Dev here,
Holy shit you guys are all over the place.
Some of you are playing older versions, or confusing versions 0.3.00 with 0.3.01. At this stage in production, the versions matter SIGNIFICANTLY.
Some of you are fucking awesome. Thank you for your support!
For those that want to shit on the game, what would ACTUALLY be helpful would be the version number, and any repo-steps to bugs so that I can address it in future builds. Or if you have a drop in framerate (which I've included in the upper-left hand corner of the screen for you), then tell me where you were and ideally your specs.
If you are playing this expecting a "completed game",
PLEASE DON'T PLAY THE GAME.
There is a reason I don't sell this game. You literally cannot just "buy" the latest release. I get this request daily.
However, It's not a game to be sold - my Patreon exists for people who enjoy the game-development process, and want access to the builds as early as possible.
They also have a voice in the direction of the game, new characters to add, mechanics to include, etc... and get Work-In-Progress images, and Game Design writeups.
In other words, it's about the journey.
This game isn't even "Pre-alpha". There is no Greek letter I can designate to this to properly communicate to you how early this game is in production. If you don't want a buggy game, then wait 5 years to steal a copy and then shit on it.
There are ENORMOUS improvements and Quality-of-Life updates that have occurred. This is the reason why the game doesn't have many new characters.
If you've been paying attention or following my development, then you'll know that I constantly take advice from my supporters.
For example, I added Lois as a test to see if just having characters walking around would add a *bit* more life to the game, even if you can't interact with her. This came from a few requests that I received.
I tried it, and didn't like it. I don't think it added much value to the game. She'll be getting a proper update soon enough.
Another example is the nature of the Sex scenes. There are renders and fixed camera angles in real-time. This was to get feedback from what people would prefer for this type of game.
Sara Bellum is not officially in the game yet. She'll be arriving in future updates.
For those of you that support me, and offer good feedback, I thank you.
If your comment starts with a holier-than-thou attitude right off the bat, I just move on. I don't even read your comment. Seriously, I am appalled at the expectation that some people have for a fully open-world, 3d game being developed by one person. These things take time.
For those that offer genuine feedback, I take the time out to read and to think about each one before moving on. Sometimes I implement them, sometimes I don't.
For example, the following updates were added to v.0.3.00 and v.0.3.01 as a result of your feedback from this forum: Windowed mode, resolution choice, removed "panic screen", introduced the pause menu, Invert Y option, and general Game UI polish to get it moving into less of a "tech-demo" and more of a polished game. These are just a few examples.
THE GOOD NEWS is that these Quality-of-Life updates that have occurred means I can concentrate more on the art, and therefore adding characters to the game from now on.
There will be more improvements, mechanics, polish and characters that will be added to Edgeville. This game hasn't even gotten started.
If you want to be a part of the game development process, and have the financial means, then consider supporting me:
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VERSION 0.3.00 RELEASE NOTES:
+ Added new Start Screen
+ Changed button layout for Start screen
+ Added prologue
+ Added basic/placeholder character customization screen
+ Added visual "grab line" for grabbable objects
+ Added screen visual effect to fade-in/fade-out between scenes
+ Added text visual effect to fade-in/fade-out
+ Added a Messaging System from NPCs to Player
+ Added an Icon for the "Messages" app on player's phone
+ Added a "New Message" notification when player receives a message from an NPC
+ Added functionality to mark a message as "read" if player has already seen it
+ Added a Mini-Tutorial inside the Player home
+ Added a new mouse icon
+ Removed "Welcome Message" when player enters the neighborhood for the first time
+ Player is oriented the right way when entering areas
+ Added UI audio new messages
+ Added UI audio for rewards
+ Added UI audio for inventory pickup
+ Added UI audio for certain buttons
+ Added open/close audio for home doors
+ Fixed visual bug for swoop-in animations on UI (from the left)
+ Fixed bug that allowed you to leave the Phone menu without leaving any of the apps first
+ Added Main Menu/ Intro Music
+ Player Preferences are now being stored and called properly, and will be remembered across different playthroughs.
+ "Invert Y" option added to Settings.
+ Settings Menu added to the Start Screen
+ In-Game Settings Menu has been updated, now mapped to the Esc Menu
+ Pause Menu updated
+ Day/Night Cycle now controls neighborhood sound transition from Day to Evening, and viceversa
+ Added audio to doors in Dexter's Lab
+ Added audio to sliding bookshelf in Dexter's Room
+ Added audio to Glass' CPU installation and Glass' waking up
+ Changed names and descriptions on all jobs and tasks to fit themes
+ Added "Security Gate" game mechanics for areas that are locked away by the Evil Mayor