SamuKata
magicnuts
magicnuts

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Weekly report 230

Hi everybody.

Happy Friday! I hope you've had a productive week and are getting ready for the weekend. Here's a summary of our work since the last report:

Avatars:

I've added all of the new avatars that you have sent me to the game. This is something that I will be doing until a few hours before the release, so it's never too late to send me yours if you are (or have been) a Best Friend or Close Friend tier patron in the past.  

Changes to the game:

I've been very busy trying to improve the feel of Gomira's second quest, and there's a bit that had been bugging me every time I played it: once you finish the first quest, there's a short intro to the second quest setting up the events, and then you go to free roam mode. This return to the sandbox after a lengthy end to the first quest is something I coded in when I got to posing the quest, but every time I play it, it just doesn't make sense since there's an urgent task that needs to be addressed, and giving the player the freedom to go and just do other things, messes up the story. I was stuck at this for a day and a half, trying different options and writing convos and whatnot to justify possible delays to the quest, but in the end, I just scrapped the whole thing and went back to what I had coded first: about mid-way in Gomira's first quest, the player begins an action that locks them in a series of events that continues all the way until the end of Gomira's story. This, I'm aware, makes about three-quarters of the content very linear and less "game-like", but I believe it makes for a better story. Chestnut's suggestion is to wait until we get the public's feedback and if most people dislike how it is done, break the event up again, and give people the free roam. That is possible, in theory, but honestly, after we're done with 0.7, I'd rather move on to other updates and stories.

To improve the experience, I need to revisit the point in the story where the player is locked into the long event and clearly signal what’s about to happen, giving the players the option to return to it later (if they're busy with other quests). This way, the long event won’t come as a surprise.

Wrapping up the polish:

I plan to wrap up the first round of polish by the end of Monday and prepare for the second round. Chestnut has been helping me with both posing, and going through the posed content, and once we start the second round of polish, she will likely have more artwork to retouch, and I'm also going to need her help later with improving the sound (I'm going to keep that for the second round of polish).

Off day:

It's our toddler's second birthday next week, and we're going to take tomorrow off to celebrate it with her grandparents, aunts, and uncles. This will be our last off day before the release of 0.7.

That's all.

Have a great great weekend.
Cheers

Weekly report 230

Comments

love ur work. keep it up. i wish u the best of luck.

rader racoon

Player experience is very important! There are countless of rpgs where the world is about to end. Yet.. the player often choose to frolic about exploring the game. Remember that the player can always decide to save and exit whenever, they are ultimately in controll of the flow, even if handheld. 🥂

AreYaWinningSon

I'm seconding the suggestion to keep it all together, although AreYaWinningSon's suggestion is logical, it makes sense not to put in too much of a break if you want the urgency to feel real. However I will say that I tend to prefer narrative driven games anyway, so make of that what you will. 😅 That's not to say anything against the sandbox feel of WaL, it works to meander through parts of the story because you have to explore areas and meet people anyway. It's more rewarding an experience to organically discover this stuff for yourself, than just being directed somewhere and not being given any agency or feeling of accomplishment.

Rich Spencer

That's exactly how it was, with dialogue lines either urging the player or expressing annoyace if they took too long. We've done this a few times before with Myrtle and Rose, and in those cases I think it worked. This one feels more urgent though and the plot would stop making sense if they don't act quickly. Maybe that doesn't matter and the player experience is more important. we'll see. either way, thanks for the feedback! 🥂

MagicNuts

Most games tend to put the player into urgency, beacause it's very exciting and fun! Even when the player is given freedom to explore the area friendly npcs will usually have several lines nagging MC to hurry up in an atempt to stop the player from ruining the immersion themselves. And that is my suggestion! Give the player the illusion of being able to leave the area. But everytime the player clicks the 'exit door' (or other point of interest in the scene!) friendly characters will make different remarks. Like they could be making fun of MC going on a berry foraging side quest while the city is burning, if there was a 'physical' encounter recently maybe they will suggest that MC is dizzy and disoriented for going the wrong way, Or just a plain "Aay Stupid! Ova here!" Untill the player clicks the button that sets the rest of the story in motion. This also becomes a natural save point for players who need a narative break. Ofcourse I don't know how this urgent situation plays out but that would be my suggestion.

AreYaWinningSon

You definitely should not worry about having some parts of the game a little more story-driven, or “novel-like”. There are already lots of sandboxes in the game, which is great by the way! So, a little story reading and image admiring here and there doesn’t hurt! 😊

Marc

Happy birthday to your toddler!

Bazsa

We appreciate all your hard work but dont work yourself to death. Everyone needs some time to recuperate.

Nathan Fritz

"This will be our last off day before the release of 0.7." [readies spray bottle]

Sh0tgun_Jacks0n


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