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We are back with some insights on TOTDC 2. First, here is a look to a map with the new buttons for the locations:

I think this is better than before, and probably good enough for the final game, but do let me know what you guys think. This is the map of the first world you'll visit, by the way. While it doesn't show all the locations, you can spy something new already.

Coming up next is a screenshot of the combat menu:

I don't know if I should have gone with something cleaner, instead, but I liked the pseudo-cyberpunk vibe of the circuit board, so this is how it turned out. Most of the assets were things I bought, but I edited the whole thing myself into this abomination (the circuit board was kind of annoying to "graft" on the other image, if I remember right). The menu on the left shows a bunch of options you have available (people familiar with TOTDC 1 should recognize them) while the screen to the right shows the tooltips for each action. The enemy card shows HP, shields, shield power and your choices for attacking with your guns or your shotgun. As in the previous game, guns are better against weak shields, while the shotgun is better against high defenses by virtue of doing all its damage in one shot (the pistols fire two, but they are lower power). The option between regular and bypassing ammo is still there (so you can decide to attack HP directly for half the damage), and the various grenades are still part of your arsenal (but they are even more useful, now that you can have multiple enemies in the same battle).

I was thinking about possibly adding one or two new weapons, but the current system is simple and still has some basic tactical choices as a result of the mechanics in place, so maybe I should avoid complicating things. I also still need to add an option for a small flying droid as your companion. It was a simple extra damage per turn in TOTDC 1, but I was considering giving it some other abilities, and adding its controls to the menu.

Unlike the first game, multiple enemies at the same time are possible, scanning isn't necessary anymore to know the enemy info and I think there are some other minor improvements to the overall flow, compared to RAGS. I am still not sure if I should have a background during the fights or not: Since a good chunk is covered, I didn't feel it was useful, but perhaps I could still use the area background (maybe darkened a little). I do think the track I found is pretty good for combat and the sounds should be adequate, but those will need your ears to confirm my choices (if anyone does know of good sound assets, do let me know).

Now, for another returning piece of tech, here is the Extranet, our sci-fi internet, available across the galaxy:

To the left, you can see already searched entries, so you don't have to re-type the search whenever you want to check something you have found before.

While this is the search field (you can also see the mouse cursor, which doesn't show up in the screenshots taken with Ren'py, annoyingly enough).

I have also added clickable text in some entries, for either showing images or maybe linking to other entries when it makes sense. There is a VERY fancy zoom + dissolve effect for the images when they appear/disappear (okay, maybe it's not that fancy, but it took me quite some time to get it right, so you'd better appreciate it! XD), but obviously you can't see it in a still image.

One thing that worries me is how many random pictures I can possibly have for the Extranet. It used to be easy when I didn't have to worry about a budget... Anyway, while it's mostly going to be something for trivia and easter egg, I'll probably use it a few times in gameplay as well, so make sure to sharpen your google-fu.

Another classic is the questlog. I shamelessly copied some of the functionality from the RPG Maker one (not written by me), although it's not nearly as good or option-rich behind the scenes. Objectives (to the right) turn green or red if you complete or fail them (I wonder if I should add another visual cue beyond the color).

The final returning menu is the personal files. Maybe I should incorporate it with the questlog, but I don't love the idea as it would introduce extra clicks. This existed in TOTDC 1 as well, and it's a nice way to show your relationship score with anyone "important" enough to have one and to give you some basic background about you and the crew. I should add new entries to it if you find out more about them, maybe? Could be something interesting, although it would need a scrollable bar and maybe I should then move the relationship score to the top.

Now, here is something new: the replay gallery! Sorry about the repeated button over and over, I was testing the scrolling so I had to fill it up somehow.

When you click a scene, you get a music change to whatever it was playing during that specific scene, and this simple menu appears.

This way, you can customize how Celeste looks and even save your favorite appearance for the replays. There aren't a ton of options for each entry, admittedly. I was very worried about cost and time becoming a constraint if I added more, as the changes are featured in all the scenes (where visible, of course). I think this will make people who mourned the lack of replays in Caliross happy, at least. XD

This one is the image gallery, instead. Pretty similar, as you can see. Right now, the images in the scenes don't appear here. We had a poll about it recently, but the votes were close enough that I am still unsure if I should just bite the bullet and add the scene images in here, even if it's going to be a pain the ass. I might be able to "cheat" and add them as pseudo-replays, maybe? I'll have to think more about it (although I can't delay too long, once we have too many scenes it would be hard to implement a good solution, most likely).

I think this a good look at the various menus/features in the game. I guess next it's time I talk about the plot, maybe discuss some other characters and mini-games if I have the time, and figure out what else to show about the game look and feel. Anyway, that's all for now, I hope you enjoyed the tour! ^_^

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Comments

PickerPatron

Do you think the Boss battles could be made as complex as in a classic turn-based RPG? I ask because I don't like the black background on the battle screen, especially if the fights are going to last a long time. It would be better if they had a background of the location where the battle is taking place, or a landscape 😁👍. Everything else is fine though, and I quite like the map of the first city 😉.

mdqp

In theory there isn't an issue with making boss fights more complicated, but since Celeste fights alone (minus the drone I'll likely implement as mentioned above) I can't imagine them getting too intricate unless I use some gimmicks. For example, let's say the boss fight involves a big robot, and Celeste can target some parts/elements of the robot individually for different effects on the battle when destroyed, that could make it feel more complicated, even if it doesn't give Celeste extra mechanics directly. Generally speaking, however, TOTDC fights are designed to be fast, in general. As for the background, I can try using the same idea I use for certain conversations in the game (maybe that's also something I should show in a post). Since I can't have individual backgrounds for every character in a room, and the background might not always fit the different perspectives (like, the bartender wouldn't appear in the middle of his own bar to talk to you), I sometimes darken the background when I show a character we are talking to. It's simple, but it gives the idea that we are in the same room while implying the perspective has "changed" despite using the same background.