Prologue - Devlog. #1
Hey everyone!
Work is moving along at a comfortable pace. Here’s where things stand right now:
– Writing: ~90%
– Coding: 0%
– Renders: ~70–75%
– Post-Processing: ~10%
– Music/Sound: 0%
A few scenes are still left to finish, but the toughest part is ahead — coding. Since this is the start of a brand-new game, there will be several features that weren’t in Instinct Unleashed:
Glossary. I want to add a detailed in-game glossary that will cover both characters and unique terms from the world of Undawn. This should help players navigate the lore without feeling lost. Characters might even get their own separate section, like in IU.
Gameplay Hints. These will be optional (you can turn them on/off in the settings). They won’t point you straight to the “correct” or “best” ending, but rather act as a guide to how points and consequences work. Keep in mind: not every choice that seems kind will turn out to be the right one, and vice versa. The hints will be more like a nudge than a step-by-step guide.
✦ Some devs go all in with blunt tips like (PICK THIS), but honestly that’s not really my style. I’d rather leave players the freedom to try different paths and discover their own outcomes.Impact Choices. Another idea is to mark the choices that will carry weight later in the story. I’d love to hear your thoughts — would you prefer to see those tags, or just find out naturally as the consequences unfold?
No release date yet, but I’m aiming for October.
Thanks for your support and patience!
Comments (2)
Most important thing for me is that help system is optional. I like to do a 1st run only with my own decisions. All in all I would say people either want to know everything or Turn it off completely. So adding too many layers of Help is not necessary.
What I meant was more like the choice impact being shown as a little note in the corner of the screen, like ‘This decision will have consequences later on.’ That's why I'm not sure if it's needed.
