[RPG Maker] Futa Quest

FutaBox

Well-Known Member
Dec 22, 2017
103
5
Long awaited public release of the third part is finally here for us and you.



All the changes that await you in version 1.95
For the sake of clarity, let us compare everything that has been done now with the last version 1.85


1.95 Updated logo before the game starts and new animated menu (1.85 was not planned)
Especially for the third part we made three animations, one complicated with choices and two simpler. (1.85 only one animation)

1.95 redrawn absolutely all 14 + Rosa characters, three of them are new (1.85 no new character)

1.95 Only Roxy\Rosa has 28 emotions + 8 hand positions, besides all other characters (1.85 no new emotions were added)

1.95 15 scenes with two of them animated (1.85 12 scenes with one animated scene)

1.95 The right wing of the camp + another sublocation and all the rooms there are open.
The Princess Palace has also been expanded with two new locations (1.85 no new locations were planned)

1.95 Three separate backgrounds for important dialog scenes (1.85 had no such thing planned)

1.95 New better resolution 1440x900 and changes to locations that we managed to make (1.85 resolution remained 1024x768 )


And a whole bunch of other minor changes that aren't as important as all of the above.


Differences from the test version.

Fixed all the bugs we were able to find with the help of concerned players (there were even more of them than we initially thought).
Added actual memory room.
Added walkthrough.



P.S. Thanks for your support and enjoy the game.
 

FutaBox

Well-Known Member
Dec 22, 2017
103
5
Express News

Greetings to all of you, dear friends, I will start with the most important thing - the release date of the test version. As promised, it will take place in October, a little later than we had originally planned, but still.
Save one of the evenings. It's happening on the 28th.

Since we are trying to be as open as possible with our audience, I will answer those who have reasonable questions about the extended release dates.

There are reasons for this, such as:

two full-fledged animations instead of one (we know, we wanted to do it for the beautiful number of version 2.05),
the addition of more complex scenes in which there are more characters at a time than before, the addition of innovations to the dialogue characters, now it takes much longer than before (it is very beautiful and even dialog scenes now almost turn into scenes, but unfortunately takes time to develop),
we have not yet fully adapted to all the realities of the development of the new part (I have to do additional editing and proofreading of the text for the Russian version of the game),
personal problems that arose for reasons independent of me (about a week).

We wanted to announce the release date earlier, but we came to the conclusion that it would be wrong to say it and then not be able to meet the deadline. We got burned on that before and we try to be even more careful now.

P.S. This is probably the biggest express news story ever.
 

FutaBox

Well-Known Member
Dec 22, 2017
103
5
Work, work, work

I made a similar post before with the exact same picture, but what can you do when our development is cyclical by nature and the same events happen.

The number of words in the future version reaches 44752.
People who understand these volumes will tell you that just reading and correcting that much text is not an easy task. It's a good thing that it's the coder who writes and adds all this and not me.

Meanwhile, everything is moving towards the deadline, and we will try even harder not to move the date by a day. If there is time left, there might be a time change in some backgrounds (if I have time).
If we don't have time, we will release this small detail with the public version.

The wait is not long!
 

FutaBox

Well-Known Member
Dec 22, 2017
103
5
Last post before the release

If there is not much time left, it is best to summarize the results of our work, what worked, and what may not have turned out quite as we had originally planned.

What unequivocally worked:
  • Two full animations instead of the standard one.
    We wanted to give a gift along with the 2.05 release, and we did, although it wasn't easy to tell the truth.
  • We have planned many more backgrounds than in the last version and even more than in previous versions.
    6 unique dialog backgrounds and two more copies with a different time of day (we will gradually introduce the system of changing the time of day in the backgrounds).
  • Improving the quality and filling of backgrounds. (I took separate time to learn how to do this, especially painting nature).
  • Version 2.05 has a unique dialog scene where two backgrounds will be used to enhance the effect.
  • New costumes, expansion of emotion set, hand positions. (For Roxy and other characters)
    Quite tedious and unnoticeable to the average player, but very important to the game as a whole.
  • Logical introduction of a new minor character into the story (this was especially important for a coder...)

What didn't work out:

  • Have time to get everything done a little faster.
    The ideal result would have been two weeks earlier, and then God himself couldn't say that we didn't go all out for 1000%, but so far it's only 999.


    That's the news so far.
    See you in the test version soon.