Waterlily on the Froth Devlog #5 - First ACTUAL DEVLOG??


Hi fellas, I hope you’re alright and that the new year has treated you well so far! So today, this title isn’t click-baity, here is the actual first devlog of Waterlily on the Froth! (crowd cheers, everyone is happy, but then someone notices that there have been other devlogs before this one)

Well, you’re right someone, and this title is click-baity (wait didn’t I say it wasn’t??).

More seriously, this is the first devlog actually documenting some dev progress, rather than me talking about characters or concepts (I still hope it was interesting).

Development updates

So, first and foremost, I started designing the GUI. There is only the textbox so far, but I’m quite happy with the waterlily quick menu (yes, for all non-devs: those little buttons you can interact with around the textbox are called “the quick menu”). It makes a little noise when you hover them.

Also, for those who are used to some other games of mine (like When The Wind Blew You Away or A Beef with the Chimichurri Steak), there is a typing machine effect when the characters speak! I used the same sound effects that I used in the previous games because I really like how intrusive it is, but admittedly, this is really subjective and, like for the two games I named, there is a toggle and you can get rid of it if you don’t like it. I also implemented the possibility to switch fonts between the default one (I chose Kalnia Regular), Open Dyslexic and Atkinson Hyperlegible!

But this quick video snippet will let you see all this for yourself (once again, only the textbox is implemented so it’s normal if the other menus look terrible, haha).

(Also, I implemented some concept arts to make it less empty but remember these AREN’T MEANT TO BE THE SPRITES)

Writing/art update

(”what is chloé doing here with a trench coat” asks a voice in the distance)

Oh, no detail escapes from your inquisitive gaze reader! *sweats profusely*

Well, let’s say I had an epiphany regarding one of WOTF’s endings and this epiphany is indeed named Chloé Duchêne. I can’t really spoil the role she’ll play, despite me really wanting to scream about her because I really love her. But for the time being, have a look at a “proper” concept art:



Also, writing-wise, as I said in the last devlog, I did finish chapters 2 and 3, and am currently working on chapter 4. I have to say chapter 4 is quite a brick, but it’s an important one, and thematically-wise, it’s the one really cementing WOTF’s experience as a different one from HSL, that’s why it’s on the lengthier side. My plans for next month is to have chapters 4 and 5 finished, and to have a good portion of chapter 6 written (and for you to realise the workscope, WOTF has 7 chapters in its common route, and the endings consist in 3, smaller chapters, so it would be a great deal done actually!).

Finally, I started experimenting with some colouring/lining styles for WOTF. I think I want to experiment some more, but if you guys notice anything you particularly like about one of these, let me know so it can help me finding an artistic direction!


Actual HSL news?

And to conclude… Well, what about something HSL-related for now? To check the evolution of my artistic skills, I redrew the CG involving Chloé in front of her birthday cake by still following the same artistic direction and…




I guess I had fun, so I made some more…




So expect a CG update of HSL this year!

For now, it’s time for me to leave you! This devlog is shorter than the previous one, but I hope the quantity of content makes up for it!

See you next month for our monthly devlog! Until then, take care!

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