This week was more productive since I'm more sane. I was arguing with the writing staff, and Sen was, "I take it you're better." lol.
- Sprite work. Made and cut expressions for Bruno, Claudette, and Emma. Gave Wizz jeans instead of khakis. And some other ~secret~ sprites work. Finally added abs to Bruno, which he was calling for with that no shirt thing going on. The girls seem to like it. Not sure if it will make you nosebleed, but it looks a lot better than he did before (flat chest with awkward lighting):
Sorry, ladies. He's not romancable.
- Brought new writers into the team.
Megumi, Snowflower, GARLICBREAD and Lekhaka are now writing characters in the game and are already involved with the characters.
Thanks for pitching in guys!!
Riviera will hopefully be our open mode editor.
- Added the
Memorabilia screen. It will show up under the Achievements screen (and looks like it) on the Main Menu. Since I don't have (a lot of) CGs, a CG gallery is pointless. But something I did like about Japanese VNs is that a lot of them let you replay scenes! So instead of calling it "Memories" or "Scene Replay" or something mechanical, I tried to tie the name into the style of the game. So now the scenes are memorabilia.
It's not filled out completely, nor working as intended, since I need to go back to every scene and put a check to see if you're using the Memorabilia to bring you back to it when the scene's done, which I'm not going to do until all the scenes are DONE, but it currently jumps to the scenes I have put in.
I put a huge menu after the start label to navigate my script, instead of saves, so this will be of use to me, too. So getting it working isn't just because I'm dicking around doing extras. =P It only took a couple hours, so no sweat.
The pictures of the person whose scenes are shown are to the right, like Robin. When you unlock a person, their tab shows up instead of "???" so I can still reveal the characters when I feel in the game, even though you could look on the website and see them all now.
My only concern/relief is that this will remove the need for the Plot Tracker, which I coded near the beginning. You can always go to the Memorabilia screen and see if you missed anything, which really isn't going to happen. =P The other purpose of the tracker was to let you know immediate that you're getting a scene because you chose a certain path, and not that it's just a story cutscene you get every time. And it also lets you gauage how far until the you are.
It was a novel idea that I was going to do 100%, but with this new screen, it might be redundant and probably not worth that little hint of "oh, this is a Dallas scene, better brace myself" that it would offer.
- Wrrrote. Big deal for me. Made a good dent in Wizz yesterday, for example.
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Starling finished more chibis, and they're CUTE. And by "more" I mean two complete instruments sets (keyboardist, drummers) with reportedly only 6 more left to go. Ho-ly Cow. This is between her college work, so big round of applause, please~! Also,
selenity136 has also been giving me fake topic posts like mad crazy and they're FUN-NAY.
- Added instant mute buttons for my music/sound volumes. Poked around the new screen code and found that there was a toggle capability, and I toggle those suckers all the time, so I made the buttons for it!
In the same vein, I updated the button images to not be too bright blue when selected, and I think they look sleek now. Also! I added the rollover effects to the bars again, thanks to PyTom's response to my last progress report.
- Got my auto read button toggle to work for my side buttons. It's automatically on whenever I refresh the game, but a click now turns it off, so it's not a big deal.
- Set up a dropbox account for the writer pool so they can play/edit their character's path in the game, so they know how I'm treating their work. Some of the characters aren't scripted at all, so I will need to start working on that.
- Looking forward to using the new release of Ren'Py 6.12 for drag&drop so the player can reposition the jukebox, since I was iffy about where it should go.
- Worked on the Gift giving portion of the game. I doubled the amount of gifts with the open mode characters in mind, and made sure to streamline the procress of deciding how the character reacts to them. "If they like the gift, say this and do this," kind of thing.
- Updated the save slots to show a little profile picture of who's in your band. Nifty.
- Geez, I dunno. Prolly more stuff!!
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LAST WEEK'S POLL:
In my first Open Ended Mode playthrough, I'm going to date ...
Seth: 33.9%
Wizz: 23.7%
Faust: 22%
Collin: 11.9%
Dallas, Beau, or Emmitt again: 6.8%
No one: 1.7%
Got more voters this week. I wonder why? Looks like Seth is the leading love interest for the ladies~ Guess everyone loves that mysterious emo angsty guy. Tips for guys: Dye your hair black and be a total jerk. Also, lick things in a sexual manner. ANY GIRL YOU WANT IS YOURS.
I kid, I kid. Wizz was the leader for most of the week, so I guess that was before they realized I revealed Seth. xD I'm happy Wizz is getting a good following, because I felt like I was fighting for him to survive in the beginning. At first, it was like, "if he's a nerd then I'm Miss Universe (cuz he's totally not a nerd)". If I put glasses on him, then he'd automatically be a nerd, huh? HUH? STEREOTYPES! I don't want them!
Like I posted in my Game Updates thread, I was upset that for most of the week only ONE person voted for Collin. ONE. Then there were two more, and I'm happy to say he's now at 11% of the votes!! lmao. I really hope the adversion to him is more about his story (or the other stories just seeming more interesting) and not about how he looks. Because I would really, really hate that. =\ And never write for your ungrateful people againz.
Also, the "No One" person: GTFO!! ... xD Kidding. Good to have you along.
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