, I tried to solve some problems by myself. It was exciting. I’d go to forums, look for tutorials on YouTube, and all.

[h3]3. As Kris told us above, he often asks you (Roderick) for advice. What kind of directions did you give him at that time?[/h3]

Rod:
In the beginning, what I did was explain how the code works in My Lovely Wife’s prototype build and what kind of tools that I usually use. Aside from that, in the middle of the development, I taught him how to solve bugs, refactor codes, and file documentation.

(The town — Without ambiance animations)

(The town — With ambiance animations)

[h3]4. What are some of the difficulties you encountered when working on My Lovely Wife, and how did you overcome them?[/h3]

Kris:
First thing first, it takes a long time for me to understand the code flow of a game, compared to that of mobile apps. Even today, I still have difficulties. Save system is also one of the hurdles I encountered. During my time as a mobile dev app, I only work on the front end (UI). Processing data is not my forte. However, I have to learn how to do it, eventually.

Rod:
In the initial stage of development, we were still experimenting on My Lovely Wife’s gameplay. Looking back on My Lovely Daughter, many things still need to be improved, especially on the management-simulation part. However, extensive improvements require extensive changes in codes as well.
Plus, My Lovely Wife’s content is enormous — compared to the previous game. To overcome those problems, I tried to design a versatile backbone for the code so that it can support all the changes that would be made. Using varied online tools and learning to make some also helps a lot.

[h3]5. Is there anything interesting that you found when you’re working on this project?[/h3]

Kris:
Creating new features and adding new mechanisms so that the players can enjoy the game more, such as allowing them to min-max. There are many unique features from Unity itself that are totally new to me — which I found very interesting to work on.

Importing assets is also one of the things that I like to do because what I did wasn’t merely import data. I also get to discuss the dialogues and also UI-UX with the team while doing so. Lots of discussions lead to lots of improvements in the game.

Rod:
Game development itself is always interesting for me. There’s always something new to try and experiment with. Some of the things in My Lovely Wife that I found intriguing to explore are the animation and dialogue systems. Also, as a programmer, being the first person to see all the things being put together and work well is very satisfying (after dealing with all the d*mnded bugs). But for a lazy person like me, the most satisfying part is when the new automation system that I worked on can run smoothly 😀.

(Succubus-killing window — before polishing)

(Succubus-killing window — after polishing)

[h3]6. The game is entering its final development stage! How do you feel about it, and do you have anything to say to the future players?[/h3]

Kris:
For me, it’s a dream come true. Since elementary school, I’ve dreamt of making games, though not limited to programming. You can say that it’s one of my major achievements in life, so that sums up my feeling about working on My Lovely Wife. I don’t think I’ll stop making games after this, too.
For future players, I hope they can enjoy the game in many aspects, from gameplay, balancing, story, having fun with their succubus gf (lol), to the music and art style which were showcased during live streams on events.

PS. Shyasta is my waifu. Don’t claim her!

Rod:
It’s kinda hard to believe that the wild idea that we half-jokingly proposed for a game jam 4 years ago is about to have its ‘sequel’. Working on My Lovely Wife is a very great experience for me, as I get the chance to address intriguing topics and overcome obstacles, until finally able to deliver them into a game.

We learn a lot of things from this project, and of course, it won’t stop here. There are still lots of things to explore that we hopefully can bring to our next projects (maybe the third “My Lovely” game?).
Of course, I hope that people can enjoy the game, but most importantly, thank you for playing the game!

---

It’s fascinating to see that game programming is actually more than just working on codes! I myself can’t wait for the future players to enjoy the game with their lovely succubus waifu~

My Lovely Wife is planned to be released in early 2022 on Steam, Nintendo Switch, PS4, and Xbox.

Follow us on Twitter for more development trivia: @MLWthegame

Thank you for reading, and see you on the next devlog!

My Lovely Wife Devlog #5: The Twists and Turns in Game Writing

[h3]Game writing… Does that mean that it's already my turn?![/h3]

Let me re-introduce myself, then. I'm Lasheli, the lead writer and narrative designer of My Lovely Wife. My Lovely Wife is my first project as a game developer/writer!

(It's a-me showcasing the game for an event.)

In this devlog, I'm going to talk about how I modify and build up the game's lore, as well as the character creation process. You can read about the characters' visual development here in the previous devlog.

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[h2]Building Up the Lore[/h2]

As mentioned in the first devlog, the alpha version of My Lovely Wife was released for public in 2019. That's when I first tried it out. In 2020, I officially joined the team as the lead writer & narrative designer for the game, and I can say that the lore has been polished significantly.

It still has the same premise: a husband who lost his wife and tries to resurrect her by performing otherworldly rituals. However, since I was given the freedom to modify it, I added new characters such as Phillip and the Hallowed to the main plot. Both act as players' guides throughout the game.

(Phillip showing clickable buildings in the town to Jake.)

As of the Hallowed… you'll see them in the full game, so I won't spoil anything about them now!

[h2]Outlining the Dialogue Acts[/h2]

So.

Not only the lore but the game design was being modified as well. To create dialogue that can follow the flow of this simulation-management game, I had to make an outline for each chapter. The game has four chapters in total, by the way, I can tell you that at the very least. I found that outlining helps me focus on what I have to achieve in each chapter. The outline contains:

  • Events and objectives of the chapter
  • Settings where the events take place
  • The characters that appear in the chapter


Here's what it looks like in my worksheet (top secret!):



I worked with Dodick, the game designer, to set the events and objectives of each chapter.

(New prologue chapter flow discussion with Dodick.)

(The list of things I had to do… which still goes on… #endmysuffering)

[h2]Succubi's Branching Dialogue[/h2]

Now let's head to the next topic: character design! Before I joined GameChanger Studio, I was told that there will be 20 kinds of succubi appearing in the game, and the players can sort of "date" them - since the plan was for the game to have a dating sim element as well. So, naturally, I had to write the dialogue for each of them.

Did I get overwhelmed?

Of course.

But here's where the help came! Verencia and Adhitya "Nyasu" to the rescue! Verencia was in charge of writing for 5 succubi, while Nyasu took on 6. To make the writing process smoother for them… and for myself, setting a topic/theme for each of the succubi's dialogue sets is a must, since all of them have branching dialogue. The branch more or less looks like this:



Each set has two different options which will take the player to the next pre-determined set/endings.

To determine the topic/theme for each succubus, I'd always refer to their characteristics and backstory, which I'll be talking about next:

[h2]The Base for Character Creation[/h2]

Before writing a story, it's important to know the characters who will be in it, since the way they think or talk will affect where and how the dialogue goes. To create the characters in My Lovely Wife, including the succubi (especially the succubi), I'm using the Personality Archetypes diagram.



For example, I assigned "The Imperial" personality to the Berith. Determining a certain personality to them also helped a lot to shape their backstory.

(The Berith's archetype)

(The Berith's backstory)

… and it applies to the rest of the characters!

---

That's about all that I can spill right now. What I can highlight from this devlog is: don't forget to outline before writing! Trust me, the writing process will go a lot smoother with it.

My Lovely Wife is planned to be released in early 2022 on Steam, Nintendo Switch, PS4, and Xbox.

Follow us on twitter for more development trivias: @MLWthegame

Thank you for reading, and see you on the next devlog!