Posts

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...

Conviction Chronicles blog post #28 - First trial has been implemented

 Took a little longer than I thought, but it's implemented now. First Trial This is a change to the cast meeting each other overall with Bianca introducing the game. Before it's more of an introduction, but I've decided that it needs more tension. So this has it where someone is going to die right at the start. Why did I do this? 1. Gives a new opportunity for tension. 2. More player interaction during the scene. 3. Adds more replayability, as they cannot do everything with everyone in a single playthrough. This uses one person from each group. If nobody in that group is in the current game, they are removed as an option. If only one group exists, then the vote turns into voting to kill whoever is nominated or to spare them. Mainly since by that point the cast is extremely small, and thinning further isn't needed. The mole votes twice and they can split their vote for more manipulation.  At the start under default settings, Agatha and Nova will always be two of the nomi...

Conviction Chronicles blog post #27 - "Come Close" song has released!

 Link: https://distrokid.com/hyperfollow/michaelrichardlannon/come-close What is this? I realized there was a flaw that the Assistant doesn't have a song of her own that will further elevate her and the cafe events. So I ultimately decided that it would be best to contact the producer again, especially since they gave me another discount.  The idea of the song is to have it play as something more consistent when the assistant is interacting with the cast. This song ultimately has a double meaning. 1. The assistant is trying to manipulate the cast into making the game more fun. She is more open with her emotions, which this song also showcases her more openness. 2. The planned cafe events will attempt to bring everybody more together, this song is a reminder that everybody is fighting for their own survival. 3. The Assistant will be the one carrying out executions, so it adds a darker touch to this track with certain parts of the track, which falls in line with the multi-...

Conviction Chronicles blog post #26 - "What Remains" song has released!

 Link: https://distrokid.com/hyperfollow/michaelrichardlannon/what-remains Why do this now? So this is going to be the secondary intro song for the game. The main reason I got it now instead of waiting a couple of months is since I was given a discount to do it. Inspirations So the song has to be important due to the context. The player is going to get to a certain point of the story where the impact has to be special for a bit. The main idea is that most people are either going to jump right into a new run or actively stop playing for the day. So when they do jump right back in, they are hit with something new that definitely marks the moment of no return. The song, symbolically, follows the instrumentation of "I'd never be" of being more real sounding as the synths are removed. As it's made to be Indie/Alternative rock. The lyrics have multiple meanings, but it's made to be a rejection of the past self. "Her Eclipse" is Bianca's theme where she is ...

Conviction Chronicles blog post #25 - Escape Room 2 + 3

 Merging the two escape rooms into 1 blog post to make it easier. --Escape Room 2-- I wanted every escape room in the intro to feel unique with how it's completed. The first one is simple/comfy where it's very friendly. With the second I wanted to subvert it with it being in a submarine and being claustrophobic.  It has a red light where it makes everybody under the same light.  The way forward is to 1. Vote for someone using a crate which restores power. 2. Play some minigames on the now working PCs to get pieces of a passcode. 3. Read some logs to find the clue that the longest code goes in the middle. 4. Enter the code while trying to piece it together and leave. Lily has the least amount of dialogue when not playing as her to keep her mysterious mystique. I'll probably go back to add more to the content here so it's not all based on one minigame to make it more diverse. The logs do have some lore implications as well. A big thing is most of the cast is more divisive...