also i did get to finish and this was really lovely! it's very thoughtful and manages profound emptiness really well. the visuals are gorgeous and the format is a really clever + efficient way to get a longer story out of fewer assets. great stuff!
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hey! i tried to download this game (both on itch app and the general zip) but got some error for both. is it hosted on another site? and is there an executable marked for the itch app to launch?
oh wow the dialogue workaround is really smart! and honestly "having invisible ___ in the scene" is a actually a pretty common hack. also these backgrounds are gorgeous!! its so exciting to see this in the home stretch!
i have a small, slightly unfortunate update:
i've had some pain flare ups in my arms this whole past week (most likely from typing a lot at work and typing a whole lot more when i got home... haha) so i'll probably be unable to finish the game. i may submit a rough twine draft but i'll be focusing on recovering probably for the next few weeks which means i wont be able to keep up as much with all your devlogs...! i apologize ): i like to be on top of those because they're so interesting and i really dig what i see. best of luck everyone!
yeah i loved maleficent's "twist"!! i honestly would love to do a take in that way as well but i wanted to be a lot more honest with "wlw version of on this tale" w the romantic interest at its core. also that's really neat!
oh yeah lieve oma did it well for sure!! in aurelia you drive some people around but there's options to have conversation with them. it kind of lacked some polish but the concept was really novel to me.
not sure if you got the translucency figured out but this might be useful: https://docs.unity3d.com/Manual/StandardShaderMaterialParameterAlbedoColor.html
i think alpha should be available on the standard material? good luck with the win logic
"I get why some aspiring game devs just want to be idea guys." hahaha... it is true. also wow this is graph is such a great idea for getting down all the game steps. it's so clear and well thought out :O !!!
sweet. i think it's cute that you're hitting both "retro mechanic + expression of love"--tho, i'm not sure it's that retro of a mechanic since games like harvest moon, stardew valley, and persona all operate on "insert items to date girl" haha. i think there are definitely ways to spin it into something more interesting.
i was hoping this devlog would update (+ with art...!!!) bc i've been so excited about it and i was not disappointed. this storefront is so cute!! i love the dithering... the colors are so pleasing. also great work with gm coding as well--can't wait to see how it works in game.
ok it's valid that you don't feel like calling yourself an artist but i just want to say this art is incredible and you should totally rethink that one. also great work on the click + pathfinding already omg :OOO !!!
omg hey leyla! this art is sooo nice omg i'm so excited to see this. i'm also....... doing most of my stuff in evenings and trying to write where i can so this is a mood. also thank u for sharing this rly info holy hell.
wow this post is really detailed and helpful! i actually didn't know this about the dialogue systems (+ i like that you labeled them w the studios they were associated with) in AGS so this is really interesting.
oh wow i adore this concept so much. ive really loved games that think about idleness and presence are really interesting, and i think travel is one of the best spaces to design games like this. i love the idea of creating conversation and being able to pick things up too... this is really cool! not exactly pathfinding related but have you ever played wheels of aurelia? that reminds me a bit of the dialogue you described.
wow this art is so beautiful!! and i really like seeing unique design takes on third party/matchmaker-esque games where you're only indirectly involved with couples. looking forward to seeing more of this!!