To begin with, let's talk Credits. We have three routes, so I felt like it'd be a shame to give them all the exact same credits sequence. I didn't want to spend too much time on this, so I tried to limit the differences to very minor details, but I at least wanted every route to have a unique ending screen for the credits to be presented on.
With that in mind, here are the three (abridged) EDs!
I wrote a post forever ago, when developing another game, about the effectiveness of using walk cycles in character-focused animation. It's a simple loop to create, and it shows off a lot of personality. That was the gist of it, however I never got a chance to actually make a proper walk cycle last year, so I'm doing it now.
For the background I was thinking of going for that Cardcaptor Sakura style, but the rougher textured backgrounds of the '80s ended up being my inspiration. Last year I used Urusei Yatsura for my character design inspiration, so this year I decided to go with another Rumiko Takahashi work in Maison Ikkoku. The not-quite-black silhouettes blurred ontop of a desaturated canvas painting is a more mature look, and I feel that fits better for an ED. There's more closure in a completed character arc... Or something like that~
Internally—for whatever reason—we've been using colors to identify our characters. Vivienne has always been yellow, Alyssa has always been blue, and Sadika has always been green. That hasn't shown up anywhere in the actual product until now, but it's nice to be able to finally make use of those established character colors. I think they also help set the mood and show off the character personalities a bit more.
I've also been working on a Save/Load screen, but it's not fully programmed yet, so that'll overlap into tomorrow.
![Image](https://kyacchi22.files.wordpress.com/2020/03/saveload-e1585364316235.jpg)