No maze, no branches. All the main things will be strictly linear and you won't be able to not get them.
There will be breaks every now and then with short parts not in VN mode, where you will be able to waste some time in your room to shower, watch tv, wank, read.
Code wise, it's a sequence of calls.
call event1
call event2
call freeroam in playerroom
call event3
and so on...
Every event can be replayed by clicking on the achievement on the phone.
Given even more time, I might have been able to do it differently, but it would have needed a lot more scenes and development time. So the above is what you will get.
When talking about timeline, I meant two things mainly.
1. The time (of day), since the initial trigger (accident at the beach) can happen at different times of day. But at the end of day1 it should always be around 10pm, meaning I have to adjust the hours depending on what time it is already. So event1 to eventxx won't have fixed durations, which adds an additional layer of complexity.
2. A ton of stuff is checked and happens when you go back from a scene/event to sandbox mode. Same at the beginning of a new day. All this has to be consistently switched off and/or delayed, which is complicated.
There will be breaks every now and then with short parts not in VN mode, where you will be able to waste some time in your room to shower, watch tv, wank, read.
Code wise, it's a sequence of calls.
call event1
call event2
call freeroam in playerroom
call event3
and so on...
Every event can be replayed by clicking on the achievement on the phone.
Given even more time, I might have been able to do it differently, but it would have needed a lot more scenes and development time. So the above is what you will get.
When talking about timeline, I meant two things mainly.
1. The time (of day), since the initial trigger (accident at the beach) can happen at different times of day. But at the end of day1 it should always be around 10pm, meaning I have to adjust the hours depending on what time it is already. So event1 to eventxx won't have fixed durations, which adds an additional layer of complexity.
2. A ton of stuff is checked and happens when you go back from a scene/event to sandbox mode. Same at the beginning of a new day. All this has to be consistently switched off and/or delayed, which is complicated.
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