Author: Bea

  • Monthly devlog – July

    This is our first monthly report, in which you can find out about the game’s development progress during July.

    Just a couple of weeks ago, we inaugurated the blog with a brief introduction marking the birth of our videogame.

    In that post, we didn’t write about the current stage of the project’s development, so first we’ll provide some context on what has happened so far, and then we’ll share the latest updates.

    Before July, only Bea, our programmer and game director, was actively working on the project, preparing an elevator pitch (a simple, compelling and quick speech) and a proof of concept.

    She wanted to check with others whether the project made sense and, if so, recruit other developers to cover the areas she wasn’t an expert in (let’s hope you never see Bea draw).

    On a friend’s referral, she got in touch with Luz, who agreed to join the project and became our lead artist.

    How could you possibly resist hiring Luz with a portfolio like that?

    Su trabajo durante este mes se ha centrado en buscar la identidad visual del proyecto, y aquí podéis ver algunas de las primeras pruebas. Queremos hacer justicia a la estética de las magical girls, pero dándoles un toque fresco que se aleje del anime tradicional y encaje en un juego narrativo.

    In this image, we can look at various tests featuring her original character (OC) Alma. Disclaimer: this is not a character from the final game.

    Some styles have been tested on a character from an existing franchise, so we’re only showing you a few glimpses of those illustrations.

    Bea has been involved in a wide range of tasks, but has mainly focused on less tangible aspects such as production, finances, planning, marketing calendar…

    She has also finished programming the heroines and incidents systems. At the moment, it’s in a rather ugly debug interface, designed primarily to allow the rest of the team to work on it.

    ONCE AGAIN: Ugly debug UI

    Bea loves naming all the systems she builds, but to be clear, what we’re looking at here is that the functionality of dispatching magical girls to assignments is fully operational.

    She’s also implemented the save and load system and the sequential narrative flow system. But as these aren’t visible, we’re going to ignore them.

    So, what are our next steps?

    Throughout August, we’ll stick to the plan we’ve already set out, concluding the visual style study and making progress with the system programming.

    In September, some changes are on the horizon, as Rocío will be joining us as our narrative profile and Ana as our all-rounder. We can’t wait to start working together and sharing our progress with you.

    We expect to be able to publish these updates every two weeks, and to have even more news once the team is complete.

    That’s it for July’s devlog, and remember,

    A magical girl’s duty never ends.

    Don’t forget to follow us on social media and join our Discord community to stay up to date with everything!

  • ¿Magical Girl Dispatcher?

    Hey there, Im Bea!

    You’ve probably come across this post because one of the words that make up this project’s working title has caught your attention.

    But before I get started, let me tell you a bit about myself.

    I’m a video game developer who grew up watching magical girl series, like many other women around my age.

    I didn’t realise it at first, but those series had a greater impact on me than I could ever have imagined. That’s why I’m here today, creating a video game about magical girls.

    Well, that, and because nostalgia is all a trend right now. There’s currently a tendency to create sequels to series that explore the protagonists’ futures, dreams and hopes.

    What happens when a magical girl grows up?

    As everyone knows, they lost their powers and went on to lead adult lives, with dreadful, boring tasks like filing their quarterly freelance tax returns. Yay!

    Quite a change, isn’t it? Between the ages of 9 and 13, you’re capable of transforming yourself, and the fate of the world lies in your hands; and when you reach adulthood, you find yourself crushed by that very same world you saved.

    Setting aside this situation, which clearly calls for a visit to a therapist,

    Who on earth would think of sending underage girls off to fight ancient evils?

    Don’t war crimes exist in magical worlds?

    Because this should clearly be one.

    These questions wouldn’t leave me alone, so I decided to answer them by creating a narrative and management game in which you follow the story of a retired magical girl in a universe where an organisation has emerged to protect the interests of magical girls.

    Our protagonist is no longer on the front line, but she must guide those who are. The organisation will assign her a group of magical girls, each with their own strengths and weaknesses, with the objective of dispatching them to deal with various incidents occurring across different planets and dimensions.

    The outcome of these incidents depends on whether you’ve sent the right girl. Additionally, if you send more than one girl, you’ll be able to follow the development of their friendship… or romance.

    You might be thinking right now…

    “Take my money.”

    “OK, you’ve sold me on the idea
    what do you need from me?”

    I’m taking this project on myself, using my own time and my savings to hire other developers.

    Although this situation may seem a bit drastic, I am planning to launch a Kickstarter campaign, so we don’t require funding at this time,

    We need exposure

    This project needs to be found by its audience.

    Whether you share it, follow us on social media, join our Discord server or simply show it to a friend, you’re already helping this project grow.

    If you’ve read this far and are interested, join me on this journey, because a magical girl’s duty never ends.

    Beatriz Sabater

    Game Director

    Oh, are you here because of the word ‘Dispatcher’?

    Well… I really enjoyed the management aspect of Dispatch, and I recently played the Sovereign Tower demo… That’s everything, I hope I’ve convinced you!