‘Hmph…well it’s Valentine’s Day today. I don’t even care, it’s just another pointless ritual designed to ostracise and mock anyone in society who refuses to participate as being a NEET virgin loser. Utter nonsense. Oh well, there’s no real purpose in trying to fight it this time, and I guess you are my senpai, so you might as well take your stupid obligation chocolate.’
So yes, Happy Valentine’s Day…I guess. Like this character quote, I don’t particularly care for the holiday, but given the subject matter of this game I felt I had to acknowledge it in some way, so I decided to do this drawing. Yeah…
Anyway, even if you’re not celebrating Valentine’s Day with another person, you can still spend it chilling with your favourite anime waifu.
As for the game, it seems that according to the poll the majority of people would like me to focus on implementing stat-building gameplay first and foremost, so that’s what I’ll do. That said, I’ve actually already gone ahead and implemented the VN engine extensions I’d hinted towards including menu choices, conditional branching, and inline code embedding. My test cases compiled and executed code as it was needed, but now it get pre-generated when the game starts and should suffer no significant performance penalities. I’m generally quite proud of how elegant this solution turned out to be, and although I haven’t got much to show for it yet, the way it’s implemented has basically limitless possibilities since VN scripts can now interface with any aspect of the game logic. I’m actually going to be using this system to implement a lot of the stat-building gameplay since it’s very easy to work with and choice menus are quite flexible in regards to implementing a lot of basic gameplay options.
Another thing I worked on recently is that I stepped forward and managed to get GPU skinning working, which is something I’ve mentioned several times as something which will likely be important in improving performance when it comes to rendering characters. It does indeed improve things, but there are still other issues making the game slow right now that it’s hard to fully assess things. Regardless, this is an important step forward, and introduces the possibility of soon being able to have more characters rendered in a single location.
I apologise again for anyone who’s still waiting for playable updates, but I’ve still got lots of newly introduced glitches and bugs I want to iron out before putting anything else out there. It will still be happening soon, but I want to get it as polished as I can before doing so.