OK So much better news today than yesterday. I had my convo with Hagren and VolG.
It was almost entirely good news. As VolG is in college still and in the middle of exams, he is not sure that that he will be able to finish the entire house map rework until next month. But did assure me that the 2 rooms that matter the most for me. Rudeus's Bedroom and the Bathroom (Since those are needed so I can start remaking all the sex scenes with the new models.) Will be ready to send to me either today or tomorrow. Hagren and I had a conversation about the next story section and he is well underway writing everything. I spent the day doing some much needed UI element revamping and I can actually say I am happy with it. Not just satisfied like I was before. I have this issue where I am a perfectionist and I am not happy with my own work 95% of the time. I always want to go back over it and make it better. At least until I can say I am happy with it. While sure it is not what I would consider perfect still. I am not someone who has a vast knowledge of UI design, that said if one of you reading this does have that knowledge and is willing to help out feel free to message me. But as I said yesterday, I reworked how to get into the battles and how the Hint system works. But I wasn't really happy with how that changed the book.
See I enjoyed the book when you opened it and saw all the characters there. It just looked "better"? That way? So what did I change? I made an animated scrolling button on the top left of the UI. That is basically always there. You click it, it checks the code to see what chapter you are on. Then rolls open the scroll giving a small hint on what to do next. Click the scroll again and it rolls it closed. Cool right?
Then I added a textbutton on the main book page called Missions. Clicking this button will open the missions page duh. Inside that page as you unlock battles they will appear, with a UI image of the monster you will be fighting there, and a textbutton next to the image saying which rank the battle is, and how many battles out of 25 you have completed. Making it easier to keep track of that. Remember when you reach 25 battles at each rank you get a piece of set boosted Legendary gear. As the boss battles unlock they appear on the right side, while standard missions are on the left. When you beat a boss battle, the battle disappears permanently meaning no more farming bosses for quick EXP. But that isn't a big deal since in the Alpha 3 release I adjusted the exp rates making it give more exp based on the enemies level, and how many enemies you fought. So you get a bunch of exp from standard fights now too.
OK So back on track sorry you know I am prone to tangents, Clicking on a mission will open a new page, giving you a bit of information about why you doing this battle, figured it would add some decent world building. While also giving me opportunities later to have missions added that are directly linked to those battles. Take for example, The battle with the Luster Grizzlies. They are all mother bears that normally avoid humans, but at a nearby village they sent out a hunting party that killed a bunch of Luster cubs. So those Grizzlies we are fighting are mothers trying to get revenge. Typically we would just let them get their revenge but they have been moving closer to Ranoa, and now they are attacking our Mercs. So we have to put them down.
Now that could lead into a cool side story, where we go to that nearby town and have a chat with them, or wipe them out, you know have some player choice in there. Since the overarching story here is covering Rudeus building up his forces for the final battle against Hitogami. Maybe I add something like if we burn that village to the ground we lose out on say 10% of our forces for the final battle or something like that? Who knows just brainstorming while typing, the final battle is a long ways off anyways.
I also recorded a video showing everything I did today. I hope you watch it and send me some feedback on what you think.