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Full Midnight Train: New Moon update
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What changed
- Gameplay
- UI and audio
- Maps
Midnight Train: New Moon changes
Hello everyone! ✨ It's time for a new development blog!
This month was a busy one, which means I made a lot of progress! Let's talk about it!
🌙🚂 Progress 🚂🌙
As I mentioned in the last devlog, this month I started development on Chapter 4, the final chapter!
Starting development on a new chapter can be a bit overwhelming if I don't plan it carefully. There are so many things I have to tackle: writing, maps, art, puzzle design, programming, localization... and, sadly, I can't work on everything at the same time!
What works best for me is dividing the chapter into smaller areas. I create the basic assets for one area, implement everything into the engine, make that section fully playable, polish some details, and then move on to the next one!
I completed the first area of the chapter, which covers roughly the first 20 minutes of gameplay. I had to experiment quite a bit before I was happy with the aesthetic of the maps, and I also spent some time creating concept art for later parts of the chapter. Even so, I still managed to make quite a lot of progress! I guess I'm extra motivated now that I'm finally approaching the end of the game!
🌙🚂 Sneak Peek 🚂🌙
Moving forward, it'll be harder to share Chapter 4 content without spoilers. So, I decided to create this new section where I can showcase features and details of the game that I haven't talked about before!
This time, I'm showcasing a bit of the game's UI. More specifically, the save/load screen!
It received quite an overhaul compared to the original game! The save files now display a screenshot taken at the moment you save, making it much easier to find the point you want to return to. There is also an autosave feature, which the original game didn't have. If you die in-game and forgot to save, the autosave has you covered!
In the original, the UI looked very similar to RPG Maker's default style. For the remake, I wanted to give it more of a "vintage detective" vibe, so the menus use labels, papers, and photograph frames as decorative elements 🏷️ I hope it gives the game a more distinctive look!
🌙🚂 Character Spotlight 🚂🌙
Now that we've reached the second half of the year and the release is getting closer, I want to start introducing the characters you'll meet in the game so new players can get a little more familiar with them! Of course, let's start with the protagonist: Luna Wyndell!
Luna is a traveler searching for a certain place. She's a kind and brave girl who remains calm, confident, and reliable even in dangerous situations. However, she's not the sharpest when it comes to solving puzzles, so she has a habit of brute-forcing her way through them whenever possible.
Although her muteness might make her seem reserved at first, Luna actually has a strong personality. She mainly communicates with the other characters through a notebook, often decorating her messages with cute little doodles.
Luna means "moon" in Spanish, so her color palette is inspired by the moon shining brightly in the night sky. Her clothes and hairstyle are designed to be simple and comfortable, fitting for a traveler. She even has a moon-shaped strand of hair in her bangs! 🌙
🌙🚂 Next Steps 🚂🌙
I'll continue developing Chapter 4 next month!
My goal is to finish the next area. There's a particular scene I'm especially excited to work on, so I'm hoping I'll reach that point! That's it for now! Thank you so much for supporting the development of the game! 💜
PLAYISM
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