Greetings!
Now we are in the time for crush and strife. The holiday is over, the next playtesting session is next Thursday the 28th, we are 6 weeks from due date, and things that were supposed to be done by now have not been. According to my original gantt chart, this includes Lang and Naomi's models, the Mission scene, the Inventory System (still fixing), and shaders. This is okay! Part of the process is assessing workflow and pace and deciding what can be cut form the process and what should stay, aka what is actually achievable. Therefore, now is the time to decide where I'm going next, and that I have! Can I talk about it confidently? Mm.. no! But you have to believe me.
This past week, I did everything else under the sun but work on Homolupus -- a sacrific to priority. I do have some small things to share, however.
1. A "save" system is underway. I say "save" because it's really just a DontDestroyOnLoad function for keeping stats and UI consistent between scenes. I don't think the final game will have Saving/Loading as a function, since it's so short it should'nt need it. I also don't think the final game will have an Options menu, since there's really not much I would really say needs to be customisable. This used to include WIndow Mode, Brightness, Text Speed, Volume and Censoring. I think I can trust the users own settings and jurisdiction for that.
2. Lovely James has done lots of lovely work fixing up the dialogue system post-playtest to perfection. Thank you James!
In more interesting news, I have had a lightbulb moment on the topic of Splash Screens. I was dreading having to illustrate each screen lovingly and painterly-ly. Alas! The magic of multi-media collage and photo editing! I've decided to instead use my own photography within the game to take the place of Splash Screens, with heavy dithering to create a rough, retro look. For this test of the "Window" interaction splash screen. I took a screenshot of a video I took on holiday with my dad a couple years ago near Mt Ruapehu and imported it into photoshop to make it look more "snowy" than I initially remembered. Then I exported this new image into Dither Me This (https://doodad.dev/dither-me-this/) in order to apply some dithering effects. The results look pretty neat in game, but still need some tweaking. For example in this image, the colour needs to be graded to match the lighting outside, and I think it needs to be a little more distorted and low-res to work. I'll also ahve to make a little makeshift border for my splash screens, but otherwise, bravo!
Also, Naomi's coming along. So's Lang, but thats unimportant and I don't want to look at him right now. She just needs an outfit change and a bit of tweaking, but she's just so cute!
Well... that's kinda it! This week, I'm both busy as hell and overburdened as hell with uni work and life. But that's okay. I just gotta do what I gotta do so I can have fun and be happy. And as Leslie has hammered in today; I am not a cheat! I am efficient!
Much love and awooo to youuu!
- Monkeydog