Vistonwafi

Vistonwafi 

I make parody games for adults.

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[Project_Haydee] Full-Time development.

Build_5, Revision Alpha Test, Staff expansion - 13.04.2026

Work on the long-suffering Build_4 is now complete, and it has become a more refined version of my vision for Project_Haydee. The feedback from Build_3 allowed me to take a more appropriate direction for the game’s development and focus on improving the core gameplay systems and mechanics that players will be interacting with constantly. I was glad to receive positive feedback on the new inventory and the revamped combat system, but the equipment panel was described as a 'cringe' idea — specifically, the fact that it exists on a separate screen from the main inventory panel. In the future, I will consider solutions that can somewhat alleviate the inconvenience related to equipment management, but this is not a priority task for Build_5 — I already have further plans for the game’s development and the upcoming new version.
 


Planned tasks for Build_5:

  • [Core] New Scene Manager

Currently, all the locations you visit are part of a single unified scene, with a single camera moving through it. Unity today has practically no issues with creating large worlds, but it has incredible problems with Occlusion technology (technically speaking: it works by hiding objects that are not within your field of view). If you've been actively following development, you've most likely encountered situations where locations didn't work correctly, and objects, walls, etc., would flicker. I'm not a fan of Bethesda's loading screens or their method of splitting locations into separate scenes, but in my case, this is a necessity for the convenience of optimizing locations, baking lighting, and setting the atmosphere for each zone. My plans include adding open locations (you do remember that Haydee's goal is to touch the grass, right?).
 
  • [Gameplay] Base system

I want to expand the base system. The starting room will be reworked and will feature gameplay elements: Upgrades, a Crafting Station, as well as a Storage system.
 
  • [Gameplay / Inventory System T1] Storage System
By introducing an inventory system with more proper item storage, it will allow me to develop a storage system that includes Drag & Drop technology. Subsequently, this system will be used for the quest system and trading.
 
  • [Gameplay / Inventory System T1] Crafting
Crafting will finally return to the game and will be more refined than it was in Ren'Py.
 
  • [Core / Unity Engine] FMOD Engine
The standard sound system in Unity is quite limited in terms of features, and I really want to make the sound more 'proper' / 'correct'.
 
  • [Core] Sound Occlusion
Implementing sound occlusion will allow me to add more ambient sounds to the corridors than there are currently.
 
  • [Misc] Achievement System
The introduction of an achievement system will not affect the gameplay in any way; they're just small challenges.
 
  • [Misc] Notification T1
Notification improvements: Bringing back UI animations, integration with the achievement system, and other cosmetic things that come to mind.
  • [Gameplay] Reputation System
A regular character reputation system that will influence dialogues, merchandise, and the enemies you come across.
  • [Gameplay] Trade System
A standard trading system like Fallout 1-2.
  • [Gameplay] Quest System
A standard mission system that will support both main story missions and side missions. This also includes a quest log.
  • [Gameplay] Tutorial System
The return of the tutorial system, which will help new players learn the game.
  • [Story] Chapter 1
Expanding the story: New story locations, characters, conflicting sides, and new enemies.
  • [Localization] Spanish and Japanese.
Adding Spanish and Japanese languages to the game. If you are a native speaker of one of these languages and would like to help, message me on Discord: vistonwafi.
 
The tasks mentioned in this post represent just a small fraction of what will be central to developing the technical side of the game.

Staff expansion: Meet the KeinWal!

I'm very happy to announce to everyone our collaboration with him on the animation part of the game's content. As development of the new version progresses, the old animations will be corrected or replaced entirely.

Revision of Alpha Test releases

The game's development is now taking on more difficult tasks, which require a lot of effort and resources. On top of that, I've started bringing in outside people to work on the project, whose services I also pay for out of my own money. Therefore, Open Alpha Test will now only take place when there is a need for a larger number of people for tests. I understand that some people may not like this, but you'll just have to accept it and wait for the release versions of the build, which will be free and include all available content.
That's all! Thank you all for your attention, and I look forward to your feedback on Build_4.
yesh , Love how the project is developing, cant wait till the large play test!
Thought: Heat-Hardened Plastic Armor. Not particularly tough, but it's better than just the suit. Consumes a suit and some components, but can be constructed at home base. 
Alas. Technical debt strikes again I suppose.
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