I hope you've all had a great start to 2021, irrespective of the crazy situation in the world. Before I go on with this update, perhaps I should wish you all a happy 'Snares of Ruin' release day, which came out 3 years ago today, and from the positive reception it had, it substantially changed the direction of the games I've been making these past 3 years!
So, in this update I wanted to show you some of the 3D images of the in-game scenes. Since I've been making these in Daz3D software, I didn't need to hire an artist to do each individual image and only really needed to buy different 3D assets such as clothes and props for the scenes. This has been very efficient budget-wise. For this reason, I decided to put in more romantic scenes in the game, all done with 3D images. And by romantic scenes I don't just mean erotic ones, but also just casual dates and times spent with a romantic interest. On top of this, as mentioned previously, some of the main story scenes are also being done this way as 3D images so to create a more immersive atmosphere of the game's cyberpunk world. Top down 2D view has its limits in conveying the atmosphere, and these limits can be overcome with nice 3D images, I believe.
Thank you for stopping by to read this update. For now I am still hoping to release the game in spring this year, but if necessary, I might push the release date a bit further just so that the game can be as good as possible and does not feel rushed.
Thanks for the support and all the best!
Pegasus sequel development update 2
Hello everyone!
Thought I'd make another development update. The progress on the game has been nice and consistent over this past month. Wanted to take this time to put up a picture of the Pegasus crew and how they'll look in this sequel, seeing how I've got a different visual style for the character busts here (made with ePic generator + some photoshopping).
Also making more 3D scene images with Daz3D for the game too in a hope to give the scenes more immersion and to further bring the characters to life.
Perhaps in the next update I'll introduce you all to some of the new characters that were not in the first game.
Hope you're all staying safe and sane, and thanks for the support!
Pegasus sequel development update 1
Hello everyone.
It's been quite some time since I made updates on any of my game hubs, and development was indeed slow these months, not so much due to the virus situation, but more to do with work and other real life commitments. As some of you may know, I started development of Pegasus sequel late last year. Aside from lack of free time, I also was a bit undecided on some key aspects of the game and didn't want to rush it until I was sure with what the direction I'd be taking it in. However, it all has now fallen into place and the development is going at full speed. I originally expected to have the game come out sometime late this year, but now more likely it will be sometime early next year.
Now I'd like to talk a bit about some things about the game and to share some screenshots with you.
The story here will take place about a month after the events of Pegasus-5: Gone Astray. Unlike in the original, the events in the sequel will mainly be happening within a single city in a more urban environment. We'll have all of our crew members (I decided that canonically they all survive the events of the previous game) as well as plenty of new characters.
This time round we'll have 2 playable characters. In addition to Edan, the main protagonist of the original game, we'll also witness some scenes from the point of view of a female protagonist Ethyra, who is related to Aleira and Elosys from the original game. Both will have their own unique romance options (as well as a choice to romance each other).
I decided the gameplay will be a tad simpler. Instead of regularly levelling up our 4 core skills (Medicine, Technology, Athletics, Charisma), we'll simply pick two of them to be our main ones for the whole duration of the game's events (this goes for each playable character).
Last but not least, the visuals. Some of it will be different to the first game.
The character busts during dialogues (as seen above) will have a more life-like look and done with the help of ePic Character Generator (+ some photoshopping).
In addition to that, I've also recently gotten into Daz3D software and decided to put together the game's romantic scenes and some key story scenes as rendered 3D images for more immersion.
Thanks for reading all the way to the end! I'll try to post new development updates every now and again when I have some juicy new stuff to share.