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I do know, I do know. I’m as stunned as you to be doing a devlog lower than 2 weeks for the reason that final replace. But, I’m again with one other chunky Devlog. Today, I needed to speak by a couple of new updates and share a gameplay video with you all. Unfortunately, you may must take heed to me speaking you thru this scene, however hopefully, it should showcase how dialogue works and provides demonstrations on Decisions (and the way they influence different characters, the story, and so on). You’ll additionally get some snippets of issues like Traits and the up to date Inventory UI. Please keep in mind:
- This video is simply Alpha gameplay. Content, writing, and so on. is all topic to alter.
- This video is lacking issues like Voiceovers, Music, SFX, and so on.
Alpha Gameplay: Meet some characters and see how selections work…
Your selections can provide you Diplomacy, Combat, or Willpower. Which empowers you to make game-changing selections.
The New Profile & Inventory UI
EXITS & MAPS
In different information, I’ve been busy making an attempt to implement a journey system to get all over the world of Moonbriar. In the Profile display, you’ll be able to see that you will have entry to maps of both the Overworld or the Underworld, and you may primarily ‘Fast Travel’ to any location by way of these maps. In addition to this, I’m additionally in search of a approach for the Player to have the ability to transfer from one space to a different close by space inside every scene. This will probably be achieved with ‘Exits’. I feel its vital so as to add this because it offers the Player extra of a sense of spatial consciousness and ‘being there’ when you’ll be able to journey straight from one place to a different.
At its coronary heart, Moonbriar is a Visual Novel right here to inform a narrative, so the gameplay isn’t going to be too in-depth. i.e. You’re by no means going to ‘WASD’ all over the world and have interaction in fight, and so on. So I feel issues like Exits, Inventories, Traits, and so on. are methods so as to add extra conventional gameplay parts and emotions to a Visual Novel.
In the primary iteration of Exits, while you first come to a scene, any Exits in that scene will flash for a couple of moments to indicate you the place they’re, then they’ll fade away (however nonetheless stay somewhat seen). When you hover over them, they’ll reveal the situation you’ll be able to journey to and fade again in. I’m looking for an answer that won’t cowl or conceal the gorgeous art work, but additionally give the Player a visible cue on the place to click on to depart one space for one more. For Players who do not prefer to click on from one space to the subsequent, they’ll all the time have the ability to soar all the best way throughout Moonbriar with the Maps.
Example of how Exits may operate:
I’d love to listen to any ideas you’ve gotten on the gameplay video or the exits/map system. Ideally, these first iterations of a few of these options will finally get improved after we do some closed demo testing and get extra suggestions from gamers on what they like or don’t love. As all the time, thanks for studying!
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