An update on development


I wanted to share a little update that'll hopefully give some insight as to why this next patch is taking so long as well as just let y'all in on the progress. Please keep in mind this is all VERY early works in progress (I say this because the screens I'll be attaching look rough.

For 0.6 I have two major points I want to include, the first is a rework of the saving feature. I did a sloppy implementation of it the first go round and I'm pretty sure it doesn't even work anymore, so I am aiming to redo it with this patch. This came up because I am reworking a lot of the managers (for reasons I'll discuss in the next point), this felt like the right time to get this done as well. I am hoping to have multiple save slots too so that'll be a nice feature... maybe (if it does get added, still TBD) I'm honestly still figuring out the asset I bought for this purpose.

The next major addition is the immobile scene. All of the matriarch takes place in one scene in unity, I could have kept this standard and made the immobile stuff another 2d canvas that activates when the immobile stuff kicks in, but I feel like a lot of layers would have made for a nightmare to manage so I decided to just make a new scene for it.


When swapping to a new scene you have to carry your data over from one scene to the other, this is stuff like how far along you are, your money, how famous you are and so on. Before, I had everything in a web of references so multiple objects were calling on others to get certain stats. It is sloppy and does not transfer over well at all. So, to make my life easier I decided to rework the major managers and have all the important stats on one object/manager. This is why I decided now would be a good point to rework the saving system since all the game functions are tied to this one object, when it loads in the game updates based on it. So, to save, the game saves this one object, and to load it just loads the one object. Data transfer between scenes aside, I figured if I'm making a new scene from scratch, I'll take some of the lessons learned from the initial scene and build upon those. The biggest one being using 3D models instead of renders! I'm building a new scene in 3D, and you will navigate around the room using the same navigation buttons you all are used to. This also lets me use world space UI so the bar UI will just be behind the bar girl at all times, and I don't have to hide it/call it depending on if you're at the bar.


Next is I can import my models from Daz to Unity and adjust the sliders via code. This keeps me from having to make multiple renders per stage, instead I just say, "at this size this slider should be at X percent". So, the fun part of this is *technically* once I get everything sorted, I can drop in the final sizes, and we will be done with the MC! After that I can work on world building, story, and so on (not set in stone yet, just thinking down the line).

The initial Daz import is a bit rough, and I have to make animations for the characters so that is taking some time. That and also building the club scene, working on lighting, post processing, and all that jazz. All this is to say, I have a lot of work ahead of me so do not expect a new release any time soon. Between life and these big changes, progress is a little slow going but we're getting there. Anyways, that's the major points for the next release. I'm attaching a little preview image of a mockup for the new immobile scene and how you'll navigate around it. Please keep in mind this is VERY early work so; it looks rough to say the least lol.


 Anyways, thanks again for your patience as I work on this!

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(+1)

no problem take your time I took game dev back in high school and it is tough to create games like this (for me at least) but don't burn yourself out