Hello future curators! Art maker here. Since our last update I've been working on animating clothes.
Full notes
Full Fairmoon Museum update
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Repeated intro
Hello future curators!
What changed
0 fixes1 addition3 changes0 removals
Gameplay
UI and audio
Maps
addedI still have so much more I want to add, but we need to get this game out sometime, so I will leave it there for now!
changedBefore I get started on the male player's clothes, we have been discussing a redo on our portraits. Our current ones are 64x64 and we think we can get some nicer ones in there by going up to 128x128. I have no idea how long this will take, but hopefully not too long!
changedI have some updates too! I'm not sure if it's been covered already, but we've got a strong idea of what our Early Access content is going to look like. To that end, I've planned out a chunk of about 30 Around Town quests focused on character interaction for us to launch with and I'm in the process of working on those. I guess I can include a map for one of them.
changedSo that's roughly what the quest structures are going to look like. We want to have a lot of ways to handle things and to allow players to do as much as they can think of with regard to the quests. And it's also important that the world feel lived in. Like the NPCs are handling their own stuff. If you choose to interact with it, that's fine, but you can just check out or ignore things and that's fine, but the world should carry on regardless. Obviously a big goal is making sure this doesn't make you feel rushed or bothered, but I think it's important to have the characters really be living in the world so that your choices impact now only how you see them, but how they see you.
Fairmoon Museum changes
addedI still have so much more I want to add, but we need to get this game out sometime, so I will leave it there for now!
changedBefore I get started on the male player's clothes, we have been discussing a redo on our portraits. Our current ones are 64x64 and we think we can get some nicer ones in there by going up to 128x128. I have no idea how long this will take, but hopefully not too long!
changedI have some updates too! I'm not sure if it's been covered already, but we've got a strong idea of what our Early Access content is going to look like. To that end, I've planned out a chunk of about 30 Around Town quests focused on character interaction for us to launch with and I'm in the process of working on those. I guess I can include a map for one of them.
changedSo that's roughly what the quest structures are going to look like. We want to have a lot of ways to handle things and to allow players to do as much as they can think of with regard to the quests. And it's also important that the world feel lived in. Like the NPCs are handling their own stuff. If you choose to interact with it, that's fine, but you can just check out or ignore things and that's fine, but the world should carry on regardless. Obviously a big goal is making sure this doesn't make you feel rushed or bothered, but I think it's important to have the characters really be living in the world so that your choices impact now only how you see them, but how they see you.
Art maker here. Since our last update I've been working on animating clothes. I am animating everything by hand frame by frame, so it takes quite a while, but I'm finally done with the set of clothes/hairstyles for the female player character that will be in the game for Early Access.
The total count of items for the female player character (hair/clothes) is around 440. Some items, like certain jackets, can have alternate looks, such as being able to have them be open or closed. This may bring the actual count of items down, but still provide a unique look overall.
I still have so much more I want to add, but we need to get this game out sometime, so I will leave it there for now!
Before I get started on the male player's clothes, we have been discussing a redo on our portraits. Our current ones are 64x64 and we think we can get some nicer ones in there by going up to 128x128. I have no idea how long this will take, but hopefully not too long!
Now some words from coder man!
I have some updates too! I'm not sure if it's been covered already, but we've got a strong idea of what our Early Access content is going to look like. To that end, I've planned out a chunk of about 30 Around Town quests focused on character interaction for us to launch with and I'm in the process of working on those. I guess I can include a map for one of them.
So that's roughly what the quest structures are going to look like. We want to have a lot of ways to handle things and to allow players to do as much as they can think of with regard to the quests. And it's also important that the world feel lived in. Like the NPCs are handling their own stuff. If you choose to interact with it, that's fine, but you can just check out or ignore things and that's fine, but the world should carry on regardless. Obviously a big goal is making sure this doesn't make you feel rushed or bothered, but I think it's important to have the characters really be living in the world so that your choices impact now only how you see them, but how they see you.
I think we've built some good systems that will let me handle this not too differently from how expansive, choice-heavy visual novels operate so I think we can handle making a pretty reactive world pretty well.