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Some weeks it seems like life conspires to beat me down, but it has failed this week. Despite a number of lousy things happening, I just kept trucking and made some real progress.

I won't dwell on the negative and instead focus on the positive. You may recall me writing how I have been forced to multitask in a way that I don't usually enjoy; I'm pleased to report that my efficiency at this has increased rapidly as I got used to it, so this week I felt up to speed despite needing to split my attention. Hopefully I will get out of this period with both a foundation laid for Four Liars and well ahead on Throne of Time.

You guys remember the comments I've made about publishers? Well, trad publishers move very slowly, but negotiations have continued. Contrary to my expectations, I have gotten them to drop the part of the deal I didn't like and, though nothing is signed, it sounds like I could go forward with a bundle of deals I have no problem with. I received my first formal editorial letter and fortunately none of the criticisms were unreasonable, and the editor included more positives than would have been necessary if they weren't actually enthusiastic about the book.

So is that happening? Well, hopefully. Things could go 100% great and still take a year for anything to get into print because of the glacial speed of the industry.

Meanwhile, we've reached a new milestone on Four Liars:

This is a real screenshot... kind of. It was put together in the game, but the background is done via parallax because the tile artist's work hasn't been properly divided into tiles yet. The purpose of the "One True Screenshot" is hopefully described sufficiently in the image itself. Eventually it will be updated and replaced by real screenshots.

I'd like to draw your attention to the text box, however, which is complete. We have several unique display elements where NPCs will be limited to the box while main characters can break out the sides. The text box also uses layers, which RPGM doesn't have normally, to make things look more dynamic. The little ellipsis text indicator at the bottom animates, too.

Now, you may be wondering "What if there isn't an actor speaking?" Answer:

RPGM doesn't normally allow for different kinds of text boxes, but now I have a system where it automatically uses two different kinds based on the type of message.

Now, unfortunately, I think most of this work will be completely ignored and some players will still call it default RPG Maker. I hope that the effort does add tiny increments of quality that will total up to making the game stand out a little more. And, even if this effort is ultimately unsuccessful, I think this is a good aesthetic for a game that I hope you will all enjoy.

I wish we could make progress even faster, but I can't pay full time salaries, so artists are people with normal lives. The three people I've chosen have put out good work, though, so I hope things will keep progressing well.

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Comments

DukeLeto7

Sorry to rain on your parade with my catastrophizing the situation with Microsoft.

lostone2

It's probably too premature to say anything about it, so my apologies if I'm jumping the gun way too early (you didn't ask for feedback, lol) but the font and background colors don't have enough contrast and would difficult the readability, maybe. I'm glad that you have beaten the week and even more happy that the things with the publishing industry are progressing in the right direction, even if the pace is not to your liking.

Lamsey

The dialogue styling looks good, but it needs a lot more contrast between the white text and the background. I would knock that background colour down about 30% lightness on the HCL model.

Grim8P

I too came here to comment on the lack of contrast between the white text and the tan? background. However, I otherwise think these screenshots look great! I'm really excited to see what the next build looks like. It sounds like an immense amount of progress has been made, if not on content, then at least on polish. I'm really looking forward to this game. Keep up the good work! Also the news on the publisher sounds awesome. Hope you can get it signed! I stated this in the server, but I picked up Throne of Time and I've definitely enjoyed it. Would recommend to patrons reading my comment. Go check it out!

sierralee

Please don't be hesitant! I guess I didn't make it explicit, but I was indeed looking for feedback. I thought the text/background combination was legible, but so many people agree with you that maybe darker would be better for most players. In general, feedback is welcome on anything that isn't a placeholder.

sierralee

Multiple people seem to agree on this, so I get the thrust of your complaint, but I don't know what "HCL model" means here.

sierralee

Hopefully the next build will have both content and polish!

Lamsey

Image editors normally allow you to adjust colours using HCL (Hue, Chroma, Lightness) or HSV (Hue, Saturation, Value), depending on the colour picker; a decent picker will allow you to switch between them. I'm not an expert, but my understanding is that HCL is generally better at preserving the perceived colour. Taking the lightness down e.g. 33% would give you #977a48 hex, or 151,122,72 in RGB values. Here is a useful tool for checking text contrast ratios against accepted design guidelines: https://webaim.org/resources/contrastchecker/?fcolor=FFFFFF&bcolor=977A48 I'm guessing you probably won't be concerned about official accessibility rules, so I wouldn't worry too much about the pass/fail labels, but I'd say a contrast ratio of 1:4 or higher should generally be legible across different devices.

Ian Moran

Gonna pile on another comment on + suggestion for improving the text readability: White text with a black outline is supposed to be legible on damn near anything, but while I can see a bit of a hint of an outline on the text in the screenshots, it's either too little and/or it's getting clobbered by pixel interpolation so the end effect isn't strong enough. I've no experience with RPGMaker, aside from as a player, but maybe there's an alternate font you can use? Also, the decoration on the non-speaking dialogue box looks good, but having the text overlaying that decoration looks... not-so-good. Not sure squishing the text in to fit between them would look good either though, so no explicit suggestion here from me.

sierralee

The font should probably change in general so it's not the RPGM default. Feel free to leave feedback you see the new one! Aww, you don't like the box layout? We actually iterated on the decoration until I liked the amount of overlap. That said, I can pretty easily move the text in that box around via the plugin that controls it.

Mike Arlington

First screenshot is looking great! I’d agree with the contrast comments, but really nice overall.

Ark Tolei

I'm a bit confused by the contrast commentary. Is the issue that people are reading the text on phones, or are we so old that most of us have cataracts at this point? I feel like I've seen similar aesthetics before and never had an issue. For my part I like the aesthetic and implementation, and if anything would prefer a more stylized font that leans into the aesthetic a bit, but if people are already struggling to read this I feel like the only choice is the writing equivalent of hospital lighting, which is sad.

sierralee

Monitors can also varying surprisingly, so it helps to err on the side of caution. The current font is actually the default, so it should probably change regardless. Hopefully people will feel the next version of the screenshot is readable overall.

Annikath

To weigh in on the contrast topic: I would actually prefer if the background stayed as is, but the text itself could be a dark brown, instead of white. That would create sufficient contrast and we could drop the unnecessary border around the letters, I think :o Other than that, I LOVE the progress and the dainty details on the text boxes 🥰 happy to see everything coming along nicely!

Ark Tolei

That's an interesting point. My monitor doesn't actually handle darkness at all (no matter the darkness level my screen is always completely legible unless a developer puts a "darkness fog" effect in play instead of relying on lighting) and it didn't really occur to me that the same characteristic (or a related one) might influence the legibility of fonts. Hopefully you're able to find something that works aesthetically and is legible for everyone's hardware/bioware setups.

sierralee

Thanks for the feedback! I don't know that we have very good control of the font details, but it's something else to consider as we try to make the font look both good and legible.

BlueTemplar En Taro Brian

I expect the decoration overlapping text to be really bad for games with a lot of text like yours. Consider trying to double-center the text ? You could also try to move the decoration to top right and left bottom, that way it will overlap less often. Also, looks like the ... might need to be centered. And perhaps more visible (a bit higher ?), though that would depend on the animation.