Thanks 😁!!
I'm writing a scene for her right now actually, and I can just hear the high pitched Pixie voice in my mind as type 😅.
Perhaps I should look into getting some voice work done once it's been completed.
Dragulair
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Sheesh, something to look out for huh. I've had my own trials with Blender to Unity animations, and I've only done so like, three times.
In my case, I've always done Generic Rigs, ( Using my own Setup, not Rigify ), and baked the animations during the .fbx export to get the movement caused by the control rig saved as if the deform bones were being animated.
If you're still interested in continuing the project, the Jam deadline isn't a Hard Cut off.
You can still contact the Host and get your game in the jam submissions, and you can even keep working on it and make updates after.
The point of the Jam is to have fun, so don't let your ambitions be crushed, take the time you need 😉👍🏽
Sorry it made you run around like that.
The spaces are indeed a bug. All of the clues are phrases that can be applied to at least three (ore more) different objects. I rushed the implementation of the 'Bonus Clue' which is a distinguishing phrase unique to the occupied object. It's some hacky last minute code I wrote that lead to those spaces somehow. ( I still don't know how actually :p )
If it's any consolation to the confusion I caused you, All of the eggs are pre-placed and just made visible / invisible when the game starts. If you weren't seeing any more, there were no more to be found. That's my bad, I really should have paid more attention to the experience a fresh pair of eyes would have had and actually indicate things with more cues, like upon finding all eggs for example.
As for the correct item randomization, It's possible to get any of 16 furnishings selected, however I've also experienced a bias, with some objects being selected much more commonly (though, this could simply be how RNG works). I'll have to look into that some more. Most of my runs happened to be Dinner Table / Bed / Bookshelves.
This one felt special. The characters felt distinct and unique, and fit the general quirky, fun atmosphere quite well while retaining their personas. The end surprised me, made me wish there was an alternative like a passive route where I can get the clothes unharmed, and probably romance the hiding lady as well ❤️🩹
It immediately felt like a quality game when I got in. Great animations / ragdoll, vibrant color and a palette that was inviting.
The instructions on the ground as you walked out for the first time made me want to run back and read it twice!
I really liked the run sound / mechanic too, so much I didn't bother sneaking, I just tried to avoid the guards as much as possible!
The variation in floor textures and the placement of the girls, guards and props was really well done too. Even though the assets are repeated, it did not feel repetitive or monotonous. Some of the spots even felt unique, and on further plays I would recognize distinctly the positions I had been to before.
The writing style is interesting 🤔. At times It's as though a lot is going on when not a lot is physically going on.
I wanted to keep going when I got to the end, But, as I'm writing my own visual novel, I felt like I could relate to the effort put into it and was content. Writing is exhausting 😅, takes all my mental resource.
Thanks my guy! 😆
Yus, that's exactly how it works. I should've added some more audiovisual elements to help give that perception.
I'd initially planned to have a reward / punishment animation for every piece of furniture, but by the time I got done fixing my models and everything else I was on the last 6 hours with half of the code done.
Never typed so fast in my life. 😭
Maybe I'll come back to it and fix it and expand, but right now, I'm tired 😅 Don't think I'll touch it until after the rating period is over.
I feel this point, I'm working on my first game myself and I'm coming here from AVNs like BADIK and TFTUV.
It seems like this game is going along the kinetic novel route, as in, no major plot choices. I think it's a great option for solo and indie devs as it saves on dev resource.
What I'd like to add though, is that you don't necessarily need to have choices that alter and branch the story to give some sense of player agency. Sometimes, just choosing how to respond, resulting in one or a few different lines being displayed, before coming back to the same plot line afterwards, could be enough to give that sense of, "Yes it's me I'm the player, I'm making my own choices!", even though nothing really changed. And you can even do a second playthrough like," alright I was a good, respectful person in the my first playthrough, I'm going to make all the mean dialogue choices and be in a**hole in the second to see how people react. "
I feel like major games that have visual novel elements, like the Persona series, make good use of that, where the choices don't always matter or change anything plot wise, but, still give you an outlet to decide how the MC interacts with the world around them, letting the player resonate with them a bit more and adding some variety and interactivity to the game.
I think the icing on the cake would be, you likely won't even need additional renders depending on what you write, as the characters you speak to can simply respond in a deferent way.
I've enjoyed everything about the content so far and look forward to further development.
There were only a couple things that I thought could maybe use some tweaking, not huge issues:
- In some of the renders, particularly darker scenes, say at night on the ship, it'd be nice if there was a liiitle bit more light, yk like a bit of soft non shadow lighting added where you want the reader to focus. For example, when speaking to someone, a bit more light on the face, or if you're focusing on someone's body, a bit of extra soft light there, just to emphasize the forms / expressions. It's likely too much effort / resource intense to re-render content already created, but I think it'd be nice to have in future content.
- I'm not sure if it's a bug on my end, but sometimes there isn't any background music. I like the music in there already I think it suits it, I'm just not sure if the silent parts were intentional or an issue on my end maybe.