Guys, have you noticed a difference in the general quality of the texts/characters since Amelia's storyline? Or do you think everything is still the same?
I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).
	
		
			
		
		
	
								I changed my work philosophy from Amelia's update on. If before I was obsessed with making scenes quickly and created them independently (often 100% based on improvisation with no previous plan), starting with Amelia I decided that I would create the entire story first and then apply it to the game. One drawback is that this made the updates take longer to get ready, but I think the end result is better this way. Amelia and Garnet in my opinion have the best structured scenes, although I still haven't found a way to make them flow properly. I personally always need to "adapt" to the rhythm of the game because whenever I start to play after a long time creating the scenes, my impression is that things flow badly, but after a while of adaptation things become more tolerable.
Another thing I did was to abandon the mechanics like "relationship points" and create things more like visual novels, where you simply meet the girl and progressively see all her story. Honestly, in a future game I will do everything like this, without trying to put any "game" mechanics, this includes the navigation on the map that I will modify in future projects, I find this thing of navigating through rooms by clicking on doors or little arrows unnecessary for what really matters and is often simply annoying.
Does anyone have criticisms or opinions? They would be valuable because after I finish Solvalley and am just working on the HS Tutor, I will start planning in my spare time a new project (whose theme will be quite different from the adventures of teenagers at school).