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Time to talk about what's coming in 0.59

Let's get the bad tooth out now, it won't come out tomorrow, it will be out next week.

That said, let's talk about the new events:

There will be one new and "final" Sheila Event

"final" = main story needs progress to get new events for the girl

Another main story event

We only miss two main story to reach "The beginning of the war"

And also the Tsukiko event will be here

Beta is unmanageable, the only way to get it done is to make development "when the build comes out, it comes out" and make access two weeks early, which we cannot afford

Goes to weaken those who want early

If every time I remove one event from the normal builds, early will be always with less one event

I have to study it better

In 0.59, also a new event for Isabel( and should be the last one for her side chara)

We will get also a new job, guess what it will be.

There is also a nice group date at the beach coming, yes, finally summer event

No preview...

With that, the new events for the 0.59 are:

Sheila

Isabel

Main Story

Tsukiko

Summer Event

And I'm forgetting something 

Now the non Event part, the rest of the game

The nav of Exile is different now

That is the new view

Now, to sleep you just need to click the real bed in the room

No more button icon with the bed

And now you can rest and sleep until the next day, easy

Meanwhile, the other button are now the Receptor Crystal

With that you will be able to manage and call the girls

The slider is dead

back to the old screen

And this means changing the hinters code, again...

Now, the portal, as you can see, it's now in the nav

Why the place inside the portal is called Void?

Remember, Rooms placed inside no space and time....and there is more...

As you can see the main hub of exile is fixed for now

Not gonna change/touch it for the next months, years, centuries

Knowing that people will say "How to do that now ecc....", tutorials are coming

They are simple screen that explain stuff, with text and pic

The launcher is coming.

Tonight announcement for the video game competition, the prize....

Sheila's Card....

Of course not

The prize will be a custom render/ requested wallpaper

I still don't have a merch

and maybe also a month of free early access

See you soon with the tournament announcement

Files

Comments

Anonymous

I don't understand why you have placed the quick travel locations in a large pullup. Why not place them permanently on the right side in a side panel vertically? Place everything there vertically. You should be able to place all locations there if properly sized. If you want, you can add a "hide" button, but overall, a slight loss of the width of the image is insignificant to having all of these buttons and panels splattered all over the screen. You have a 16x9 ratio screen to work with, why not use that extra width to your advantage and stop cramming things in vertically.

zimon

Because it had already been proposed, but people didn't like it. What I could do is replace the squares with smaller circle icons, but then where do the hinters go?

Anonymous

It's your game and you do what you want. Nevertheless, let me add slightly more input. Anything placed on the bottom of the screen gets annoying, as the Renpy game controls are also down there, and accidental activation gets troublesome. Also, when anything pops on top of the image, that gets annoying, especially if there are bugs that leave it there (hint: Cleo). Relating to the "on the right side in a vertical panel" suggestion, decrease the shortcut graphics vertical heights a bit. Leave them high enough for hints. The less clicking to get menus to further click the better. You can also decrease their widths as well. Having a panel on the right can be less intrusive if you leave it compact enough, leave out large black borders. At the very least, you can place everything in it and make it togglable, but if togglable, keep it's setting in a stuck state. So it stays open or closed until it's toggled, regardless of what has been clicked on. Don't force the user to constantly re-open it. I only get detailed on this, as in my professional career I have had to regularly design and implement GUI interfaces for various things. "Quick and simple" is always the best rule. It applies to aircraft instrumentation, web sites, and games. The one thing I noticed in this game is it's scattered interface without set rules nor intuity.