Wednesday, September 16, 2015

Resetting Panic Levels

Oops it's been three and a half months since our last blog post. My bad. So, where to begin? I guess there's some good news, and some bad news. Which is which depends on how you feel about this project as a whole.

Let's start with what I consider the bad news:

At the start of the year, we said some very bold things about setting ourselves an ultimatum for having our demo completed by the end of the year. If we couldn't achieve that, we were just going to call it quits.

We're now entering the last quarter of 2016 and we're nowhere close to the level of completion that we need to be. It's not that we've made no progress, it's just that we haven't made enough. When this project was started, I wasn't even a member. I joined a couple years into its development, personally. So did a large percentage of the current team. For most of us, we were in the early years of college, or working part-time jobs to make ends meet. Now, a lot of us have graduated, and gone on to get real jobs. Some of us will be starting university soon and don't know what to expect. While it's not that nobody cares anymore, it's just that we can't always put in as much time as we once could.

So where does that put us now?

Well, it's time for the good news: fuck the deadline.

Our pride and dignity may suffer as we go back on our word (even after specifically saying that we wouldn't) but we're going to keep at it, even after the year ends. The deadline was imposed because we didn't want to keep wasting time indefinitely if it wasn't going to get anywhere. But honestly, making the last three years a waste would be just as bad.

We'll keep working, even if people stop caring or give up on us. Because we've come to far at this point to give up on ourselves. Everybody has a midlife crisis - we just have to get over ours.

If you have an urge to join us in our struggle of self-improvement, we're currently taking applications for all roles, including writers. Our biggest need is still a background artist. If you'd like to apply, please post on the relevant section of our forums or feel free to PM me (raithfyre) there directly.

And as always, you can talk about the post on there too.

Kind of irrelevant but I've included a couple actual colored sprites. One is the hands-down best romance option in the game, and the other is Isolda.

(Just kidding, it's actually Erik's dad)

Monday, June 1, 2015

Blog Post - June 1st

Summer's here, and Summer always brings warm feelings, good tidings, and a whole host of other nice things. Right? Right.

Sorry that we haven't posted anything lately. Just like the last few posts have said, there's not a whole lot to report. Most of our announcements tend to follow either something very good, or very bad. There's been neither, for a long while now. But still, people have been getting kinda antsy, and with good reason, so here's the scoop:

A while ago, we said that we were done with the script, barring some editing and minor revisions. Well, as our new editors looked things over, it became more obvious that the needed revisions weren't exactly minor after all. So, there's been a lot of heavy reworking. Scenes are being rewritten, new scenes are being added, and even the general pathing of Act 1 is being adjusted slightly. All that's going well, and at a good pace, but it's not particularly thrilling to hear about, so we haven't made a big fuss over it.

On the artistic front, you've probably noticed but our old friend ProNice has rejoined us, as well as Nyki. They're both helping out with CG's, and ProNice is also doing some sprite work. Relatedly, if you're a background artist looking for a project to join, hit us up.

Moving forward, I can't promise more regular updates, but do rest assured that we'll inform you if anything big happens. With summer starting, all of us should be able to make faster progress than we have been. Most of us have been held back by school, moving, or working on other projects. Summer resolves a few of those issues, and so the train of progress should be getting back on track. Here's hoping, at least.

Monday, April 6, 2015

Friday, March 20, 2015

Oblogatory Blogress Update

Hi all,

There's not a whole lot of significant news to report or anything like that - I just wanted to make a post because I don't like going too long without one. Recently, we picked up two editors and an additional programmer, just to lighten some of our collective workload. Sprites continue to chug along at a pretty good rate. By my estimates, we have 4 or 5 more side characters and one or two more main characters who need sprited. After that, it'll be time to work on CG's. We're not really aiming for a super high CG count, simply in the interest of time. There might be an updated version of Act 1 released later on with more CG's, but that's not a certainty.

On a side note, I'd like to personally apologize to anyone who applied or otherwise contacted us and didn't hear back. We only recently finished going through yet another rough patch in our development period, and were bad about responding to inquiries. If you had questions or comments that we didn't answer, feel free to resubmit them and I'll get back to you ASAP.

Until next time,


Saturday, February 14, 2015

Happy Valentine's Day!

We're flattered that you could pull yourselves away from the 50 Shades premiere to be with us here today. After all, nobody loves us like you do. Because we believe that relationships should be equal part give and take, we've got a couple gifts, coming from Honitsu and Sendo respectively.

Natasha by Honitsu

Isolda by Sendo

There's also a bit of good news to share today. Our art roster has once again grown: we've a new background artist named Zion joining up with us. This doubles our number of background artists by bringing us up to two. I'll post some samples of his work once there's more of that.

Here's hoping that you have a lovely holiday, whether you're spending it alone or with your significant other (2D or 3D - we won't judge). If you'd like though, come chat with us on the forums. See you 'round!

Saturday, January 31, 2015

Trigger Warning: Release Date

We've been pretty quiet since Christmas. It's not really a bad thing - there just hasn't been much to say. Editors gon' edit, and all that. Sprite production is going along pretty well, which is something that I haven't been able to say with confidence for too long.

So, the question that oughta be on everyone's mind is: how much longer? Or in the eternal words of some our IRC regulars: "Demo when?"

December. We've been hoping for December release dates for a couple years now, and a couple Decembers have since passed by. I'm pretty sure Taylor Swift even wrote a song about it. Things are going to be a bit different this time around, though, because we're going to be emphasizing the "dead" in "deadline."

If by the start of 2016, the demo content isn't at least 90% done, we're going to just call it quits. Because at that point, we won't really be able to make excuses any longer, or pretend that we're gonna get it together soon after, or whatever. If after 4 years we're not able to produce a demo, then it just ain't gonna happen.

This is something that we actually talked about and loosely decided upon a long time ago. We've had a few other internal deadlines where it's like, "if X percent of editing isn't completed by this date, then it's over" and thus far we've achieved all those. And it's not even as if we're in dire straits right now. Things look the most promising they ever have.

Mostly, we're just publicly announcing this to keep us accountable. Since it's out in the open now, we can't really hide from it or pretend it wasn't something that we meant. Basically, it's demo or die now, and I'm really hoping for the former. Here's to not letting everyone down.

We'll see you guys on Valentine's Day.

Thursday, December 25, 2014

Happy Holidays! (2014 Remix)

Well folks, it's been a long year. Three hundred and fifty-nine days so far, to be exact. It's been an important one for us here at Somnova, though. We made a tremendous amount of progress, and it's been our pleasure to share it with you all.

In case anyone is joining us late here, I'll recap a couple important things that happened with regards to Missing Stars.

-For one thing, our art team grew three sizes larger. Now consisting of Angry Evil, Hexagod, Honitsu, Lian-Ne, Mike Inel, Morthiasik, and Sendo, we've been crankin' out art at a pretty consistent pace. And it looks better than ever before.

-We showed off some of our sprites, and went into the process of their creation.

-The world at large got its first look at Missing Stars in action, while also revisiting some of the earlier concepts.

Bit of an update to that last one, too. The very next day after posting that blog, Sendo, being the all-star that he is, cranked out a couple updated versions of the bedroom background that you can see in the gameplay video. Here's a brief look at that.

* * *

We had some big expectations for this year. Some of them were met, some were not. Overall though, I couldn't be more proud of what we've accomplished as a team. And, I know that I say this in almost every blog post, but thanks so much to you guys for sticking with us. We know that we've been taking a while with this thing, but we hope that you'll think it was worth it in the end.

Plus, just because Democember didn't end up happening doesn't mean that we don't have anything for you folks this year. Click the present below for a couple neat gifts to string up on your desktops, if you're so inclined.

Additionally, come celebrate and be festive with us on the forums.

From all of us here at Somnova Studios: happy holidays!