Hey everyone, I have a quick update regarding the game’s progress. Some of you may recall the new sword design for the MC that I teased a while back. Unfortunately, after further consideration, I’m not satisfied with how it turned out. As a result, I’ve decided to make some changes, which will involve a substantial amount of re-rendering. This means that the game’s release will be delayed and won’t be coming in March. I sincerely apologize for this unexpected delay and for any confusion caused by the earlier release estimate. Until I'm done with the re-render, I won't be uploading the progress update but I will still upload the sneak peek. Note: As of now, I haven't come up with a good design yet.
delay
:^(
赤色之瞳
2025-3-13 03:42:03
:^(
Hey everybody!
Time for a new (and slightly late) dev log! I got so caught up working on the update yesterday that I completely lost track of time - suddenly, it was 1 AM.
:^(
Over the past two weeks, I’ve finished the last scene, implemented all animations into the final game, fixed a couple of issues, and added a bunch of small new features that I hope you’ll enjoy! The main things still missing are the audio (which will be the biggest workload), clickables, updates to character details, phone background images for the new content, and a few other minor things I’ll be tackling over the next few days.
I’ve also decided not to include a recap or outro for Chapter 3 (version 0.3) and future releases. While I liked them, in the long run, most players probably won’t see them anyway, since I automatically hide older version outros. Seeing a 0.2 outro when you're playing version 0.4 would just pull you out of the game - same goes for the recaps. Hope that works for you as well!
The game is currently undergoing thorough testing to make sure that the only things that can get screwed up are the ones I’ll inevitably mess up after testing is finished - as always
:^(
!
Here are the current stats for this release:
~1330 new renders
~20k new words
32 new animations
Bugfixes, new ui features, small mini-game, and a lot more!
Audio to be announced
That’s all for now! I’ll keep you guys updated once I have a clearer time frame for the release.
Have a great week, and don’t let anything get you down! ❤
赤色之瞳
2025-3-13 03:43:54
murmur
:^(
Ads
赤色之瞳
2025-3-13 03:48:06
Dev Update #49
2 hours ago
Hi everyone, hope you had a good week. A few things to get through:
E4 Progress
My week was fairly busy and I've mostly been focused on the E4 animations which are going well but there's still a lot to do. Apart from animations this week I also refined the designs of some of the extra characters you'll meet in E4 and also spontaneously decided to revamp the main menu. Aside from the little easter egg I think the old main menu looked pretty bland and underwhelming. The text especially. So I've gone for a different look, nothing super interesting but I think it looks much more polished and I'm pretty happy with it.
Android Version (E1-3 Android releasing tomorrow)
Long overdue, it's finally done. It's very, very far from perfect but I just had to get it done so that it's not constantly plaguing me. Pretty much everything works well except for the one big thing that I was worried about - animations. The animations are really really laggy. If your phone is much better than mine then maybe it might be fine - I've only tested it on one phone and the animations did not look good. So I really need to stress this - for the best experience please play Elmwood on pc or mac.
If any of you know of ways I could optimise renpy videos for android then please let me know - I always appreciate advice on things I'm unfamiliar with and I'm very unfamiliar with building for android. I know that there are other android avns which are very well optimised and can play animations efficiently even on lower end devices but I haven't managed to achieve this yet - sorry.
Aside from animations I've managed to make everything else work fairly well. All the menus/interface and even HaremWars seem to not have any issues but if you encounter any bugs then please do let me know. I've done very limited testing on this as I'm trying to just focus on E4. This Android version is basically the exact version of the game as the Bronze E3 release in December. That means there are some minor typos which I'm aware of.
I'll be releasing the Android version tomorrow for all paid members. However, if you were a paid subscriber in December, January or February but aren't anymore and want the Android version then just send me a private message and I'd be happy to give you the download. It was my intention to release the Android version in January so everyone who was subbed around then is absolutely entitled to it.
1 Year Anniversary
Guess what? Yep, Elmwood officially turns 1 year old on the 15th. Truly the most surreal year of my life. It's not been easy by any means but developing Elmwood has been the most incredible decision I've ever made. I wouldn't be able to do it without your support and it is such a privilege for me to have this amazing community supporting me every step of the way. You guys rock.
Thank you for everything and cheers to another great year!
赤色之瞳
2025-3-13 12:43:34
twisted memories
Weekly development update
Alright, I kind of got done with writing all the scenes this week but not really. Not sure whether it was noticeable but I already had some trouble writing the Emily scene in v0.9 and the same kind of continued this time around. I'm not quite sure what it is that's recently making it hard for me to properly write her scenes but it isn't too bad as I think to have a somewhat decent first draft of all the scenes down I'll just have to go over them again once or twice.
All in all and if nothing goes wrong I should be able to finalize the writing part within next week. The update will once again be of a pretty decent size but I guess I just can't do any different and there were quite a lot of characters that needed attention after all. Either way I should be able to start rendering pretty soon.
赤色之瞳
2025-3-13 12:51:14
twisted memories
My 2 cents on how I currently think about solo endings:
When I first started the game I wanted to go about the harem and the solo endings a bit different than most games I myself played so far tend to do it. The MC was supposed to actively pursue a harem and then get get put to the test, the choice before him: Risk the second chance he got in hope to form his harem or take it with one girl he can be sure of that he can life a happy life with. Accordingly I've been trying to build up every girl to get into a position to fit for the later BEFORE giving the player the choice to reject her. I do like to think that I've been doing a decently good job at that but the more I've been doing this dev thing the more I've started to see other problems with my initial idea.
First: A story telling reason. Writing break ups for 5+ girls that feel appropriate to the build up of their relationships that came before seems increasingly challenging to me and this many break ups will probably get pretty old, pretty fast.
I could of course do it in narration only accompanied by a time skip but that again brings multiple problems in my mind: 1. It wouldn't be satisfying, 2. It would heavily disconnect the story lines forcing me to write 7+ paths at the same time, or 3. If I were to do it in a prologue kind of way where to choice for a girl is directly followed with her ending it would make the solo routes end way earlier than the harem route as I'm sure as hell not going to do a “harem is formed, game is ending” kind of harem ending.
Second: The amount of work it would require. When I planned the game at first I was very conscious about doing it in such a way that I could actually manage to finish it. Still, planning something like this without ever having done it and actually doing it are two entirely different pair of shoes. Neither is it helping that the effort that goes into the game went up drastically over the time of the development or that I was still studying and had a lot of free time when I started this project that I no longer have (The advice generally given to new devs to start with a small project has its merits but its hard to overcome ones own ambition).
Third: I always wanted this to be a tight-knit story with a lot of character each of which can stand on their own and only gets elevated by being forced to bounce off each other through this harem-building setting. But, the more I've been doing it this way the harder it seems to me to actually untangle all of this again to make satisfactory solo endings possible.
All in all the way I see it now and if I were able to start over it would probably have been better to either give the player the choice to pursue a girl right from the get to, or to go full force into the harem-building aspect of things making the choices not about who is part of the harem but instead the way it is build and the dynamics within. At least I think those would make for more clear cut paths that can still be interesting but such realizations come with experience especially if you try to be a snowflake in the market of harem avn's.
In the end its a miscalculation by me and even though I still like the idea of solo endings very much as I truly think every one of the main girls would be deserving of one, I would hate not to be able to bring the game to a satisfactory end even more. And having done this for a few years now (although I still feel like a new dev), knowing how much time this takes up and seeing how the story so far developed I'm simply getting increasingly worried that by making solo endings I will end up not being able to deliver either.