Hi guys! Don't worry, the works on Susan's size game are proceeding, there's just so much new stuff this time and it's interesting to do things that i didn't have to do for the previous two games!
When i first made Emily's game it was very basic, i never tried programming a game, even if so simple and everything was new, i just wanted to see if i could even finish it and have it work.
With Chloe's game i basically wanted to re-do everything i already knew in a much more polished way, making the maps animation of a better quality and putting more choices and options in, also connecting making the routes a bit more diverse and creative from one another.
With Susan's game the approach is a bit different, we're cutting on the dialogues and the introduction to insert more sizey gameplay, if you get what i mean, but to do this i looked online for some solutions on issues that i had with the previous games and i hope everything will work just fine.
I already found a couple creative solutions that will help me refine some aspects that looked a bit rough even in Chloe's game, so now let me explain what you're looking at.
You voted the "forced explorer tiny" option which decided your character's motivation to venture on (and in) Susan's body, so you know they shrunk using a device which is now missing a foundamental piece for you to grow back and its signal comes from Susan.
First of all, a little comment on the design: For the first time i had to show part of the tiny main character and this gave me a thought, i didn't want the character to have a skin tone, i didn't want them to look slim, chubby, muscular, hairy or smooth, and i know it's just an arm but i wanted everyone to feel equally immersed so i went for long sleeve + made the device being not only a watch as i first planned, but also extending it in a glove.
I hope this design choice is fine with everyone.
Second, i want to tell you what is happening in the frame.
Unlike Emily and Chloe's games, in this one the routes won't be entirely separated from one another, meaning you don't really have a "hub" where you choose where to go, you are in fact always in the middle of the action and you'll be able to choose when to "run away" from a certain situation in order not to die there.
What you're seeing in the image is a frame from the animation of teleport that i'm trying to insert in the game, the animation works fine and i even tried it on a map already, but it's not so easy.
To have the animation work fine i can't export it as a video because it needs a transparent background, so i found a way to show it anyway inside the game being a series of png files, but i still have to try it and i don't want to show it until i'm 100% sure it works this way too.
So yeah, here's your first peek at... yourself! Let me know what you think, as always i'm very interested in your feedback, thanks guys for your support and i hope you look forward for more about this game!!
Nikonoir
2025-05-08 08:45:06 +0000 UTCGuts Of Rivia
2025-05-07 17:59:04 +0000 UTC