Release Day! It's here!!
For real this time!
Not gonna stall much, just gonna paste here the Changelog, and then after that, the LINK to the actual Download Link Post.
REMEMBER, THIS IS A BUGGY CRAPPY PIECE OF JUNK SO REPORT ALL FINDINGS IN THE DISCORT #report-a-bug CHANNEL IN THE APPROPRIATE THREAD!!
v0.06.6-15-25 Launch Update
Built using Godot (Redot fork), will move back to Godot within a version or two, and a heavily modified / extended version of Dialogic.
Content
-Explorable Locations:
Fenton Works
Casper High
-CG / Cutscenes:
A very bombastic intro with many pieces of art for you to enjoy.
Two ‘lewd’ scenes, although the background are still works in progress.
Game Engine / Dialogic Features:
History
Features non-animated portraits of characters, some currently missing, but allows you to review the dialogue of ‘scenarios’ you’ve experienced.
Keybinds
H: Hide textbox
F1: Show FPS / Performance Statistics
X: Advance dialogue
Rollback
Was not natively implemented into Dialogic, so a custom solution had to be coded. It is not as advanced as Ren’py’s version, but during a ‘scenario’ (when a dialogue box is present) it will allow you to hop back in conversation up to 60 lines.
Currently to prevent bugs, when an ‘event’ (internal record of various story points) threshold is crossed that ‘event’ will restart and clear the current rollback saves.
It is also disabled during more ‘cinematic / cg’ scenarios, because of animation glitches currently.
Save / Load
Saving / Loading is available at all times, but in the middle of an ‘event’ on load you will restart that event.
Saves are nameable, and contain other information about the current status of the game that is displayed on the UI.
Saves are also ‘prefixed’ with the current date, then time, and then version under which they were originally created.
This allows them to be organized, at the bottom of the save / load page you will see the ‘prefix’ currently selected, clicking on that will bring up a drop down menu showing you all saves sharing that ‘prefix’.
To preserve compatibility between versions and to fix bugged saves, the loaded data is processed beforehand to examine and fix logic bugs.
Settings
There are a wide range of UI customizations available. Including changing the background color / text color / outline color, the font used for dialogue, the font used for some UI pieces, and then a third font option used in other parts of the game.
Display settings are limited but will be expanded.
Gameplay options available are only for the battle preview mode, accessed on the title screen.
Also are sliders to control the overall volume, sound effect volume, ambient volume, music volume, and a special type of ‘music’ referred to as songs. Songs are used to provide more fine control of the music to us as creators.
Animated Characters
Spine, a mesh based animation tool, rigged character portraits are currently in the game, although currently their feature set is extremely limited.
2.5D world
Godot allows us to have the characters position themselves along the z axis (depth) along with the traditional y (up/down) and x (left/right). This gives us a lot of creative freedom.
Prototype 3D map
A prototype version of the intended city map has been made in 3D, and will continue to be updated with customized assets in the future. This semi-isometric map currently only covers a small part of the city, but more will be added in the future.
Prototype Battle System
From the title screen, a preview of the current direction for the Battle System is available to be tested. It is not completely representative of the desired balance, community feedback will help drive its advancement so it will help fulfill your fantasy of fighting as Danny.
There will not be direct leveling, but as the main scenario progresses further there will be a natural strengthening of Danny’s abilities.
Consumable Item Crafting will be part of the game and a way to even the odds in challenging battles.
Prototype Phone
Unlocked in the game, but currently not very useful, the phone will be your hub to interact with the game world and also have bonus content.
Custom Event System
Flexible event system that should lead to easy debugging of any logic errors, and keeps code related to it isolated from the dialogue of the game.
For player’s it will be completely invisible, but will open the doors to having a smooth experience while exploring the Dark Dimensions world.
Custom Navigation System
Our navigation system allows the smooth integration of characters / pickable items into the various locations of the game. They will only show up when the conditions in the game are correct, usually by time / quest / main scenario progress.
And here is the link to the DOWNLOAD LINKS
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Enjoy, you deserve it, send us your feedback!
-Morah & the SDG Team
IM NOT A SUB TO THE SUBSCRIBESTAR PAGE SO DONT ASK