XaiJu
Unnie
Unnie

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Mostly technical stuff

-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.


Mostly technical stuff

Comments

I'm not happy with my pacing, but I guess I can't do much about that. Thank you.

Unnie

Thanks, will take a look at it.

Unnie

There's no further content after the haircut. I'll replay it just in case if there's something wrong with it. >might want to figure out a way for npcs to move during cutscenes that isn't tied to the dialogue system so there isn't as much key spamming to get through ellipses. Yeah, I've been thinking about what's the actual problem here at night, in the shower. As one does. I think people don't realize that the message is just replaying itself until whatever action is finished. There's no reason to spam any keys. If that's the actual issue I can just disable the action key instead while it's happening. But I suspect there's a deeper-seated problem here and that won't solve it, though I can't quite articulate what's wrong.

Unnie

Since there's no mention of it in the post, there may/may not be a soft-lock at the end of the haircut scene. Day/Night stuff looks like it's working good. rest of it works fine. might want to figure out a way for npcs to move during cutscenes that isn't tied to the dialogue system so there isn't as much key spamming to get through ellipses.

mango deelite

___________________________________________ ############################################################################################ FATAL ERROR in action number 1 of Step Event0 for object obj_light_auto: Unable to find any instance for object index '2' name 'objPlayer' at gml_Object_obj_light_auto_Step_0 ############################################################################################ -------------------------------------------------------------------------------------------- stack frame is gml_Object_obj_light_auto_Step_0 (line -1) Attempting to pause after entering the dreamscape throws this error. Lighting is looking really nice though I haven't noticed any performance issues on my setup.

Lithoboli

This is a lot of progress! The lighting system worked perfectly when I was playing and it looked really good. I hope you get some well deserved rest!

Cryonicprawn


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