Monthly devlog – July

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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!