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I have added the gallery to the game, restarting will not be necessary to view them... If you have unlocked them by seeing them at least once, they will appear in the gallery.


The gallery in Legacy of Hestia may look simple when compared to Overlord H's, but it is actually much better, and not just because of the number of CGs visible at once.
First of all, I have decided against adding categories... While it may seem like a good idea at first, the reality is that unless you have planned the whole game (including the number of scenes that each character will have), the gallery will never be completed until the game itself is.

In addition to that, following through a walkthrough becomes more complicated than it needs since you have to skip from a category to another... It becomes especially messy when two or more characters are featured in the same CG, so none of the categories apply, and they would end up in a misc category.

A simple yet more efficient gallery like this allows me to write a walkthrough with the classic routes, including a common route.
Rather than explaining the requirements and how to unlock each individual CG, I can simply write all the choices you need to make and where to save/load to unlock the most CGs in a single playthrough, but there is more...
 

This is a template of the gallery, hence why it looks a bit off.

The game does not feature any scene that can be replayed nor enough CGs to require more than two pages yet, so showing the template is the only way I can show the rest of the gallery's functionalities: When a scene can be replayed, a glowy button will show up in the gallery, that will serve as a scene replayer in the same screen.
Also, once the gallery will get big and slower to navigate, you will be able to make use of the page numbers appearing in the middle, so if you need to reach a CG in the middle, you will not have to click the arrows multiple times.


Once I was done with the gallery, I noticed I went for a "book" theme without even realizing when it comes to the UI x), so I decided to redo the Save-Load screen to fit with the rest of the UI, and add a requested feature while I was at it (Adding a description to the save).

Some feedback I got from Overlord H is that it was annoying to have an input for the save's name/description everytime you attempted to save, so I went for a less invasive solution this time: When saving in an empty slot, a small "notebook" will appear, and you will be able to write notes on it if you so wish.
You may also decide to edit existing notes or expand them without having to load or re-save, the change will be applied and saved automatically.

Unlike the gallery, the save-load UI is not completed yet... It is missing a few features such as the quick saves, I hope to finish adding them tonight.
Also, another issue (which is also present in the current build) is that the save thumbnails have a small delay to appear (at least in HDDs, not sure about SSDs), so I hope to fix that as well.

This is all for today! =)
Once I am done with the Save and Load screens, I will start overhauling the battle system and add the missing monsters for the floors 1-6.

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