A couple things have advanced in the past week, and others have advanced less so. It's a drag to look at all the time you have free in the week only to have to allot that tme to living; going out, seeing friends or family, waiting, wasting. But that's just the kind of thing you and I have to be prepared for; we can't expect to much of our poor little selves all the time.
Improved, decided and revisited Lang designs! Finally, Lang is coming along since the opening cutscene of the game proper is implemented, and I can't take looking at the stand-in Cliff-clone any longer. I want Lang's model done sooner than I planned so he's out of the way, so I'm finally figuring out his look. I think he looks pretty dapper, if not maybe a litte too similar to Cliff in the silhouette of his outfit and accessories. But cest la vie, I think he looks cute. If anything I may crop that top of his, or lengthen his sleeves to create some variety. I also havent decided on colour palettes. Therell definitely be blue, black and perhaps pink? I want him goth and bleak, a little shadowey and unapproachable.
Smell has gone through a great change from simple text! I honestly didn't realise how much the flavour text sucked until I tried to reimplement it. But this particle effect actually kills two birds with one stone; it shows the "smell" of interactable objects and characters, but it also indicates that those interactables are within range so that they're highlighted. There's one problem; the current particles are UGLY BUGLY. So I need to retool and study up on particles, and maybe even shaders, to create a more interesting and passable effect.
UI, too, is undergoing an overhaul. Now that I have to illustrate a final UI layout and ditch that sketchy prototype, I've been thinking about I way more critically. I still havent decided on much, but one thing's for certain; PC-98 bars are not working. Just look below at the difference between bars turned on and bars turned off. The space is so much more breathable and alive! I may keep strictly vertical side bars for some framing, but only thin ones. The bars have been a big part of the games concept since the beginning, but I just cant make them work practically and it's obvious why they faded out of popularity. I'm also liking the idea of using moon cycles for LH... but I need an equivalent for PM.
I've also been modelling out new areas of the Den, trying to properly finish it off. The upper floor is finally coming together and is basically reading to be finished with filler textures, however I can't decide what to do with that big space at the front of the caravan at the top of the stairs. Any suggestions greatly appreciated. Otherwise, this level will be done visually by next week!
The rest of my time has been split between fixing bugs and quirks and completing the opening cutscene with its script and timelines. Now that the player can actually transition from cutscene to gameplay, that is my new priority: populating the Den with interactables and interest, and leading up to the player meeting Naomi and transitioning into the next scene. I also want to add some new dialogue for Lang so the player can chat to him for more information if they so please.
Thats all folks! Now... I've gotta get outta here!
- Monkeydog
No comments:
Post a Comment