Full notes
Full Death Afterparty update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Events
Death Afterparty changes
With a little delay, but there's next monthly update on development progress!
This month was dedicated to small things in UI and some other important stuff.
Virtual keyboard.
There are 2 places in game where player have to enter text - creating new character and naming new pet. Since I'm implementing full gamepad support, I had to add a virtual keyboard for this too screens and it's done.
Notifications
All windows now have necessary notifications sprites which appear contextually for each window in cases like new quest, new recipe unlocks et.c. You don't miss anything!
Tutorials
Start of the game now has all necessary tutorials to help player with interactions during first in-game day.
Popups
The game now reacts to some of actions with a pop-ups - you won't miss events like starting new quests, completing quest or unlocking new recipes.
Character portraits for dialogue window
Dialogues in my game - is a huge part of experience, since Death Afterparty is a narrative-heavy game.
So, for the player to establich an emotional connection with characters, dialogues need their portraits. And it is done! Each character has 10-15 portraits deoicting different emotions. Each dialogue line now has portraits of the NPC you talk to, just like a visual novel. Here're some examples - neutral emotion portraits for Ostin and Evelyn, first two characters player meets in first hour of the game.
Steam post imageSteam post image
And that's it for past month!
There were lots of other improvements, bugfixes and tweaks, but I won't bother you listing all that : )
See you next month with more art that will be done and maybe... maybe... I will start creating musinc and sounds and implementing them into the game.
Have a nice march!
Source
Changelog.gg summarizes and formats this update. How we read updates.
