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I'm heading home to my family on Tuesday and stay with them until my trip to Stockholm, and I will regretably not be able to bring my tablet. I'll try to get some paper sketches done, but you probably won't see any new uploads from me here until maybe January, when I get back to my apartment (unless I happen to find some forgotten finished drawings lying around, although since my computer also has to stay behind, this is very unlikely).
These past few weeks have been insanely busy for me, with 5 exams (uni life ftw~) to go through as well as different health and social problems, which has made it somewhat difficult to keep up with stuff happening here. I might not have replied to all messages I've got, and if so, you have my apologies. Feel free to contact me again if this is the case, as I'll be more accessible the upcoming weeks
When it comes to Didnapper development, it's going forward, although it was sort of slowed down this first half of December due to most of the team being busy with exams and such. I would've liked to share everything we do with the game, but making a journal for every little change we make, maybe even for changes that might not be very noticeable, and might not stay like so in the official release, seems rather pointless. I'd also like to not spoil everything we're working on, as part of the fun lies in the surprise, right? You can't wish more than me that the development would go faster, but there are limitations when you work on a big and yet free project like this. Also, with our small amount of active programmers, one being unexpectedly busy means pretty significant delays, making it difficult to set an approximate release date. It currently seems likely that we might have a small CB test once we have some of the features we are almost done with ready, and then another one when the greater features are ready. We intend the v1.7 update to be a significant one, and as such we need to spend time on it. If you have some experience with RPG Maker XP (or you want to learn it) and you want to help us with the development, feel free to send me a note
Oh, and a quick promotion of and his work! He's been contributing with some awesome graphics lately, and he has a pretty nice gallery you should visit if you haven't seen it
Until next time~
These past few weeks have been insanely busy for me, with 5 exams (uni life ftw~) to go through as well as different health and social problems, which has made it somewhat difficult to keep up with stuff happening here. I might not have replied to all messages I've got, and if so, you have my apologies. Feel free to contact me again if this is the case, as I'll be more accessible the upcoming weeks
When it comes to Didnapper development, it's going forward, although it was sort of slowed down this first half of December due to most of the team being busy with exams and such. I would've liked to share everything we do with the game, but making a journal for every little change we make, maybe even for changes that might not be very noticeable, and might not stay like so in the official release, seems rather pointless. I'd also like to not spoil everything we're working on, as part of the fun lies in the surprise, right? You can't wish more than me that the development would go faster, but there are limitations when you work on a big and yet free project like this. Also, with our small amount of active programmers, one being unexpectedly busy means pretty significant delays, making it difficult to set an approximate release date. It currently seems likely that we might have a small CB test once we have some of the features we are almost done with ready, and then another one when the greater features are ready. We intend the v1.7 update to be a significant one, and as such we need to spend time on it. If you have some experience with RPG Maker XP (or you want to learn it) and you want to help us with the development, feel free to send me a note
Oh, and a quick promotion of and his work! He's been contributing with some awesome graphics lately, and he has a pretty nice gallery you should visit if you haven't seen it
Until next time~
The new public Didnapper 2 Demo 3 is here!
Since it's now been a while since the last public demo, we have now prepared an updated one for you all! :D The new demo (Demo 3) can be downloaded from here on Itch (Windows and Mac). It'd take a while to go through all of the changes since the last demo, so here is just a brief summary of what's new in this one: Added an additional chapter (Chapter 2) Expanded on and improved the escape system Expanded on and improved stealth features (including ambushing) Expanded on and improved the battle system Added more CGs (both game over and story images) Added and improved graphics in general Added a lot of new original music soundtracks Added more areas Added sidequests Other stuff This demo normally takes around 2 hours to play through to the end, and is of course just the very first part of the full game, which is still in development (the closed beta of the game is a lot further along than this demo). We're planning on posting another public progress report in not too long. If you
Didnapper 2 - 2019 Progress Report
Greetings everyone, and on behalf of DID Games, happy whichever holidays you're all celebrating, if any! With the end of the year on our doorstep, we figured it would be nice to give you all an update on how the game is coming along, and what has happened to it this year in terms of development progress. So here are some of the most notable things, given to you in a spoiler-free way: Story implementation The game is planned to have 15 chapters in the main story (+the prologue). At the beginning of the year the story was only playable up until the end of the prologue, while now it is playable up to the end of chapter 7, meaning we are now about half done with the main story implementation, if you don’t count post-game content. Stealth At the start of the year there were practically no stealth mechanics implemented. Since then we added advanced LOS, improved chasing mechanics, added patrolling, an ambush minigame and the ability to carry and hide captured girls. Currently we are
Didnapper 2 dev stream notice!
We're hosting another public Didnapper 2 development stream tomorrow (Saturday) at 7 pm CET/ 1 pm EST!
Come and join us if you have any questions regarding the development, or you just want to see some of what we're working on :)
Here's a countdown, for those who find that useful: https://www.timeanddate.com/countdown/generic?iso=20191214T19&p0=187&msg=Didnapper+2+development+stream+%28December%29&font=serif&csz=1
We will be streaming here as usual: https://picarto.tv/KendrianCreative
Edit: The stream has ended, but you can find a raw recording of the stream here.
D2 development update + stream notice
It's time for another public notice!
There are a few pieces of info I want to share, so I'll just jump straight into it.
Staff changes
So, first off, for those who haven't been able to keep up with things on our Discord server, we've had some changes in staff lately.
Long story short, BingBingBing/star (the main artist and co-founder of DID Games) has gone on indefinite hiatus to battle a serious illness.
She is going to keep me updated on her condition, but otherwise she will stay offline and focus 100% on her recovery.
Because of her absence, we have recruited some new artists ( Daikinbakuju (https://www.deviantart.com/daikinbakuju) and Tiedtiki (https://www.deviantart.com/tiedtiki) ) to help take care of some of
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You deserve a break, a rest, all that. We'll be patient, and I hope things look up. WAY up~