Some UI changes and a little more of the same

September was something of a distracting month - two of the team were AFK for extended periods, so progress was a little slower than usual. That said, here’s what we’ve been working on.

(Oh, and a quick sidebar here - a lot of the time, we’ll be focusing principally on progress with the art and the script. This isn’t to discount the fantastic work being done by our composer and programmer, but they’re both harder to chart when it comes to this kind of incremental work; our score is something where we’re less keen on displaying rough cuts and works-in-progress, and the best programming tends to operate invisibly.)

Writing

As we discussed in our last post, Arden’s continuing to focus exclusively on Mesmer’s route, and work continues apace. Without getting into spoiler territory, there are certain focal points that each route is anchored by - our goal for the next week is to up to the second challenge the Host presents to the contestants (the details of which we’ll keep under lock and key). Because these challenges and shared scenes tend to require a little more lateral thinking, they tend to take up the better part of a week to develop by themselves; with any luck, by the time we check in again in a couple of weeks we’ll have a rough version drafted.

Art

Here’s another background. As you can probably tell, each bedroom follows the same layout, with crucial character differences depending on the contestant (though everyone gets a framed portrait of the Host, naturally). Here’s Hero’s bedroom:

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Additionally, we’ve been working on the UI - which, if you’ve played our demo, was somewhat unfinished when we first presented the game to the public. Here are a few screens:

 This one’s a subtle change - we’ve been working on tweaking the menu fonts so they’re a little more uniform, while retaining the dynamism of the menu in the demo.

This one’s a subtle change - we’ve been working on tweaking the menu fonts so they’re a little more uniform, while retaining the dynamism of the menu in the demo.

 A glimpse of our scene selection screen!

A glimpse of our scene selection screen!

 This one could be crucial….

This one could be crucial….

 If you played the demo, the buttons in the in-game submenu were originally set to mimic video controls (rewind, fast forward, etc.). We felt that while this was a neat idea, it wasn’t exactly clear - especially to folks new to visual novels. We’re conceding to more intuitive labels here, but preserving the visual style.

If you played the demo, the buttons in the in-game submenu were originally set to mimic video controls (rewind, fast forward, etc.). We felt that while this was a neat idea, it wasn’t exactly clear - especially to folks new to visual novels. We’re conceding to more intuitive labels here, but preserving the visual style.

And that’s where we are! We’re going to keep our heads down for the next couple of weeks (despite a short vacation coming up in the middle), and hope to have more for you soon!