Conviction Chronicles blog post #32 - Demo update + E&S Playhouse fully implemented
The demo will be updated as I upload this. Might not be there until it finishes uploading.
--E&S Playhouse--
I mentioned the start of this in the last blog post, but this is meant to play when the game boots up to always showcase something new, gives tips, and gives some small lore.
There is unique dialogue for every single day of the year, even leap years are considered. It's all short so it only takes up 1 minute, but it adds some extra momentum for the player to give them a slight reward purely for booting the game. Some of the dialogues are similar, but most are made to be unique.
This adds more to the unique factor for players at a baseline, since it feels more personalized when a player plays at a certain date. I personally think adding something so small but so special feeling as a baseline right at the very start of the game will be great for engagement.
The idea of this is a better implementation of Lily's Tea Party for advice, which still exists in the bonus menu, this is more integrated and flows much better.
Final Episode for E&S
A main thing I wanted to do was to prevent repeats, to do that is to limit how many days are seen and to spread out similar dialogue that doesn't build up on each other as much as others. The show will end abruptly with a final broadcast after a randomized set amount of time. I might have to work on setting when this happens better. When it does, the playhouse will never broadcast again. For a bit I thought it might be ok to have it play afterwards as a "rerun", but it ruins some of the weight of it's existence with always having it around.
Anything else?
Next up the nightmare and wakeup events are going to be reworked and improved since they are very visual. After that, I'll go back to the motive system.
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