It’s Monday, which means it’s time for an (admittedly empty) blog post.
What did we get done over the weekend? Well, eh:
-Finalizing of act 1 script is continuing at a steady pace
-Started applying finished dialogue to the devbuild
-Updated the version of Ren’py we’re using
-Finalized a list of needed assets
-Got a touch of outside help to refine our style ever so slightly
So, yeah. Productive, but not in any way that will really interest you. Sorry! On the bright side, we have officially broken ground and we have our first scene up and finalized in-engine. PROGRESS!
Well, I lied. Odds are that little bit about artstyle refinement has you at least a little curious. Our backgrounds, (if we say so ourselves) looked pretty great, as you had seen from previous release screenshots. There was concern in the team that if we ended up using the same color palette, all of our backgrounds would suffer from a “same-y” look and would end up being nothing remarkable. ON THE OTHER HAND if we soaked the backgrounds in too much color it’d be difficult to convey that warm, on-paper look we were going for.
So we went ahead and asked for some outside opinion. After what seemed like endless experimenting, our background artist Curchack found a balance that everyone was happy with. Here’s a before-and-after picture for comparison.
Given the kind of project this is, we’ve seen some questions and concerns about what Salty Tears exactly is, how we’re handling it, etc. So we went ahead and decided to open up a Q&A.; Ask your questions either in the blog comments or in the Salty Tears Steam group, and we’ll bundle them all up and answer the ones we can (without spoiling anything). The answers will come in the Friday post. So there you go. Open forum. **ASK US ANYTHING! **
Will there be a Mac release?