We Have a Plan - A Plan So Cunning, it Graduated University Before We Did


All joking aside, we have news concerning release date time frame! And yes, that does actually involve a plan.

As some of you may already know, we're planning on polishing the game and then submitting the result to the Swedish Game Awards. The submission window's between the 1st and 29th of July this year. Our exquisitely ingenious, original and unrivalled scheme, is to release the version we hand over to SGA, rather than the version we currently have. What this means of course, is that that is indeed our release window.

Fret not, it will still be very much the same game! The new version will not be a radical redesign, but rather amending the issues that were found during the project. Increased interactivity, improved visual representation of character reactions, and thanks to such improvements allowing the text to be more concise, we can make the reading experience far more engaging. In short, we want you to experience that, rather than what we handed in.

There will be more updates during these coming months, but as we've all moved on to new courses, this is now something we spend our free time working on. That means that updates will be less frequent by nature, but we will relay any newsworthy progress to you all.

Thank you for taking your time to read this and your continued support! Sorry for the long read, but as it's been a while since you last Heard from us, we wanted to make sure that we brought you up to speed.

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The Lemon-like Light at the End of the Tunnel

To say that this has been a busy week would be an understatement of criminal proportions, but we've finally finished creating the elements for the game, ready to be implemented into the final version over the next few days. Good thing too, as the deadline's coming up!

On Thursday we'll be holding our final presentation as a part of this course and project, which unless things change in the next few days, will be streamed live. Updates on the matter will be published before then.

You might wonder what that means for the release version of Cateau? All we can say for absolute certain is that the game will be released to the public, but we have yet to set a defined release date. Again, updates on this will be published in the near future.

A bit of a dense read this one, but there'll be a more bite-sized message later today!

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Developers, Lemons and T-shirts

Well well well, look at what arrived in the mail today!

No, not the developers, the t-shirts. Every member's got one, but not every member is featured in the photos.

In case of the third photo, teamwork makes the dream work!

...with the added benefit of preventing your teammate from falling and suffering crippling damage in the process


Writing - It's a Thing That We Do

So far, our news updates have largely been focused on presenting the audiovisual elements of our game, such as concept art, characters, music and so on. But, as unlikely as it might seem, there is actually some writing work involved in making a visual novel. An unsettling revelation perhaps, but an undeniable truth nonetheless.

So, how does the writing process work here at Lemon Curd Games?

Well, as is often the case with creative work in general, it's an iterative process so it varies somewhat depending on what element is being worked on. But to keep this article from being approximately the length of the written works of Classical Europe, I'll describe how an encounter between the player and the cats they encounter. 

To begin with, the writer or writers discuss what event the encounter will revolve around, each one typically centred around one particular event. From that core idea, the choices, results and consequences are worked out. Then, a rough draft is written, where each choice and result is given text. Then, from that first draft, a second draft is made. Once both of these are complete they are reviewed, and the text passing said reviewing process is compiled into a final draft. 

While hardly as glamorous as some of the other work that goes into a game, certainly less visually appealing as the art or interesting to listen to as music, but we hope that you've enjoyed this piece of insight.

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Art, Before and After

At this point you're likely familiar some of our line art, the piece being the subject for this article even being used as our facebook banner at the time of writing. It's part of the conceptual process that our artists go through, creating simple line art and then embelleshing the pieces chosen for refinement. We figured that you might enjoy a good old "before and after" example. So here you go, that very same line art along with the colour corrected version we currently have.

As with most of our assets, please note that even this is not fully completed and is currently being worked on, but in this case it's minor detailing, meaning that this is very close to what you'll see in Cateau.

Teaser Trailer Featuring Prototype Footage is Now Live!

Oh dear, last week sure turned out to be hectic with mid-way-through presentations and reviews within the project course, but from now on updates will be back on a daily schedule, and we resume with something truly special:

Our first, fully fledged prototype teaser trailer, featuring our brand-new logo, but in all of its animated glory, as well as all kinds of assets that will be implemented in the finished game! Pretty neat, huh?

While we hope that you'll enjoy the trailer, please bear in mind that this is still a work in progress. For example, none of the text is proof-read, which would be a tad embarrassing in a final release version.

Click here to view the trailer.


"Name's Don, Cat Don."

It's about time that we introduced you to a new cat, isn't it? Well here is the second of our three cats, code named "Donny". "Donny" is the boss of the street and knows it too.

The idea behind the general design is to convey a personality which cannot be bothered with rapscallions and rascals faffing about, hardly a youngster any more but certainly capable of taking care of itself.



 "Shaken, not purred."

"Shaken, not purred."

The Saga of Chub Continues!

Fancy stopping by the residence of the venerable "Chub"? Step into his parlour (conveniently situated right by the local bakery) and have a look at what Chub's home looks like.

In other news, our website has just hit over 100 unique visitors! Thanks to all of you from various countries around the world including Sweden, Cyprus, Germany, Japan and the United States among others, in no particular order.

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Development Insight 1 - The Journey of "Chub"

Did you know that our logo, derived from the "fat cat" character code named internally as "Chub", began life as an orange bundle of smugness? Well due to what was in retrospect a fairly obvious reason, wishing to avoid infringing on another, fairly famous orange cat, the oranges were swapped out in favour of darker colours?

Well if you didn't know, now you sure do.