Update News
Hey everybody. As I mentioned in my previous update I've been doing interface bullshit in order to set up systems down the line which will be more conducive to a better gameplay experience. I know it's not particularly "exciting" but it's still something that I need to get implemented. So after bashing my head around trying to figure things out and not really having the bandwith for it. I've decided to contract the job out to someone else. They're tentatively starting work in a week or two and I had posted on my discord some of the mockups of what I plan to implement, but I realize I didn't post them here too. So most of the images should be pretty self-explanatory. The first image is the basic UI which will have drop down elements to not clutter the screen as well as opacity so you can make the boxes as transparent as you want. I'll probably try to include a few different fonts too since some of you have trouble reading some of the text in the current font.The character page will include things like biographies on the main characters as well as other important characters. It will keep track of relationship values and the choices you've made so far so you can get that information at a glance. Additionally, there should be a couple of different images in there for characters you've started relationships so you can make them naked in their character profile because who doesn't like more nude love interests? This section is intended to keep building out and expanding as you progress to keep you in the loop as to what developments have happened with your character interactions and may include other little tidbits of info and backstory as it gets more fleshed out.The codex should be an encyclopedia of the world/setting of Exiles and include interesting backstory and lore, probably focused mainly on the particular chapter you're currently playing as to maintain relevance. Stuff like nations, history, religion, politics, cultures, etc will be in this section.
The inventory screen is pretty self-explanatory too. You can accrue various items as the game goes on and I haven't decided yet as to how simple the system will be yet. I may just implement a system where if you have gained a particular item required for a relevant action, it will automatically be used in the scene it's required for. So for example, if you needed to have the lamp for a scene and have managed to find it, then the scene of you using the lamp would play out. If you haven't found the lamp, then an alternate scene will play. Something like that. A more advanced inventory system would be more like a traditional point and click adventure game where you can examine and combine items and choose where to use them, but that's both more advanced coding wise, but also some people might just not wanna bother with it so I'm kind of leaning towards the simple system. Also included in this page is a screen for secrets. I've mentioned previously wanting to do a sort of hidden background interactive element/hidden vests thing where you can find them to unlock special/non-canon renders etc. This is where you would find them. The game would also keep track of how many you found in case I decide to implement special events dependent on whether or not you have found them. I did have a plan for a very special scene if you manage to find all of them by the end of the game.So for the most part that's the framework of my interface ideas and I have somebody onboard to do it. But if other people have suggestions on things that they think should definitely be added or cut, I'm open to your ideas as well. Keep in mind, I'm talking specifically about interface related things so I don't need ideas like give Astrid 50 dicks or remove all dicks from the game or something like that. Anyway, thanks for you time. I'm excited for the stuff coming down the pipeline. Trust me the inventory stuff is important...if a certain mysterious merchant has anything to say about it.