Early concept sketch and revised sketch of Tara. I wanted her to feel feminine yet tomboy-ish.
Sprite graphics of Tara.
Early concept sketch and in-game sprite graphics of Ry. I made designs for his back even though it doesn't show it in the game haha. I wanted him to feel the least "alien-like" of the crew members because I thought of him as "the boy next door" kind of guy.
Early concept sketch and in-game sprite graphics of Magazine. That red stuff is paint. I think Magazine looks cool with spikey hair but I like the final design of his hair because it makes him look more gentle. His cheat code is a nod to Neon Genesis Evangelion.
Sketches of a character I drew in class that later inspired Quoto. I thought this character had a lot of charm. The mask is based off of a mask I own from a ghost costume.
Revised sketch and in-game sprite graphics of Quoto. Early on I wanted to name him "Toothpaste" but decided to tone down his weird-ness and move the object name to be Magazine's.
I wasn't sure how I wanted him to cover his face. Tried a costume mask, astronaut helmet and paper bag but in the end it was finalized to be a cardboard box based off the design of a Staples copy paper box.
Early concept sketch and in-game sprite graphics of Vanni. I imagined him to be young at first but decided to balance out the crew with an older looking character. The apron design is a nod to Maison Ikkoku.
Early concept sketch and in-game sprite graphics of Pavervill. He sort of always gave me Harvest Moon vibes. Originally his name was "Gia" but I revised it because I wanted his name to sound more unique. His name and cheat code stem from me thinking that the graphics for Venus looked like a "paper village".
Early concept sketch and in-game sprite graphics of Forah. I had no idea what to do with her hair but I wanted it to be pretty while her outfit is cool looking to enhance the idea that she's a tough lady but a softy on the inside. Her cheat code is a nod to Cinderella.
Early concept sketch and in-game sprite graphics of Cil. He reminds me of a Yu-Gi-Oh! character- hence his cheat code. The back designs of the Luered cards are also loosely based on Yu-Gi-Oh! cards with the swirl.
His backstory was hard for me to finalize and I actually disliked him so much I completed writing his chat dialogue first because I wanted so badly to get him out of the way. But while debugging and testing, he grew onto me and now I like him a lot. I would want to be his friend.
Early concept sketch and in-game sprite graphics of Erameni. I wanted to name her "Erawin" at first because it sounded like "heroine". In the game file her assets are still named "erawin" but I revised it for the release because I thought her name also sounded too close to a street drug.
Early concept sketch of the space ship. Drew some inspiration from Kingdom Heart's Gummi Ship.
I envisioned the ship to have a robot personality called "King Steve" that would be another character in the game and he was even written into the script. I decided not to run with it because there were already so many characters being introduced.
Reference for the different areas on the space ship.
Early concept sketch and in-game graphics of Venus. I had side quests planned for each planet but cut them out because I think they made the game feel not only super long but also like an adventure like Xolga and Mr. Toko instead of a dating simulation.
I planned for Pavervill to go out to sea to find his father's long lost tresure but pirates kidnap the crew and they end up escaping and finding the treasure and discovering that his mom was from Earth based on the contents of the chest.
Early concept sketch and in-game graphics of Mars. Drew some inspiration from Professor Layton's London. I planned for the side quest here to be about this giant robot created by a mad scientist that the crew and Forah would have to battle and take down.
Early concept sketch and in-game graphics of Jupiter. The side quest here I was thinking about detailed Cil being in debt and having to avoid running into detectives or political figures in town. It was kind of lame.
Early concept sketch and in-game graphics of Uranus. I didn't really come up with a side quest for Uranus but the only idea I had was like some kind of competition the crew would have to participate in with Erameni.
CG sketches and in-game graphics.
Early concept sketches and in-game graphics of the user interface. I wasn't sure how to handle money/different currencies across the planets for a while. I was thinking of having Tara's head in the top right corner like in Lunar Days Sim Date.
- Did you notice the references to Studio Killers's "Jenny"? All dateable characters in this game say a line from the song in their confession and ending scene.
- The cheat code "herecomesthemoney" is a nod to WWE's Shane McMahon's entrance theme. While the cheat code "thriftshop" is a nod to Macklemore.
- Spencer from Number Days Sim Date and Lexie from Idol Days Sim Date make an appearance in Ending 14.
- Ry is speaking backwards Russian, Quoto is speaking backwards German and Magazine is speaking backwards Korean in the broken translator cut scene. But I lost the original translations of what they were supposed to be saying.
- The Universe numbers are references to elements on the periodic table while the letters are alphabetical order to the line-up in our solar system.
- Endings 1 through 5 are named after constellations that have mythology that roughly represents the character's demise.
- All of the character's surnames are a mash-up of their birth flower and birth stone.
- "Otifonpro" on Venus is "Portofino" scrambled, "Raswaw" on Mars is "Warsaw", Forah's home town "Wonart" is "Tarnow", "Kotoy" on Jupiter is "Tokyo", "Minitoca" on Uranus is "Caminito", Magazine's home "Eulos" is "Seoul", Ry's home "Coswom" is "Moscow", Quoto's home "Linber" is "Berlin" and Vanni's home "Roomoco" is "Morocco".