![]() I always felt like everytime a dev decides to implement "sandbox" elements into their game it's almost always for them, rarely it is for the enjoyment of the players. Once this sandbox/open-world mechanic is implemented, hopefully it's turns out to be very simplistic and doesn't take up time getting to the actual story itself. I just have to wait and see how this turns out. ![]() ![]() Personally, not thrilled about this direction taken for the visual novel, but it's what the developer wants to do with his own game. Hopefully this doesn't mean previous old scenes being replayed in the middle of newer updated content. The replay system, will this just be a replay gallery, if so just keep it simple by putting in the main menu. Needing to find characters at "X" place at "X" time to trigger and advance the story further, and to be helped by a guide log telling you what to do & where to go, instead of a linear narrative automatically transitioning from one scene to another scene. Seemingly creating unnecessary extra steps for players to take to experience the full story with the additions of a time of day & navigation systems. Thank you all as always and take care of yourselves.Ĭlick to expand.Not to jump to conclusions, but this sounds a like a very tedious sandbox game in the making. That's all for me for now, I hope you all enjoy. I only regret not doing a render of her squatting or something, you guys will just have to use your imagination. I did a few 4k renders of Sam in some tight sexy pants, I think they look great on her. I also want a replay system, my first thought was to have the player access it though something in game, the console in the MC's quarters for example, or would players rather just access it from the main menu? The main menu is probably easier to code anyway. It can also serve as a way to inform the player when they are at the end of the currently available content. I still need to create a kind of log screen where the player can see what they need to be doing to advance the story with each character. I don't plan on tracking day of the week or anything like that. I've broken the day up in to four parts/shifts/watches, whatever. ![]() Basic stuff but I want to keep it simple anyway. The player can click the location they want to go to and then click any characters they find there to interact with them. I think I now have a functioning navigation system. I spent a good portion of this week working on code and the UI. It also features sound effects, music and ambient sound throughout the story.It's only me again, I hope everyone is well. The artwork is heavily modified in one way or another, some more than others. ![]() Down the road will feature animations with high frame rate and artwork that has been polish and improved upon since my start in game development. In the sandbox mode you can find bonus images, mini games and small scenes, while entertaining, won't be necessary to do. The game features a full story mode, where you will occasionally be prompted to explore a sandbox, which is entirely optional. In a moment of alcohol and drug infused honesty, they will all be pulled together to what will ultimately unravel this tale, only together can they face what is to come. Our main character, Eli (name can be changed if you so please), has a bit of a rough past where injustice and misfortune lingers, despite all he dislikes about his life he's still holding down a job, he's got a place to live and a good, albeit somewhat enigmatic friend, called Steve (not right in image, that is Alyx). ![]()
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