Bubblegum Sunday Devlog 12
Hi everyone! Recently we’ve had an exciting bit of progress in the development of Bubblegum Sunday. Until now we had a workflow where Vivi was the one to actually have access to the Unity project and I would simply create the assets and go through Vivi to get stuff implemented. This was a safety measure to avoid us breaking the project by accident by having 2 people work on it at once. We’ve now found out there is a piece of software that helps resolve this issue and while it was a big task learning how to use this and understanding its workflow, we are now in the position where we can both work on the project at the same time (more or less)!
Using this software we can maintain a main version and use "branches" to make changes and commit them.
Vivi has also worked tremendously on programming the Unity editor itself to provide an easier time for me to implement all the equipment into the game. Instead of the original UI (on the left) I’ll be working with the custom UI editor (on the right) for adding items. As you see I get information fed to me much more clearly and easy to understand, removing errors and confusion. It took a lot of time but will absolutely pay itself back tenfold!
The basic UI becomes a lot more readable with all this custom code.
All of his means I will have a much more hands-on approach and stuff will be added and tested more quickly. This is very good news for us, since I’ve got a lot of stuff I’ve drawn which never got implemented.
Mercedes has been featured in my art quite a bit and will play a role in Bubblegum Sunday too!
I’ve drawn more NPC art as well as having refined the “pop-up cards” for the items in the game. I showed these off last time as well, but this is the little graphic that shows more information about an item, either gameplay or flavor-wise. There’s quite a few different items in the game and I wanted to make sure they stand out on their own so it’s easy for the player to easily see what is what from just the card alone.
The color bar on the bottom of the cards indicated what type of item you are dealing with. Clothes, sell items, quest items, colors, etc.
Finally I’ve also gone back and cleaned up some of the older NPC graphics I wasn’t super happy with anymore. Specifically Lizzie got a refresh and I’m currently in the process of giving Zoe a redo as well, since they either had anatomy issues or awkward poses. Other NPC's have gotten smaller fixes as I've prepared the artwork for implementation but Lizzie got the biggest change.
The differences aren't major but there were just some things I wanted to fix/change.
I hope to bring you more and quicker progress updates now that things will move quicker. I have lots to do, such as correctly implementing all locations I’ve worked on, placing the NPC in their correct spots and giving them their greetings dialogue and everything else as well as implementing lighting and LUT on all locations and playing with audio. On top of that there’s a bunch of assets that have gotten newer graphics and much more. Look forward to another devlog soon!
As always I'm constantly working on new outfits~
Alba

