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Showing posts from April, 2026

Conviction Chronicles blog post #31 - Demo update + Some in-progress stuff

 I'm releasing an update to the demo, adds some stuff and some bug fixes. --Motive system start-- I've added the start to the motive system where before each trial a motive that changes how the game functions is introduced. It's actually being set up to be pretty complex, right now I have 38 motives planned. Some motives will take longer than others since they require making cutscenes and more dialogue with certain gameplay systems exclusive to them and such. It allows me to do things like Solitary which I had in mind since the beginning of development. Right now the game will force the player to always get new motives until they have seen 18 unique motives. The first motive will always be one of the first 10 motives in the list. Once the 18 unique motives has been seen across multiple playthroughs then it will have a "previous run" motive blacklist of up to 3 motives from the previous run. This is mainly since around 7 motives/trials will be the max and it depend...

Conviction Chronicles blog post #30 - Current Text Backlogs + Reference UI updated even further

 This is a little bit of UI stuff, again, but it's needed. Text Backlogs I added some basic backlogs I can showcase and edit. The problem is it's very simple with how it looks and there is no direct way to manipulate it with how it looks. I can add text exclusively to the backlogs and make text preventable from being saved to it, but other than that, at this moment. the only way to make thinking text look different from normal text is if I wish to insert font color code into every single thinking textbox which I really do not want to do. For now it's going to stay this way until some sort of update is made to allow me to manipulate data stored inside to store it into some sort of array automatically in the background, and then I can make it look better with showing images of who is speaking along with better separation and automatic color coding of text without needing to edit hundreds of events.  References Instead of having it being a text event for the past year, I made ...

Conviction Chronicles blog post #29 - Ui updates

 This is only the first part to it, but I want to release it in an update now. Shop update The shop now as the ability to be set to randomized or a normal shop where you can choose what items to buy. Randomization keeps everything the same price, but with random outcomes. Normal shop shows each item and every item can be chosen. Gives more control to the player and such. Fast Travel There needed to be some sort of fast travel outside the elevator. But also having it being too powerful would break many gameplay systems. Instead of being able to teleport to someone's location at any time, all you can do is to teleport to a chosen floor, along with the option saying what floor is what. Only in the daytime. The last map system was very dogshit due to showing a badly rendered layout of the map terrain without any objects. So this is much better than what was before. The biggest problem with the idea of having the ability to teleport anywhere is the concept of collecting evidence for som...