00:00
00:00
View Profile JoSilver
Im a homical Maniac who likes dounuts!

Joshua E Silver @JoSilver

Male

Anything Nice

New York CITY!!!!!!

Joined on 9/21/07

Level:
18
Exp Points:
3,500 / 3,600
Exp Rank:
11,534
Vote Power:
6.02 votes
Rank:
Portal Security
Global Rank:
22,908
Blams:
155
Saves:
269
B/P Bonus:
8%
Whistle:
Bronze
Trophies:
5
Medals:
712
Gear:
1

JoSilver's News

Posted by JoSilver - 8 days ago


As always, I'm letting you guys know what I've been up to, every two weeks, here on Newgrounds. Be sure to check in to see just what the heck is going on.


I wouldn't categorize the last couple days as in anyway being slow, it's really more of casual. Casually drawing cartoon lewds and what have you. I've had a bit of fun. Been drawing alot of Total Drama stuff. And i've come to a conclusion... The character designs are kind of awful. They make absolutely no geometric sense. They were never really meant to be viewed from angles I'm trying to view them from. To see what I'm taking about here you go.



I almost gave up on the last one but I powered through it.


I also did this little gem.



Largely I've spent the last week or so just doing whatever. Stretching my legs a bit before I jump back on to project honey. I want to take a little bit more time to work on something I really wanna take a quick whack at. Nothing big just something. Something I've been neglecting lately. Sorry to be vague but, it really is... you know vague.


Sorry I don't have much more to say or share with you guys. I'm just playing it by ear right now.

And with that, see y'all again soon,


6

Posted by JoSilver - 3 weeks ago


As always I'm making news posts HERE on Newgrounds, Every two weeks. Letting you all know what's going on! Be sure to tune in.


So lately I'm taking a little break from Project Honey, my brain is a bit fried from working on it and I need to shift gears for a bit, do something else and return with fresh eyes. Not a long break maybe about a week or so. I need to do something else. I got some ideas for smaller stuff to work on and hopefully I'll have something for you guys by then. One good thing about working on project honey is that it has forced me to solve a lot of little problems here and there that have either never occurred to me or I never had need to solve. I've learned alot and am looking forward to putting those lessons in to practice. A big one was the rig I used for animation. Animating for a game is very different from animating for anything else. Or really animating for something running in real time is a big challenge in a lot of subtle and invisible ways. A large one is mesh skinning.


I always want to come up with a good solution to some of these problem but I just never really had a real need it until I started project honey. Suddenly solving them became a priority. For example, there are lot of issue that crop up with limb twisting. This image illustrates it pretty well.


iu_266936_2133929.gif

"Candy Wrapper" twisting problem


There are a number of solutions to this problem that work well in offline rendering but options are limited for realtime rendering. The simplest solution to problems like this is just not have your character move like that. However, when it comes to project honey, characters are going to be frequently in "Compromising" positions so it's important that chracters can handle a good deal of twisting.


The solution I came up with works well enough and even simplified my characters modifier stacks in blender. Along with other bits and bobs I've solved, I'm bring those solutions to Luka and the gang.


But just change gears for a bit, character designs for project honey has been quite taxing for me. I wanted to keep things simple, really simple. This is how I wanted basically all the characters to look.


iu_266935_2133929.jpg

Old Body Shape.


I was adamant about making all the characters looks like this, square head. boxy shape, no actual feet. This was to make the process of designing charcters as simple as possible while allowing for a decent amount of wiggle room. But things just kept nagging at me. Like I really wish there were feet, or I want the legs and knees to be more shapely. This whole process of little and incremental changes has really slowed the design process down but I say it's gonna been worth it in the end.


iu_266934_2133929.jpg

New Body Shape.


I really didn't want to make all these changes to the body at first, but I just kept being frustrated with the old design. But all the characters all just look so much better now... and sexier... or at least I think so. I will admit I have made designing characters significantly harder now so I feel like this is a good place to stop, she looks cartoony and cute while not being too simple. When I get back to Project Honey I feel like things are going to go well.


And with that, I'm off to do something else.

See ya'll again soon.


9

Posted by JoSilver - March 14th, 2021


As always I'm posting, here on Newgrounds, news and other whats-its about what I'm up to. Don't forget to check in every two weeks for more scandalous updates.


Sadly things have been pretty slow this week for a number of reasons. I seem to have came down with a case of something... probably not that! Most likely not that, but It's got me quite down lately I'm feeling better but it really put a damper on me for a week. I don't much go anywhere these days so it probably ain't that. That said, me and the family can't wait to get vaccinated.


But on to Project Honey. When I started the project always wanted to stay small. But I wanted it to be a game that one could play for like hours, I wanted it to be a full game. My overall design facilitated this, I would reuse alot to make a formidable but short game.


As I work on this game I keep saying I can do more, and I want to do more but I also don't want to be working on this game for more than a few months. The only way I can really do that is by making cuts. I want to keep this a simple and lean project for me. I want to keep in the scope of a one man project. I realized I was getting a bit in over my head while trying to come up with enemy designs. No so much coming up with designs. That's the easy part really the hard part comes in with the fact that I want each enemy to serve a unique purpose and to interact with each ohe in unique and novel ways. Now, what I could do instead is not do any of that at all.


You see what I currently want is another insect design. To make things simple, what I could do is just make a wasp girl, change her colors a bit, change up her behavior a tiny bit,


Bing Bang Boom, DONE....!


butidontwannadothat


No, that's the last thing I want to do, I want her to be visually and functionally unique, and let me tell you gals... that's tough. Not impossible, not what I'm saying. What I'm saying is that it will take a lot of time and energy on my part to do it. None of this is to say I don't have any ideas for her, or other enemies, I got plenty. The issue is that again I want them all to not only be unique but also function in tandem with each other.


So it's like I might be like ok so I want to give this one a certain type of dress but this one is already wearing that type of dress. OK, well which one does it work best on? what if I change this? Which one do I change now that this one looks too much like that one over there?!


But again not complaining, merely illustrating for you all the trouble I currently face. As a result I realized that I would face this kind of back and forth with other aspects of the game down the road with level design, story and other bits and bobs with my current scope.


Not impossible for me, it's just it would all take far more time than I want to take for this project, and more than I think is fair to take on this project, for me, the developer and for you, the audience.


As a result of this line of thinking, I am going to scale back quite a bit. I can always make a bigger game in the future if this game is a success or even worth playing. Right now, for me the motto is Quality over Quantity.


My hope is with this shrunken scope the project will come together much more smoothly and quickly. When the game is done and out I'll have alot to talk about when it comes to my initial goals for this game, maybe in the next game, but not this game.


I didn't want to leave you guys empty handed this week so I wanted to share one of the new designs I came up with, she's still very much in the early stages of development but I like where she is going... let me know what you think.


iu_257847_2133929.jpg

With that's all I have for you this week,

see ya'll again soon.


6

Posted by JoSilver - February 28th, 2021


Hey, don't miss out, I do a news post on what I'm up to every two weeks HERE on Newgrounds. Be sure to check in to see all the latest from you're truly.


The past two weeks I've largely been in full production mode on Project Honey. My current task is creating characters. And there are gonna be a couple. At least a handful of them are going to buxom babes of all manner of things. Ranging from plants to animals and anything in between. So wanted to both share and get some feedback from you guys on the designs I have in store.


My main design goal was not simply to put the characters in as little clothes as possible, not only is that boring but also not very fun to work on. I've been getting inspiration for designs from all over the place. For each one I'm doing my best to give each on a unique theme and design, it hasn't been easy and none of these ladies are by any means "Done", Some of them I'm very happy with, others are definetly going to get another pass.


To start things off let me introduce you all to the protagonist of this little adventure....


iu_249771_2133929.jpg

Ursula Pedaldrop


Ursula is the proud owner of a small little potion shop just outside the royal city. Her various potions and tonics are known through out the kingdom for their potency and quality. There will be more about Ursula herself at some other date right now my focus is her design. For the most part Ursula is the only human character, strictly speaking, I'll be showing off here. The design of her robe was tricky. I wanted it to be revealing but believable that, I ended up with a design that was more of like a dress then a robe. I wanted to give her stockings at first but decided leaving her legs bare gave her an certain elegance yet rawness, contraction and duality things I wanted to come out with here. Dark day and a bright night.


Next up is one of the first designs I came up with for project honey and partly the reason it's code named that.


iu_249772_2133929.jpg

Buxom Bee


These gals love flowers and clump in a group, if provoked they will swarm, best to handle them first. There is still a bit of work to do with her. For example I still need to give her wings and unfortunately in this angle you guys can't see her stinger. I wanted a mix of cabaret and toughness. I wanted them to look like they're in a gang but they preform at the rec center on weekends. I'm fond of this design but feel I can do more to make those ideas come out.


Up next is a common lady you'll see project honey but one I hope you'll like.


iu_249770_2133929.jpg

Rococo Morte


These undead women of the upper crust tend to wander aimlessly, and mindless peruse the player, regardless of obstacles. Designing these gals gave me some trouble, at first I wanted them to more closely look like a typical peasant girl, However she just looked way to done up for both a zombie or a peasant... SO ran with that idea. I intend to add more flourishes to her design but for now this is where she is.


Next up is something a bit different.


iu_249774_2133929.jpg

Still coming up with a name for her.... ( Demon girl... Semen demon, IDK)


These girls for the most part will ambush the player, They will appear from nowhere and pelt the player with magic before poofing themselves away. Obvously I wanted her to be a sort of demon girl, a character that looks like shes bad to the bone. I love her design so far but I'm not sure about it. Her design my end up changing drastically in the final game... But we shall see.


Next is something I've been sitting on for years finally I'm using for something.


iu_249773_2133929.jpg

( AquaFilha)


Theese dames stay near the water and with their bubble attacks make it tough for the player to approach them. I based her design off an old sketch I did back in ... has it really been that long... 2013. I love the design but feel I need to work on the legs a bit more.


Next is the last of the some-what complete designs...


iu_249775_2133929.jpg

(Bon-Bonnobo)


These wild gals attack the player with great prejudiced even if something else unfriendly shows up. They leap high in to the air and Bomp down on the player with their bottoms. Her design gave me a lot of trouble. I wanted them to look tribal, wild and needlessly salacious. I also tried to make sure they didn't resemble anything sort of actual native people. I have many hobbies, but sticking my dick in a wasps nest is not one of them. A first I wanted to give her something like a faux hawk or half shaved head, but I really didn't want to stick my dick in the bees nest so I decided to take a page from Donkey Kong and give her ridiculous golden locks, I think she looks quite cute, Might tweak her look a bit more.


Last but not least... But the one I've least worked on.


iu_249776_2133929.jpg

(Dandelioness)


These flowers think their better than you.Usual they will be followed closley by an entourage of Buxom Bees. Due to their heightened sense of superiority, they will attack the player on sight, firing seeds at her. Sadly I haven't gotten a chance to flush her design out yet. What I want to go for with her is something like a carnival dancer, those ladies know how to party! I'd go in to more details but she's next up for an art pass and I can't really take about something I haven't done yet.


I have quite a few more Ideas for lovely ladies for project honey.I'm trying to come up with as many designs as possible some wont make in the game some will be repurposed. I have a pretty solid Idea for the mechanics behind each one but I'm not sure how well each idea will work as a couple have yet to be implemented and a couple are still very much in the design phase and I'm hoping atleast one design that I just do on a whim might inspire me.


That's all for this week, let me know what you think.

See ya'll again soon.


7

Posted by JoSilver - February 15th, 2021


It's been a slow past two weeks for a number of reasons. Life stuff getting in the way. But My next update to you guys should be more robust. I've been experimenting with art styles and design concepts for Project Honey. I'm pretty confident I've figure out the setting and main character of the game, but I'm still toying with concepts.


Next Time I'll have more for you guys.


7

Posted by JoSilver - January 31st, 2021


As always, I'm making letting you all in on what I'm doing here on Newgrounds, Every Two Weeks. So be sure to check in on just what the heck is going on.


So Project Honey is coming along very smoothly. I've given myself a month to prototype the game. So far I have the basic nuts and bolts of this game down. Making a game, any game take a lot of time and effort and a lot of that effort goes largely unnoticed by players. Really we only really notice the lack of effort on these parts, (Your character falling through the world, T-posing NPC, DEAR-GOD-WHAT-HAPPENED-TO-THEIR-FACE moments.) I wanted to make sure that I put in all that leg work early, doing the kinda boring, kinda of tedious work of making the game actually work.


Everything has to be made from scratch, this is the case with just about any game you make, for example Unreal does not have a default title screen for you to use, or pause menu, or loading bar, no it does not.


You gotta make that stuff. Along with things like pickups and ai, figureing out how you are going to load and unload levels, lighting, physics. That's not to say it doesn't have tools to make these things easier but unreal has a lot less canned anything then one would think and between you and me that's how I like it. Working in unreal feels a lot less like working with a game engine and more like working with an API. It's bare lumber used to build a home, not a set of pre-made rooms.


With all that said I feel I have really strong foundation for the game, I know how I'm going to do everything I would want to do in the game. But now comes, what is in my opinion, the real challage. What exactlly is the game about?


This is my current goal for the game figuring out exactly what everything is going to be. Story, Characters, setting that sort of thing. Or at least a rough Idea of all that noise. I already know how the game is going to play but I don't know how it's going to play out if you catch my drift.


Where I currently am at the moment is trying to figure out what kind of enemies there will actually be in the game, how do they behave and interact with the player any each other. A great example of what I mean are these two rough concepts for enemies. Bees and Flowers.


iu_234182_2133929.jpg

Bees and Flowers!


Bees and Flowers are a combo of enemies that I think is a fun idea. Flowers are a fairly tough and rare enemy, they fire projectiles at the player while trying to keep their distance, Flowers are actively hostile to the player and attack on sight. Bee and the other hand are a fairly weak enemy that hang out in packs of 2 or 3, when attacking they rush the player to sting them while making themselves hard to hit. Bees are not hostile to the player on sight, instead they only attack if provoked and one thing that provokes them is attacking a flower.


I have a couple Ideas for enemy interactions, like an enemy that actively hunts down another type or something like that. I want to make enemies more than just obstacles in project honey, because they aren't obstacles, they are the goal. They are the thing you are even playing the game for.


That being said I'm also trying to figure out abilities for the player to unlock over the course of the game. Something that's really easy for me to do now because I put in the effort to really nail down how the games handles the players and character actions. Every character runs two state machines, one that is for the overall state of the character, things like are they alive, are they dead, are they horny. The other state machine controls the actions they are currently performing, such as jumping, shooting, using an object. picking something up, havingthesex, that sorta stuff. It allows me to easily add new action by simply creating a new states and adding new connections and conditions for those connections between states rather than creating a huge unweildy web of elses and ifs. for example, I can add a "light a match" state that handles all the logic of lighting a match, I can make it so a character can't light a match underwater because in order to get into the "light a match" state in the first place they need have a match ,not be in water and be in the "not doing anything special" state, so the player can't defy logic by being able to light a match under water by shooting a bazooka at an off bit of geometry because you can't go to the "light a match" state from the "shooting a bazooka" state...


If any of that made sense to you, you deserve a high five. That's where I stand right now, next time I should have something more visual to share with you guys.


But that's if for now.

See y'all again soon


6

Posted by JoSilver - January 17th, 2021


As Always I'll be making updates of whats going on with my and all biz here on Newgrounds, Every Two Weeks, so be sure to tune too be all the sweet deetsZ!


So, I am formally Announcing my new game, code named, Project Honey, Don't get attached. The name will change.

A final theme for this game is still very much in the works, Basic Game play is also in the works but I have a basic Idea of what the player is going to do.


Introduction


In a nutshell I've always been inspired by a game from @PlayShapes called Mario is Missing. An Adult Game where you play as Princess Peach, Doing all sorts of lewds things to Goombas. Hell, largely the Idea of trying to "Sexy-ifiy" Goomba's was sparked from this very game. I always wanted to make a game like it but also didn't want to just copy the game outright. The game was janky and the art and animation were passable but it needed alot of love and care to make it great.


One of the main issues I have with games like this is that largely the objective of the game is to avoid having sex (or on the more tasteless end, avoid being raped. 😞) But what else are we all playing these games for if not for the sexy times.


Problem is this is dangerous road to try and go down with lots of pitfalls. Frankly it's perfectly understandable why most game opt for making you avoid incoming wieners instead. I've pondered this dilemma for years now and have concluded there is no clean way around it.


However, I feel the issue is similar to the issue of killing things in games. Either you de-emphasize the role of the voilence or you make it so ridiculous, unrealisitc and over the top, that it's not even worth taking seriously or getting upset about. Games like Manhunt chose not take either path and... most people don't really think about those games to much. Not to judge the game too harshly (Or even you if you like the game), but it's simply unpalatable for most people.


I guess my point is, I've decided that walking these paths are best for Project Honey. The game is going to be for the most part a bright and colorful 3D platformer collect-athon of sorts. Will it work to wash a sour taste out of peoples mouths, I'll do my best is all I can say.


About the game


As stated before, primarily the game is a 3D platformer set in a colorful land of busty creatures of all sorts. (Emphasis on the busty part.) You'll run, jump, swim and plummet to your doom through many colorful and crazy worlds. Along the way you'll encounter baddies that need a good "spanking". (They've been naughty!😠). In case I'm being to subtle about it, you have sex with them, Crazy Idea, I know!


iu_226756_2133929.jpg

Pre-Alpha Test Level, NOTHING IS FINAL!


So far Development is going very smoothly. I hit a snag early on but so far it's been smooth sailing. On thing that can really bring development of any game to a hault is being faced with the enormity of what is layed before you, certainly as solo developer this is magnified. Many game of mine have died on the vine because of it. Learning to fight through that is the hardest lesson any developer needs to learn. But I'm learning to take the stance of deal with the hard stuff first, and don't be paralyzed by perfectionism, just do something, and if it's not perfect, there will be time later to make it perfect. Because perfect or not a game needs to ship. Perfect or not, a game that doesn't ship is never a success.


Largely though things are going good.


iu_226757_2133929.jpg

She run, she swim, she jump, she cute (Atleast I think so.)


Early on I set out to work out the platforming, make the jumping just right and all that jazz. Currently that's all I'm trying to do just lay the ground work for the game as a whole. My Main goal for this time is to figure out the main game loop. What the player's actual goal is, for a game like this one might say does that really matter... No, b-but I want it to matter. Above all I want this game to be fun to play, being sexy is a close second. I try my best to make all my game an enjoyable experience, first and foremost.


iu_226758_2133929.jpg

That's not how you deal with weeds!


But yes, I am hoping to make this game very sex. Yes, very, very sex. This part of the game is easily going to be the biggest challenge, How do you make the sex rewarding (and sexy) without being intrusive and annoying to sit through. A bold and difficult design problem if I ever saw one, it's honestly the problem I'm currently working towards addressing and I think I have some good ideas but as I said nothing is final and nothing is set in stone at the moment, How it will all play out in the end, only time will tell.


Conclusion


I'm hope that you all enjoy project honey when it's done, key word, when it's done. I can't say when it will be released but I'm hoping to get feedback from you guys over the course of development. When and how I'll be doing that, well, we will cross that bridge when we get there. But as stated before the game is coming along smoothly. Expect frequent updates but more importantly expect the game to look very different the next time you see it but more importantly of all, more complete.


And with that, that's all the News I have to share this week.

See y'all again soon


Tags:

6

Posted by JoSilver - January 3rd, 2021


Happy New Years, EVERYONE!


As always I'm posting update on what you can expect and what I'm currently up to, every two weeks here on Newgrounds. Be sure to check in to find out what's what.


So I hope everyone had a nice little holidays, Lord knows we all need a little break from life every now and again, much more so in these times. Over the Holiday I decided on what the next big project from me will be, besides Tales of Luka (ToL), ToL is a long term project of mine I intend for it to be A thing I'll be doing for a few years now at this rate and with that said, I decided I need something Now, Something big but something totally Deliverable, And I'm giving myself a Month to prototype it and Hopefully release it as quickly as is possible soon after (Hopefully less than a few months).


So far development is going smoothly apart from a few Unreal 4 related hiccups (Of which there are numerous with Unreal) But nothing I can't power through. Unreal Engine 4 is easily my favorite Tool for making games these days. It's endlessly flexible in the right hands and certainly in mine. If you guys haven't played it this game here that I made for a game jam was basically me Bullying Unreal in to doing what I wanted it to do, whether or not it likes it or not.


It's still very early days and I'm in the figuring out how all of it is going to work prototyping phase. I'm not sure if my Idea will truly translate well in to a game that's even worth playing. Figuring out how any of that is going to work is the real struggle I face before me, Not how it's going to happen in the first place. Which is largely the main issue I currently face with ToL.


With all that said, I'm pretty confident in my next post I'll have more to show.


And with that, that's all the News I have to share this week.

See y'all again soon


iu_219719_2133929.jpg

It's Hip to FUCK bees!




8

Posted by JoSilver - December 20th, 2020


As always I make an update every two weeks on what I'm up to and how things are going here on Newgrounds. So tune in to learn all dem deetz!


So last week I released my Toy Chica model on Itch.io. I think I'm gonna keep using Itch for stuff like that in the future.

If you are interested check her out.


https://josilver.itch.io/toy-chica-blender-3d-model


I'm hoping to have some more models out in the coming future but for now, hope you guys enjoy her.


Apart from that not much new has been going on, but lot's of progress is being made with Tales of Luka. Slowly but surely I'm squirming my way towards a proper production phase for it but there are a number of things I need to do before I can really get started. The models of the main character are completely done. I fixed up any remaining issues I have with them and they're ready to use. Now I just need to work out some minor but truly crucial details.


One thing that I've been quite cognizant of this whole time has been scale. How tall Luka is, how big are things in her world, stuff like that. So lately I've been putting in that work of figureing things out like how big should doors be, how tall are chairs and tables. Small details that can easilly bite me in the butt if I don't have answers for especially since I have a number of props I need to make just for the first episode alone. It would suck if I made all these chair models that none of the characters can even sit on.


Here's something I came up with. I always knew Luka, compared to a human, was going to be tiny but check this out.


iu_211711_2133929.jpg


Luka's species while not being "Human" is the closest thing to human in her world. for reference Luka is roughly 3 feet tall at 100cm or so with the man next to her being some where around 5' 6" or about 170 cm. So yeah, Luka's species is quite tiny. As a result I had to take the time to really ask questions like how big should everything be. They can't be human sized, it's would simply be too big. Good thing I really started asking those questions because I was convinced that steps that were 25 cm tall would be fine but as you can see steps that tall would go past her knees.

Imagine having to pick your leg all the way up just to climb one step. That's what I call a work out.


On top of that I decided to write some more episodes, My plan was just to make the first and work from there, Let things evolve naturally. but I want to start on a better foot and I don't have too much practice writing for these characters so It was a good exercise just to figure things out. Like how would Zanshi say this or how would Kole react to this. Important work that needs to be done to make the Tales of Luka the best it can be.


And with that that all the News I have to share this week.

See y'all again soon


5

Posted by JoSilver - December 20th, 2020


As always I make an update every two weeks on what I'm up to and how things are going here on Newgrounds. So tune in to learn all dem deetz!


So last week I released my Toy Chica model on Itch.io. I think I'm gonna keep using Itch for stuff like that in the future.

If you are interested check her out.


https://josilver.itch.io/toy-chica-blender-3d-model


I'm hoping to have some more models out in the coming future but for now, hope you guys enjoy her.


Apart from that not much new has been going on, but lot's of progress is being made with Tales of Luka. Slowly but surely I'm squirming my way towards a proper production phase for it but there are a number of things I need to do before I can really get started. The models of the main character or completely done I fixed up any remaining issues I have with them and they're ready to use. Now I just need to work out some minor but truly crucial details.


One thing that I've been quite cognizant of this whole time has been scale. How tall Luka is, how big are things in her world, stuff like that. So lately I've been putting in that work of figureing things out like how big should doors be, how tall are chairs and tables. Small details that can easilly bite me in the butt if I don't have answers for especially since I have a number of props I need to make just for the first episode alone. It would suck if I made all these chair models that none of the characters can even sit on.


Here's something I came up with. I always knew Luka, compared to a human, was going to be tiny but check this out.


iu_211709_2133929.jpg

Luka's species while not being "Human" is the closest thing to human in her world. for reference Luka is roughly 3 feet tall at 100cm or so with the man next to her being some where around 5' 6" or about 170 cm. So yeah, Luka's species is quite tiny. As a result I had to take the time to really ask questions like how big should everything be. They can't be human sized, it's would simply be too big. Good thing I really started asking those questions because I was convinced that steps that were 25 cm tall would be fine but as you can see steps that tall would go past her knees.

Imagine having to pick your leg all the way up just to climb one step. That's what I call a work out.


On top of that I decided to write some more episodes, My plan was just to make the first and work from there, Let things evolve naturally. but I want to start on a better foot and I don't have too much practice writing for these characters so It was a good exercise just to figure things out. Like how would Zanshi say this or how would Kole react to this. Important work that needs to be done to make the Tales of Luka the best it can be.


And with that that all the News I have to share this week.

See y'all again soon


2