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Full Venice 2089 update
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Repeated intro
Hey friends, welcome back!
What changed
- Gameplay
Venice 2089 changes
How are you guys doing? Hopefully good. Temperatures are starting to rise here in Italy, and in these last 2 weeks it seemed like we were already in summer! Do you prefer summer or winter? Honestly, I'm much more of a cold person, which means that I've been literally dying because of these hot temperatures recently, and I cannot stress how much I want a full-blown blizzard to cool me off.
Nice, now that I've done my little rant about temperatures, let's dive into May's Devlog.
DESIGN & STUFF
If you follow our Twitter page (otherwise, please do) you may have noticed something peculiar: the lack of content, aka THE BIG EMPTY. As Community Manager I take full responsibility, yadda yadda and all the rest. As to why this happened, it's thanks to a particularly big designer task of mine:
COMPLETING. EVERY. DIALOGUE.
Luckily a good chuck of 'em were already done due to both being from the demo and from me working on them occasionaly, so I didn't have too much to do but holy moly, this game has a lot of dialogue! (said the clueless person who wrote all of them)
It's needless to say that dialogues are an integral part of our game and it's the main medium for conveying Nova's story. Sure, there are some instances of environmental storytelling, but that does not mean that I can slack off when it comes to secondary dialogues or flavour text!
But that's all water under the bridge now. I've done my part and now I can rest easy doing funny social stuff...Right? (spoiler, I still need to add all the various expressions and animations to the characters)
Other than me being stuck in Dialogue-land, there's not much else that we did design-wise. Between a discussion and a build testing session, there have been a couple of updates regarding the level design, thanks to the work of our trusty 2d artists. Keep reading to find out, and enjoy this little teaser!
"Notice anything different? Only the brightest can SEE THROUGH the teaser"
2D ART & STUFF
Here's the solution for anyone wondering what the previous image had new: HOLOGRAMS.
We already talked a bunch about them and their role as a tool for player orienteering. But these one are special becuase these are FLAVOUR holograms: it means that they don't serve a particular purpose if not adding into the narrative of the game world, like advertising beauty products.
Honestly, I'm very happy about these new additions. Holograms were something we started working on very early in the project because duh, it's 2089 and holograms are a must; yet there weren't many in our Venice because we felt that our current images selection was too scarce. But now with Punta della Dogana we have the opportunity to create our own little Time Square filled with spammy ads about useless products, really setting the dystopic and disconnected tone of Venice in 2089.
That and we got to create our own off-brand clothing brand, Cocci! (which stands for "pieces" in italian, that's very deep if you ask me)
"I dunno guys, I'm not really sure this place belong to Cocci"
Another great work done by our artist was the texturing of Leo's Den, which I presented last month. Aaaand to be fair I don't really know what to say here...Like we've got a LOT of Leo's personality here, and not just his colors: it's
Source
Changelog.gg summarizes and formats this update. How we read updates.
