- May 18, 2018
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Mid-September Post
Hheeyy
As I ease into this Patreon thing, my plan is to have a middle of the month post explaining what to expect from the next version update, followed by that version update being released at the end of the month. Accordingly, I expect the next version update (v0.15) to be released on Tuesday September 30th.
Current plans for version update v0.15:
- A reworked tutorial. I had created the original tutorial with players like myself in mind- very short and introducing just the basics. However, a common criticism for version 0.1 was a combination of not knowing what to do or that too many tools were being thrown at the player at once. Therefore, I’ve remade the tutorial to be a full on-rails ghost hunt that walks the player through the hunt in a step-by-step manner. I’m also using it as an opportunity to overtly introduce game concepts instead of just having them there for players to figure out, such as how spending time with a character will progress your relationship with them.
- Chapter 2 will contain the second hunt location as well as introduce the central conflict of the game. During the hunt, there will be three new scenes with Noms, three new scenes with Queeny, two new scenes with both, and an undecided number of new scenes between them and Chad / Hanz. There will also be one new intermission scene with each of the girls.
- Mission selection board. My initial idea had been that what occurs between missions would be an on-rails experience with certain variables deciding which scenes/scenarios the player would get. I didn’t like how this would take freedom away from the player or how janky it would become if a player wasn’t smoothly hitting those progression variables, so I’ve decided to go with a mission selection board which contains more than just ghost hunting missions. In the long-term this will probably develop into Sev’s room being a hub area of things to do between missions, but this early version will just provide the ability to choose the next mission or to spend time with the girls. It will also state the requirements for the next intermission scene with a girl, so players will be able to enter a ghost hunt knowing what needs to be done to progress things with her.
- Quality of life improvements. As suggested by player feedback:
· Addition of UI buttons to bypass the phone interface and go directly to the map, to evidence, and to the event log
· Jump directly to a room from the map
· Change character loadout from the map
- Bugfixes
Hheeyy
As I ease into this Patreon thing, my plan is to have a middle of the month post explaining what to expect from the next version update, followed by that version update being released at the end of the month. Accordingly, I expect the next version update (v0.15) to be released on Tuesday September 30th.
Current plans for version update v0.15:
- A reworked tutorial. I had created the original tutorial with players like myself in mind- very short and introducing just the basics. However, a common criticism for version 0.1 was a combination of not knowing what to do or that too many tools were being thrown at the player at once. Therefore, I’ve remade the tutorial to be a full on-rails ghost hunt that walks the player through the hunt in a step-by-step manner. I’m also using it as an opportunity to overtly introduce game concepts instead of just having them there for players to figure out, such as how spending time with a character will progress your relationship with them.
- Chapter 2 will contain the second hunt location as well as introduce the central conflict of the game. During the hunt, there will be three new scenes with Noms, three new scenes with Queeny, two new scenes with both, and an undecided number of new scenes between them and Chad / Hanz. There will also be one new intermission scene with each of the girls.
- Mission selection board. My initial idea had been that what occurs between missions would be an on-rails experience with certain variables deciding which scenes/scenarios the player would get. I didn’t like how this would take freedom away from the player or how janky it would become if a player wasn’t smoothly hitting those progression variables, so I’ve decided to go with a mission selection board which contains more than just ghost hunting missions. In the long-term this will probably develop into Sev’s room being a hub area of things to do between missions, but this early version will just provide the ability to choose the next mission or to spend time with the girls. It will also state the requirements for the next intermission scene with a girl, so players will be able to enter a ghost hunt knowing what needs to be done to progress things with her.
- Quality of life improvements. As suggested by player feedback:
· Addition of UI buttons to bypass the phone interface and go directly to the map, to evidence, and to the event log
· Jump directly to a room from the map
· Change character loadout from the map
- Bugfixes
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