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It's a new week!

I was inserting more renders into the code and saw two shots that I could have done a little better with. I was using camera tricks to try to hide the name of the asset. Because well, when I started working on Artemis, I only had played like 2 or 3 AVNs by that time I think. So, thought it was harmless to add Cafe Luca, heh. Anywho, fast forward to now. I try my best to either tweak assets or just work my magic on bringing whole new ones to work with. In this case, I just wanted to keep it simple and quick, so just a little removal of the previous sign and created this in its place.  Made for a nice photo-op for June too for this scene.

I also wanted to touch on Artemis' Discernment Protocol mechanic again. I took your guys feedback from CH5 regarding the two choices. And this chapter's choices focus more on your actions and suggestions rather than scolding. For example:

"Artemis, there are a few ways to open a door. One example being is simply turning the handle and opening it. Or you could just kool-aid man your way in".

So you can expect more situations like that when it comes to influencing her Discernment Protocol. I also want to mention it's not a morality system, you're essentially guiding her on how to approach certain situations. As her mind develops more, this mechanic will come into play on how she handles situations on her own. You can certainly play the game pouring points one-sided, but key situations will require conditions to be met for her to get a "positive" response from others. It's a bit of a balancing act between firm/empathy. There's no visual cue of the points going up or down, aside from having to go into the Artemis app on your phone to see where she stands. But what do you guys think? Should I keep the firm/empathy points hidden? Maybe show the results at the end of each chapter or book?

Have yourselves a great week and be safe! Spooky season is upon us! (Though it is still hot where I'm at...)

digi.B

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Comments

Owen Galvin

i think a simple notification that a change has occurred would be best for the discernment protocol, not detailing whether it was up or down. then, if we want to see it we can check the app. in addition, if you did a after chapter report type thing, it would feel a little strange just to have it for her, and not also wonder how your doing with everyone else.

Alex

How about beginning of the Chapter and a short recap wouldn't hurt to refresh memories

John Smith

Bruh. I HAVE to see Artemis Kool-Aid Manning her way into places.

Calhoun28

Thank you for the update! The Discernment Protocol can be a very interesting mechanic. I'm looking forward to see how that will play out in the long run.

S Wayne Thompson

It would be nice if there was a recap at the beginning or end of a chapter just to gut check if our discernment protocal is what we intend it to be. Just a thought. On a personal note , I love this game, please stay with the path you have started. Its great.

Segs

maybe something similar to chasing sunsets but instead of jaye/mallory it’s your artemis choices and get a summary of why your points/choice leads to the direction it’s in. (+1 artemis empathy -2 firm) so on so forth for perfectionist players who want to maximize even if it’s not the ideal playstyle

Raziel

I feel the discernment protocol needs choices which are both right. In the previous Chapter i didnt want to scold Artemis because you cant be mad at a baby also positive reinforcement is more important. Even in this new example "Artemis, there are a few ways to open a door. One example being is simply turning the handle and opening it. Or you could just kool-aid man your way in" it feels there is a right and a wrong choice. Maybe instead kool-aid man you can teach her she should always knock on the door before opening it. This way both choices are neither right or wrong but situational.

Lilatentakel

Hello digi.B, I have now played one or the other AVN and I often run across familiar assets or characters. Especially with developers who are new or simply not at your high level, they often use standard assets and characters. There are places that I've seen so often that I sometimes forget which game I'm in🤪. I don't think it's a bad thing if you see a plain asset, but special places/locations should be adapted for the game. I like the idea of the “Discernment Protocol”. However, I wouldn't like it so much if the dialogs showed me the effects of my decisions. Then I would always choose the option that gives me more points (e.g. +1 empathy) instead of what I would otherwise choose. However, a summary after each chapter would be necessary, so that it doesn't become frustrating for someone at the end. And thanks for the DevLog 👍 Have a nice week and stay healthy.

Vilesh Darothar

I prefer we know them as withholding that sort of information just feels contrived. I'd like options to more feel valid on both sides as most of the original scolding options just felt disastrous for what was essentially a child.

William Stout

I would prefer to know. That way, I don't have to guess what she is doing.

snip_cz

Hey digi, thanks for the update. You could always try the best of both worlds and make the pop up optional, so if people want to see it or play completely blind, it's up to them. But if we have access to see the points anyway, then may as well show it on the screen when it happens. That way you'd avoid the extra steps of checking phone app every time after a choice. Cheers!