actually, i think spreadsheets are great when you have a ton of assets to go through which is why i understand why it's a standard for animation. mostly trello is nice when you have a mixture of tasks including stuff like assets, design, code, etc. as well as multiple team members because they can get notifications and comments. lemme know if you have any questions about it.
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mostly i suggest the red/yellow/green coloring because a lot of people already associate those colors with priority (look at stoplights, notifications for websites, etc.) here's the setup on trello: notice that the priority labels always appear as the first label.
trello actually is set up by default so that the red/yellow/green labels are above all the other labels so they appear first on cards:
obviously you don't have to use this convention--but just a small suggestion for some even easier legibility at a glance.
haha even if it looks like a total wreck at the moment, you might find it very satisfying to post those works in progress early on and then see the change + progress over time as you post updates to the devlog. it's really interesting to see!
WOW this is absolutely gorgeous! i'm in love with the screen to screen camera transition. your sprites are adorable and i know i already said it but the background makes me sooooo nostalgic for 90s/00s point and click games. best of luck with figuring out stuff between rooms!
oh yeah that totally makes sense and isn't complex at all! it feels a lot more natural and i think players would feel smart and generous doing the fetch quests or going out of their way to do things for NPCs.
oh yeah the other reply on this is perfect! (but in case you were curious i think of lerp (or linear interpolation) as a useful solution when i have specific start and end values in mind for a variable and want to update every frame between these two. delta time can also be used in conjunction with this)
haha i just wanna say i'm so glad you posted some of the glitches you had! it's always kind of fun seeing how things go wrong before they go right. and this is looking awesome! good luck working on the rotation!
oh totally! you really just have to put all those ideas out on paper when they seize you in the moment because you'll keep thinking of all those things otherwise. eventually in production also you'll end up letting some of them go but it's always nice when you actually hit your goals and have a better idea of what reach goals are feasible!
ahhh great job getting conditionals to work! honestly what i find most exciting about twine is the limitations and how simple it is--even with small stuff like conditionals there's a huge amount of possibilities. also the styling is looking really cool so far! it's fun when you start to get really fancy with it--i know lysander has done some cool stuff if you wanna check out his page for some ideas.
ahhh i LOVE working with post its on a white board. i did this with a team on a mobile game and it's honestly so satisfying being able to just move cards across the board. also god.... this premise is SO GOOD haha i'm so excited to see this in action.
aaa nice sprites! honestly i do think these would fit pretty well with a visual novel, but i'm excited either way to see where you go with your game. best of luck with figuring out your direction!
from what i've seen AGS seems a bit dated (despite being updated this year). also sweet! there was an adventure game last jam that to me felt kind of "point and click" in design (even though it still had rpgmaker controls, you can still click around) called kuiper belt plaza. it's a solid game all around but i just wanted to pass along to give you an idea of what that might look like. i think godzilla's post below about the fungus plugin is also a great resource if you're ok with using unity! making a point and click in unity may be a little more custom than rpgmaker, but it's another good option and i would recommend it if you aren't afraid to do a bit of coding.
ohhhh no i'm so sorry to hear that ))))): i think this length of post is actually a pretty good length and very digestible in format. writing round, flawed characters can be a challenge but these are already pretty believable ideas to begin with. this might be a little personal to mention but i don't find it very difficult to think of possible flaws because i just think of some of my friends who got out of bad relationships and how their partners acted toward them haha... i am also very curious where you'll go with amy's character. if players are going to be playing through multiple rejections do you think it's possible they might come to resent amy? (even if the game's design goal is very clearly meant to demonstrate the protag's increasing desperation) obv not saying this will definitely happen--but i think it will be an interesting design challenge.
edit: oops-- i wrote this first part before you just posted the last update. the below is after i read it.
ahh i kind of feel this both ways about college to working life. i actually have a lot more free time now that i'm out of school but i've found that.... in my free time i want to work a lot less and especially on games since.... i do that 8 hours a day already haha. but yeah this snippet looks great so far! it feels like a good amount of exposition. i love also knowing that we're reading an unreliable narrator. i think you could definitely dig in this more with more show and less tell--just describing amy as this perfect beacon of everything good would probably make us, the player, feel how the protag feels about her, and i think in multiple playthroughs we will start to understand how truly unreliable that narrator is.
hey great job! this is a pretty solid outline for the game's progression of scenes, and you can definitely scope it up gently as you go along (ie you can probably skip coding dialogue until you implement other stuff). keep up the good work!
wow great progress so far! i really like how the rain looks.
also--feel free to post your updates as replies to the thread. it will bump your thread to the top of the community and also allow readers to scroll through your project as it progresses. devlogs can serve as a kind of diary.
wow great job for implementing both player and npc movement AND a dialogue system. i'm not sure if you've looked into plugins or but have you heard of fungus? i've seen it around and heard it's pretty useful for dialogue systems. also, i find this premise even without named characters already pretty compelling. i'm excited to see more of this!
ohhh i like the charge power box mechanic. i feel like the rising tides on the island would definitely be a very alarming display of danger vs. progress.
also--you can actually post your devlog updates to the same threads as replies. this way you can have all your progress in one place for everyone to easily read and the reply will bump your thread to the front of the community.
dang this is a really thorough list of ideas and design in your document so far! also i loooove the personality in your concepts already so far. it might be helpful to flip them so viewers don't have to turn their heads sideways to read the labels haha--i think if you upload to imgur it gives you some basic image editing options like rotation.
the trello looks great so far! i'm intrigued by the "primary quest" vs "secondary quest" labeling. i'm guessing this is a priority labeling? it's a cute naming convention haha. i had a quick suggestion for the board: i think it could be really helpful to think of your priorities in 3 tiers--something like high, mid, low, and the colors red, yellow, green which are really easy to read and understand at a glance (and the way trello organizes labels, red, yellow and green will actually show up /before/ the other colors--which makes appear first on all cards and even easier to read down a list).
the trello board looks great so far! i might recommend using labels for priority (red-high, yellow-mid, green-low) since you're already using lists to show what stage a card is at--no need to show stage in columns and in labels. you can also make labels for categories like design, programming, art assets, etc. and use multiple labels per card.
also the motion definitely feels v much like it's underwater! i'm not sure i can offer advice on how to solve those problems and i might have missed it but have you mentioned what engine you're using in case other people in the forum might be able to offer advice?
whoa nice!! this is already looking really great though. if you don't mind recording a gif i think it would actually be really cool to see it in action. looking forward to seeing levels progress!
aaaa confection connection was one of my favorite games from last jam!!! also this looks great so far!? i love how soft these colors are. i'm also rly curious what these boat materials will be--i feel like this could be a treasure trove of fun flavor text if you decide to go that route haha. also im definitely using sopping wet copy of moby dick as my weapon of voice.
hey this looks really nice so far! i love what you're doing with the parallax for the waves--it almost feels like the game is 3D even with 2D assets.
also--it looks like the recording program youre using is pausing your gifs before looping them again. we had some gif programs listed here and usually what i do is upload the gif to the post or imgur for longer gifs!
haha i'm honestly really intrigued by the premise of your game! i love games with a huge focus on dialogue and interactions with NPCs--and i'm curious to see what kind of choices you can make here haha.
i immediately got a 90s point and click vibe just from your silhouette mockup! and the style of the more polished mockup is really hitting home for me with the proportions and style. i'm really digging it!
ahh i love this tree so far! i love the animations also. it's awesome to get a peek at your task sheet as well--it looks like a really great way to see how much work needs to be done at a quick glance. have you ever considered using trello? it's pretty similar and tho maybe kind of overkill for a two week jam but it's nice to be able to get notifications when people submit stuff for review + notifs again when kicking it to backlog with comments for changes. also, i'm excited to hear more about your game's design!
ahhh that's actually rly interesting re: shrinking your game file! mostly my advice for people is to not use rtp assets but these resources sound really useful + interesting. i know you have a tough setup but it would be really nice to see screenshots of your progress so far--you don't even really have to have animation to show off rpgmaker maps.
rpgs are tough because they are very content focused--and it's tough to get content right in two weeks. i think the best advice i have is to constantly run your script + game by other people! i do this a lot and people are very upfront when my stuff is very snooze or exposition-y or letting me know when they're confused!
hey aguos that sounds great! it'd be awesome to see gifs of your player prototype so far--i'm really excited about this smooth movement delay you mentioned. also i love how specific your concept is haha.
it's awesome that you've established priority tiers for your planned features! it's always nice to just put out there all your dream features and really understand what the core of your game is. also i'm loving how organized your code looks so far!