Home Creators Posts Import Register Favorites Logout

Content

Hey everyone!

Long day trying to get through some technical stuff. Decided to put it aside, let my brain rest and wrap it tomorrow.

First off, thanks for all the feedback last week. I hope it didn't come off as complaining, I just saw an opportunity to really share what goes on behind the scenes with Artemis. And give some feedback on my end on AVN development as a whole. It really is a beast to take on, depending on the scope of what you're willing to take on and of course your vision. I got into AVNs because I've done a lot of creative stuff growing up and I saw an opportunity to do it and took my shot. It is a big investment in time, but it's a rewarding thing to see your progress with each release.

On the 0.6.2 patch, it's ready to go. Just need to do some testing this week and make sure nothing broke. Though, Beta testers for Chapter 6 encountered no issues with their saves. A handful of people did. So, unfortunately, I'm at the mercy of the Ren'Py gods it doesn't happen again. I say this because code was inserted wherever the "cooing" lines are, so just concerned about that. If all goes well, I'll likely upload it this Friday. If not, Sept 1st is when I'll upload this patch.

On the CH7 front, things are good. I'm trying to redesign the Artemis app to be more informative. If you haven't noticed, I love implementing designs that are explained in the story. For example the LiDAR app is the minimap during free roams. The Artemis app is supposed to be not only something you guys reference, but things MC references as he begins fitting into his role at Kapuletti Industries. It is the core part of the story and will determine how things end. High firm points don't necessarily mean bad ending. prob going to point that out every chance I get to reassure everyone. I'll likely try and find time to play mass effect again, just so i can get a feel for the paragon/renegade system as it is the system it was inspired from. See if bringing back the icons in choices helps or if keeping them hidden brings some element of 'realism'. I know I've asked you guys before and I apologize for beating a dead horse, but did you guys find yourselves being swayed by the icons more or the choice themselves? Adding a toggle to hide the icons or enable them will bloat the code and I'm trying to avoid that. But hearing some feedback again will give me some food for thought on the matter.

Thanks again everyone. Gonna step away from the PC and give the brain some rest. Hopefully you guys are in way better weather conditions, either way stay hydrated and take care!

- digi

Files

Comments

Lilatentakel

Hello digi.B, Sometimes it's good to put your work aside and do something else. It helps immensely, and afterwards you can return to work with renewed energy. No problem at all, we're all human and everyone should have the opportunity to explain themselves. I actually thought it was very good of you to do that. I'm sure 0.6.2 will run smoothly and I'm looking forward to finally hearing Artemis cooing. It's going to be cute. Regarding the icons, I think hiding the information is better. I want to decide based on feeling and not on what is better in terms of points. But that's just my opinion. Thanks for the DevLog. I wish you and everyone else a great week and stay healthy.

Big I

It's better to have the icons than to not have them. Yes, I made choices for points I probably wouldn't have otherwise. But even without the icons I'd just look up point totals after every choice anyway; it's the same outcome just in a more frustrating design. Many gamers want to optimise their choices; the only way to stop it would be to hide it all together, which would just be frustrating in a different way. A hidden morality system that affects in game outcomes is not something I'd find entertaining.

Vilesh Darothar

I much prefer the icons. I have to use URM now to check every choice and it breaks the immersion heavily.

JEH

Thanks for the DevLog.👍😊

Avaricious

Thanks for the devlog Digi. As for the icons, I personally wasn't swayed by them. I probably would have done multiple playthroughs taking each path anyway, but having them there means some people can make informed choices if it not clear from the text which choice is which. I know it's usually very clear but having more information is never a bad thing. As you said a toggle would be ideal but it's a hassle to do and I can see that, so for now more info isn't a bad thing, maybe sort it out further down the line or take them out and offer people a "walkthrough" of some description so they still know what's what. I don't know, I don't need a walkthrough personally for these options if the icons are removed but I think some people would. Anyways, have a good week bud 😁

snip_cz

Hey digi, thanks for the update. About the icons - I personally try to go for a "balanced" approach on my blind run. More leaning towards the soft/lenient choices, but trying to grab as many of the firm ones whenever possible, to try not to be too one-sided. So, I guess my approach is somewhere between "what feels right for the situation" combined with "let's count the brownie points".. I think having the choices visible in the UI is fine. Since it's used as a gameplay mechanic and you can check the exact numbers on the phone anyway, it's just an extra unnecessary step to see the outcome of your choice with a few more clicks. If no toggle is planned, I would rather see which choice means what right away rather than have to check my phone manually every time. Cheers!

Blood Of A Hero

Thanks for the update Digi! Make sure to take mini breaks away from your PC so your head doesn't explode! I hope development continues to go well, have a great week and stay safe and hydrated out there! ❤️❤️

Brian

Just an FYI, The font change and customization for Steam is awesome!

MasterSav

I prefer no icon, though in Mass Effect you had the color blue/red for the choices