project-image

A Clockwork Ley-Line - A Visual Novel Trilogy

Created by sekaiproject

In a mysterious school where day and night are two separate worlds, a mismatched trio work to resolve magic-related incidents.

Latest Updates from Our Project:

Production Updates #2
about 5 years ago – Thu, Feb 28, 2019 at 11:35:40 PM

Hello backers

Unfortunately there's been some setbacks on the porting to the new engine and in order to make it go faster we're in need of some programmers or someone who can reverse engineer game engines.

If you're interested or know someone who is interested please send a email to [email protected] 

Production Updates
over 5 years ago – Wed, Oct 24, 2018 at 01:07:18 AM

Hi everyone,

Having received the source code for the base engine used for Leyline, we found out it was a much much newer version that they've been updating to support newer games that they've been releasing. So right now we have to get the 3 games running on the much newer version of the engine. 

Once that is done we can start inserting the English text for 1 & 2. Luckily now that we have the source code it will be much easier to fix the rendering, Japanese locale requirements, and saving issues for the game. This also means we can add Steam achievements and other Steam features that require source modification.

Next we've gotten digital copies of the OST and will be putting it for backers shortly. We also have gotten assets to start working on the physical box.

We will keep everyone up to date on a monthly basis even if there hasn't been any substantial movement just so you know that we haven't forgotten about the project.

See you next month!

Light Novel Update + More
over 5 years ago – Wed, Aug 22, 2018 at 12:12:32 AM

Hi Everyone,

We apologize for the lack of updates lately. There's a lot to get through so let's jump right into things.

In terms of game-related updates, we've finally received source code for the engine but since it's based off of a newer game, we'll have to adapt all 3 games to it. Once we know what the scope of work is on this we'll have another update with a schedule as to when the remaining games will come out.

As for rewards, the Leyline light novel has been translated and is currently being proofread and edited. Once we start laying out the text we'll have an update to show off how things will look. The artbook is also currently in translation. Once that's finished we'll also have a preview for everyone to see. In terms of remaining digital rewards, we're still waiting on the developer for OST data but will try to make that available to backers soon.

Once all of this is wrapped up, we'll begin printing the remaining rewards and at that point we can begin fulfillment. We're still a ways off from that goal but we'll try to keep everyone posted as we get these remaining tasks finished. We sincerely apologize for the delays and appreciate everyone's patience in the matter.

Physical Goods Update
about 6 years ago – Fri, Mar 23, 2018 at 11:09:44 PM

Hi everyone,

We have some pictures of the goods in our office in Japan. We're waiting on some more goods before we can start shipping them to the US office.

Dakimakura:

Tapestries

Update on the Updates
about 6 years ago – Wed, Feb 28, 2018 at 10:50:14 PM

Hi everyone,

Quick check-in on the update we mentioned late last year. It's morphed into two updates that we're going to be releasing: one that will fix the linebreak and untranslated line issues, and then one that will improve the font and also add Steam achievements.

Here's what happened: in the build that we gave to our quality assurance team, there were no untranslated lines, but there were other issues that needed fixed. So, we fixed those issues, skimmed through the new build, and released.

Our internal work environment, Click to see full size
Our internal work environment, Click to see full size

 

 

Everything 100% translated, click to see full size
Everything 100% translated, click to see full size

 

The obvious question there is: how did these not get caught? Wasn't the release build QA'ed as well?

Yes and no. The QA pass over the release build was just to make sure that the bugs that caused crashes were fixed, not a close read of the text since we'd already gone through that. We didn't expect untranslated lines to manifest since, frankly, that's something that had never happened before and wouldn't even occur to us as a potential issue. The tool that we use to compile and export builds of the game was updated in between the fully translated, QA'ed build and the release build, which is what resulted in the un-TL'd lines. Unfortunately, we didn't find out about those new issues until after release.

Exporting tool, click to see full size
Exporting tool, click to see full size

 

We couldn't just go back to the old QA build, since that one had different issues, like we already mentioned. When we announced right before the holidays that we'd have an update soon, we thought it would just be a simple matter of fixing the untranslated lines and pushing a patch out. It wasn't.

The original source code we recently received can't be compiled with a modern compiler. Recently we were able to devise a fix by basically switching compilers to CMake/GCC and removing all of the in-line assembly code.

In simpler terms, what this means is that we basically have to hack and modify the game's engine itself in order to get things working properly, which is a lengthier process than just submitting some translation fixes. That's still a work in progress, which we're not really putting an ETA on right now (Since we're bad at announcing dates, then missing those deadlines) but we are still working on it. In case you were wondering, this is the same issue that happened with Hoshimemo, and is why untranslated lines cropped up in that one as well.

We'll post again when we have a better idea of when it'll all be out, and we're sorry it's taking so long right now. We appreciate your patience.