Thank you! I'm glad you like her design. I'll keep you all updated as progress is made.ElectraPop wrote:I really like the character designs, specially abby's, she looks really really cute, loving her hair.
This game looks very good to me in overall, can't wait to see more updates.
Thanks! I agree, it fits his personality much better now. I'm glad you like how the tracker turned out. I think it makes things more realistic if you have to gradually learn their schedules rather than it being filled in automatically after only one meeting.iuliamaria wrote:I really like the new spirte! He looks like a real mayor that want's to do a mall on an historic part of the town . I think the tracker looks very good and I also like that you need to talk at least five times with a guy in one location before you unlock the location on the tracker ^•^
Sure, I don't mind. I'll try my best to explain.Dynamic environments means that parts of the background/scenery will change based on your stats. For example at the start of the game Abby is given an office to run her business in. Unfortunately, it's a mess. But as she increases her Handiness the building will change structurally-holes get patched in, leaks are fixed, flooring is removed and replaced. Creativity will change how it looks from a design standpoint allowing her to make it look beautiful by painting the walls, adding plants and pictures...those sorts of things. So far the areas that use dynamics environments will be Abbys' room, her business, and the shopping center. But you'll only see changes to the shopping center if she chooses to help the town. If not it'll look the same the entire game. Basically graphics in game would change based on those scores. Some characters will even make comments about all the hard work you're doing and compliment you, of if they are against what you're doing criticize you for getting involved, and even rush you to do things faster if you haven't increased certain stats if the one year game deadline is approaching. So having dynamic environments changes quite a few factors while playing.Elmiwisa wrote:Sorry I did not read through all the page on this thread. I just look at the feature and seeI find this very intriguing. But can you elaborate a bit more on these please?Kingv wrote: • Dynamic Environments: World evolves based on your actions
• Romantic, Jealousy and Friendship endings available
• Stat and Event based game play
Like how the world evolve based on the action? What is this Jealousy ending you have here (is it like TM:GS1)? And what do you means by Stats and Event based game play: something like LLTQ, or TM:GS1, or something else completely?
Sorry if this have been answered before, I didn't read the whole thread.
I'm also kinda skeptical about the seasonal clothes though, since that means you would need a whole lot more CGs too, not just the sprites. Though if it can be pulled off, it would be very interesting.
I only played a little bit of TM:GS1 and none of LLTQ so I'm unfamiliar with their game play mechanics. But in the case of jealousy endings certain bachelors are either friends, neutral or enemies with each other. Let's use Kristian, Remy and Orion for an example. Kristian and Orion are really good friends. On the other hand Kristian hates Remy but Remy is neutral to Kristian and Remy and Orion are friends. Hypothetically let's say while playing you went after Kristian and Orion but picked Orion at the end. Kristian would then show up and basically give his blessing for you to be together. Same thing would happen if you picked Kristian. But if Remy is picked over Kristian, Kristian would go ballistic and cause a jealousy event to occur.
Explaining the event and stat based game play is a little more hard to explain only because it depends on a lot of factors but feel free to ask any more questions and I'll try to elaborate. Let's start with events. There are many major events in the game including monthly festivals and birthdays. Every item you can also buy in the shops will either unlock an event scene, increase stats or give you another way to spend time with a bachelor. Some events are even location or weather based so it would be a good idea to explore the town whenever you get a chance. You could play the game without getting any extra events (which would be pretty hard to do) but you wouldn't really get a full sense of the other characters or their stories. Stat based game play means that with certain stat increases more options are unlocked. For example, your mom won't invite you to play BINGO unless your Logic is above 50. By unlocking that option you gain the ability to spend more time with her and increase experience points that would lead to her friendship ending.
I totally understand your concerns in regards to having seasonal outfits for all characters. I think most people would assume I'm going to have to draw four different seasonal variations for each CG but my plan is for the CGs to be season locked. Each character will have about 8-10 CGs each meaning that you can unlock about two per season. So if you fail to get a certain CG during Autumn it won't be available if you continue on to Winter in game. I know it's a little unfair but it would be less work for me. I originally wanted to have seasonal variations for each CG as well as have multiple poses for each character but then i thought to my self, 'wow, that's a lot of work! If I do all that I'll never get done'. This is a free game. It wouldn't be good for me to overwork myself and stress out about something I'm doing for fun. I'm definitely trying to follow the KISS method in regards to production but I do occasionally splurge. ^^