-Pre-intro added, which sets up more of the story adds a little more exposition. Linked the intro area.
-Pause menu and options. Press ESC to toggle. You can map keys to whatever you want. Otherwise, it's mostly filler at the moment. Tell me what you would like to see in the options. Also, I haven't tested the pause enough to be completely certain it doesn't break something. I guess the only way forward with it is to occasionally hit pause while playing or testing something else and see if it breaks afterwards.
The gui itself is barebones: stretched default font on black background, but I believe my time could be better spent elsewhere.
-Added digitigrade bottom for a new character (See 01.gif), later in the story. Obviously going for a succubus appearance, so will probably add a tail, horns and maybe wings. Could also turn this into a PC transformation if I find a good reason. Honestly, I'm not sure if I got it right.
-Lighting system. Retrofitted most of the areas you've seen thus far, or could see at least. Added some light switches. I'm happy how it turned out, but even though I optimized the hell out of it, it's still a resource sink. At the moment I'm considering whether I should commit to it and make it integral to the game or an optional aesthetics toggle. If the former I could then do away with the silly darkness blocks I use to hide rooms.
F2 to remove the lighting system completely and F1 to reactivate it. There currently is no way to bring it back without activating all lights, which hopefully should reset at next time period.
-Time and day tracking mechanic. I've split the day into: Dawn, Morning, Afternoon, Dusk, Evening, Night. Lighting shaders change based on the period. You get 5 time units, which are reset at the start of each period. Time units are spent through actions that have time assigned to them (i.e taking a shower). When you run out of time units, the period changes. Interactables may have a different action set based on the period, if required. I.e most action at home will be disabled in the Morning, forcing you to leave the house, unless it's a weekend, in which case they don't change. I've actually spent a while trying to work in a 24 hour system instead, but found it too confusing and impractical.
More details on how these are setup:
Interactables reset at certain periods, every new period or only at the start of the day.
Time won't flow in dreams.
Depleting stamina will shift to a dream area regardless of what period it is.
Normally, waking up will always add a day and set the period to Dawn.
At the moment, in order to demonstrate the day cycle shaders and test mechanics, this isn't enforced. And, well, the dream areas and any other free roam content are under construction anyway.
Furthermore, actions aren't really set or balanced. I need to see the full picture before considering how many time units and stamina is enough to make this into a resource management. And I need to come up with actions you can perform at a computer, desk, toilet etc.
Pass 1 time unit pressing f3. This is mostly to demonstrate the lighting.
Seems like this is turning into a bootleg Persona.
Sorry, I'm still working on connecting the segments that happen at home and start of day 2. Though I think I'm burnt out and my brain is mush. I'll focus on spritework and animations for a bit. Most of you probably want to see new scenes anyway.
Unnie
2022-01-26 03:50:55 +0000 UTCUnnie
2022-01-26 03:45:22 +0000 UTCUnnie
2022-01-26 03:43:48 +0000 UTCmango deelite
2022-01-26 02:54:33 +0000 UTCLithoboli
2022-01-26 00:07:56 +0000 UTCCryonicprawn
2022-01-25 23:20:52 +0000 UTC