Vistonwafi

Vistonwafi 

I make parody games for adults.

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[Project_Haydee] Full-Time development.

Build_4 Status - 20.12.2025

It’s time to talk about the large‑scale changes that will be implemented in Build_4. Throughout the entire development period, I have received numerous requests regarding joystick control support and porting the game to mobile devices. Given the significant number of such requests, I decided to fundamentally redesign the interface — with the goal of developing a universal UI that will scale perfectly across different screen form factors and be convenient for use with a cursor, joystick, or touch controls.

[WIP] Rework Pause Menu

I spent some time check games made with RPG Maker, from which I draw inspiration for the design of UI panels. I also have plans to develop a companion system, where allies will not only participate in battles alongside you, but also allow for interaction with them. What you see in the screenshot is just a concept — it’s not the final version.

[WIP] Equipment Management

I found the equipment system used in JRPGs to be quite convenient. Trying to implement something on the level of DayZ and similar games, with more sophisticated inventory solutions, wouldn’t be worth the effort. Plus, considering the development of the companion system, this approach will make it much more convenient to allow equipment customization not only for Haydee.

End of 2025: Analysis of the first year of development.

The initial idea was to complete the technical development of the game by December — back when Project_Haydee was being developed in Ren’Py. Despite my considerable experience with Ren’Py, I encountered a problem: the game wasn’t turning out the way I had envisioned it in my mind. As a result, I made the risky decision to switch to the Unity engine.
During the transition to Unity 6, I received quite a bit of criticism — some went as far as labelling me a fraudster. This was demoralizing at times while I was working on the game. Unfortunately, most people still hold a negative opinion, though I can understand why. At this point, all I can do is keep improving the game and adding new content.
Build_4 and the subsequent Build_4.x versions are intended to be the final technical updates to the game’s foundation. Mitchell has nearly finished working on the main storyline, and we now have a clear vision of how to move the project forward. My goal is to release the game in 2026, with 2027 as the absolute latest deadline.
I’d like to thank everyone who has supported me throughout the entire development period. See you next year — in January!
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