Weekly progress report
Hello guys! After last week's playtest there has been a lot of things to do on the game, some new aditions and some things to fix, at least this week the 2D side of things is moving again!
So, as always let's start with the 2D stuff, the cover now has flat colors! I posted it on the officer's discord so if things go more or less the same we'll have the finished version for next week's report. For the cultist portrait we have the lineart ready, so it shouldn't take long for it to be ready. Finally for the next batch of characters, I actualized the clothing so Erica's and Nicole's new clothing have a bit more of personality, in Erica's case since the poll ended on a tie I decided the "Autism" shirt with a skelleton would be the winner. In the short term I want to comision another image for the game, but the guy who is making the cover art is the same one that made the images, so I'll have to wait, since 3 artist is enough hands as it is. Another comision that I want to get in but it needs to wait is that character that I was speaking of last week, but we need the cultist to be ready, the final boss and the female zombie. So I have a bit of time to decide.
This is the real final boss of TCoR!
Now for the gameplay test, after I posted I relized something the slopes and staits kill the performance of the game, this is a bug of the engine and it will be fixed (hopefully) soon by the developer. Otherwise v0.1 will be very blocky. That aside I did fix some other stuff that should improve the loading times, so for the next release it should be way faster to go from one map to another. For the camera I did add more depth to the field of view, so the main character shouldn't be blury now but honestly I need to try it out more before I can say it confidently.
I think this folder needs a logo, but I'm working on it. Aside from that maybe some more adjustments?
Aside from the technical part from the last paragraph this week I've been working on the game GUI, so I've been adding the elements I comisioned a couple months ago and it's been really tedious. There is the easy stuff, replace the default window for the papper ones I have, but then I have to manually change the color of every element one by one and if those elements lead to another section of the menu hook it up manually too, things like items where by default we have 10 slots and skills is the worst. But I'm already half way and probably today I'll be finishing the other half. I am trying to improve the transitions though, I do want to have a page turning effect but only on the menus and for now I can only pick the sound for every choice and not per menu.
This one, I think is closer to being done. At least I don't think it will change that much for v0.1
And now we have the game systems part, there is a lot that I'm thinking on doing. For the relationship part, I havent added any feedback now because by default I have "(character) exp" instead of just "(character)", the diffeence is in first one would be checked on a "level up" event with another character and the other method just checks if you have x points with character A you can do B, but when you have to compare character A with character C that joined a couple of chapters late the raw points complicate stuff. Still, I'm thinking about it while is still early in the game. Now for combat, the idea is that you build the character mostly trough equipment, but I also think that each character by the end of episode 1 needs to have 2 skills so it's worth it to check the personal skills tab and we really need more equipment variety. Whichc leaves me to the next point, I need to add more mechanicall stuff in town, like some sort of quest which will let you get some extra equipment, but I feel like I can't just have a gun laying on the ground for MC to find, but I need to give it more toought.
