Sep 16

Weekly Update #161: Menu Progress

So, last week, I showed you the now finished textbox design for GENBA no Kizuna. And the week before that, I provided a little glimpse at the DPA menu, which is essentially the same as Raiko’s notebook in SHINRAI.

Over this past week, I have worked some more on the menus and prepared everything for them to be integrated into the game. This meant creating a whole bunch of assets, something much more difficult and time-consuming than it might actually sound.

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Sep 09

Weekly Update #160: GENBA no Kizuna’s Textbox Design

In last week’s blog post, I gave you a little look at the menu design for our next VN project: GENBA no Kizuna. And just as I mentioned there, I’ve been focusing on the GUI once again this past week, working hard on finishing it.

While the overall design had already been set in stone, there were still a bunch of minor details that needed some tweaking. Especially in regards to the textbox, which I sadly wasn’t able to show off last Saturday. Today, however, I can, as the design has been finalized, so… have a look!

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Sep 03

Weekly Update #159: GENBA no Kizuna’s User Interface

August was a rather busy month with many things to take care of. However, now that all of those are lying behind me, I can finally devote myself to GENBA again, which is precisely what I’ve been doing over the past few days.

Since the creation of a demo is still our top priority, I have mainly focused on one of the last few bigger issues that remain, before we can actually make one: the user interface.

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Aug 26

Weekly Update #158: One Year Later

And here we are, one year later. On August 26, 2016, our very first visual novel project, the murder mystery SHINRAI – Broken Beyond Despair, was officially released on Steam and itch.io.

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Aug 26

Anniversary Sale

Today, exactly one year ago, we officially released our very first visual novel project.
In celebration of its 1 year anniversary, we have decided to run a little sale and give away a few copies for free!

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Aug 20

Weekly Update #157: Simultaneity & Different Perspectives

August, alongside December, is always the busiest month of the year for me. Even though this time, we (sadly) aren’t releasing a game, there’s still been quite a lot of stuff to take care of, and that won’t really change until the end of the month, either. Nevertheless, I’ve still been able to get some writing done.

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Aug 14

Raiko’s Birthday & Blog Anniversary

As mentioned in our last Weekly Update, I wanted to type another blog post today, as it is kind of a special date for two very different reasons. One of which is revealed through the picture above: the 14th of August is actually the birthday of SHINRAI’s grumpy little protagonist, Raiko Shinpuku!

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Aug 12

Weekly Update #156: Character “Routes”

Today’s posting is going to be a little shorter. Over this past week, I did some more writing for GENBA no Kizuna, finally finishing the introduction scene for the second Investigation Phase and sending it over to Natsu, so that she could give me her impressions on it. I was able to hear her thoughts on the more extensive additions I have made to the first phase as well, and am once again quite happy with what she had to say.

I honestly can’t wait to continue writing as I will fully delve into the investigation next. I just have to decide whose scenario I’m going to write first. Keiichi’s? Shinketsu’s? Rei’s? Or Himatsu’s? It’s a tough choice, as I truly think that all of them will be equally interesting and entertaining.

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Aug 05

Weekly Update #155: Attention To Detail

In last week’s blog post, I talked a little about the recent research I’ve been doing for GENBA no Kizuna and the issue of trying to find the balance between “fun” and “realism” in a game. Because often times, sticking to realism can make a game (or a story in general) boring, while straying too far away from it could make it seem utterly ridiculous, causing the players to roll their eyes.

This is especially the case in mystery stories where the readers/players are prompted to think for themselves and figure out the truth before the detective does. Because of this, they tend to question a lot of things. Way more than they’d do with any other kind of story, be it romance or fantasy.

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Jul 29

Weekly Update #154: The Balance Between Fun & Realism

Over this past week, I have done some more editing on GENBA no Kizuna’s first Investigation Phase and started writing the intro scene for the second, which ends at the first point that will allow you to play as a different character than Keiichi, the officer-in-charge.

It is here where the actual investigation starts, with everything that happens before it being “preparation”: meeting your team mates as well as the possible suspects/witnesses, taking a look at the victim and receiving some general information about the case. The second phase is where you will actually start collecting evidence, examining the body and interviewing people.

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