Hello future curators! Art maker here. Since the last update, I've put together some player house exteriors you'll be able to upgrade to. All house styles will have different color options to choose from.
Full notes
Full Fairmoon Museum update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello future curators!
What changed
0 fixes2 additions1 change0 removals
Gameplay
Events
addedArt maker here. Since the last update, I've put together some player house exteriors you'll be able to upgrade to. All house styles will have different color options to choose from. Below is a picture of the set I just finished. I will of course be adding even more styles as development continues.
addedI'm working my way through the intro conversations still, stopping here and there to add little lookup functions and various other bits and bobs that will help us keep track of things and try to make the game as reactive as possible. That's the long-term goal for conversations, even if the intro conversations don't have a ton of things to react to yet. Though, as story planning and quest stuff advances I will probably re-visit the intro conversations and add some extra markers and options as needed.
changedOn the music side, I've been thinking about the overall vibe. I'm not working on the music explicitly at the moment, but I try to keep everything in mind while I'm working. With that in mind, I am thinking that rather than go for a very melody-heavy main soundtrack, since you'll be spending a lot of time with the songs, I think it'll be better to go for a more low-key soundtrack. Stuff that augments the cozy feeling instead of drawing attention to itself. Events and holidays and things will likely still have bespoke, melodic songs since it's important for those to have a lot of character, I think. That's all concept stuff right now. I'm using a bit of my free-time to play around with styles to see what feels best.
Fairmoon Museum changes
addedArt maker here. Since the last update, I've put together some player house exteriors you'll be able to upgrade to. All house styles will have different color options to choose from. Below is a picture of the set I just finished. I will of course be adding even more styles as development continues.
addedI'm working my way through the intro conversations still, stopping here and there to add little lookup functions and various other bits and bobs that will help us keep track of things and try to make the game as reactive as possible. That's the long-term goal for conversations, even if the intro conversations don't have a ton of things to react to yet. Though, as story planning and quest stuff advances I will probably re-visit the intro conversations and add some extra markers and options as needed.
changedOn the music side, I've been thinking about the overall vibe. I'm not working on the music explicitly at the moment, but I try to keep everything in mind while I'm working. With that in mind, I am thinking that rather than go for a very melody-heavy main soundtrack, since you'll be spending a lot of time with the songs, I think it'll be better to go for a more low-key soundtrack. Stuff that augments the cozy feeling instead of drawing attention to itself. Events and holidays and things will likely still have bespoke, melodic songs since it's important for those to have a lot of character, I think. That's all concept stuff right now. I'm using a bit of my free-time to play around with styles to see what feels best.
Art maker here. Since the last update, I've put together some player house exteriors you'll be able to upgrade to. All house styles will have different color options to choose from. Below is a picture of the set I just finished. I will of course be adding even more styles as development continues.
Coderman figured out how to get our lighting looking good, so that's what I'll be working on next.
I guess it's my turn to talk about stuff, so we'll talk about writing and music a little bit this time around, since programming stuff is all very minor. Life has calmed down so progress is speeding back up on the writing, which is good news.
I'm working my way through the intro conversations still, stopping here and there to add little lookup functions and various other bits and bobs that will help us keep track of things and try to make the game as reactive as possible. That's the long-term goal for conversations, even if the intro conversations don't have a ton of things to react to yet. Though, as story planning and quest stuff advances I will probably re-visit the intro conversations and add some extra markers and options as needed.
The DSText format I slapped together has been really good for writing branching stuff. It makes it quick to work with heavily branching text and is really flexible for complex linking. It's up on Github like I mentioned before, and I'll probably try to spread it around a bit more when I get more time to help people who start working with it, if anyone does.
On the music side, I've been thinking about the overall vibe. I'm not working on the music explicitly at the moment, but I try to keep everything in mind while I'm working. With that in mind, I am thinking that rather than go for a very melody-heavy main soundtrack, since you'll be spending a lot of time with the songs, I think it'll be better to go for a more low-key soundtrack. Stuff that augments the cozy feeling instead of drawing attention to itself. Events and holidays and things will likely still have bespoke, melodic songs since it's important for those to have a lot of character, I think. That's all concept stuff right now. I'm using a bit of my free-time to play around with styles to see what feels best.