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Welcome back to another dev log! I've made some good progress since last time, and I also made some changes to the relationship system. Let's get right into it.

Progress

Weird. I don't remember writing so much that the renders just keep increasing as I go through the script. Right now, I'm at 1,504 renders and extremely close to finishing, but why the fuck does this chapter have so much renders. I'd already shaved off some extra scenes back when I was planning the script and somehow the render count still managed to get close to what I had in chapter 2. This is actually a serious problem, because if a lot of the renders are redundant, it's equal to being wasting precious development time. I do believe, however, some scenes require more renders to depict the emotions of characters, which is why there are a lot more renders without dialogues to go with them. Nevertheless, I'll have to be aware of producing unnecessary renders.

Relationship points changes

Before this dev log, I intended to implement the relationship system that is supposedly punishing. Choices would not indicate whether it will increase/decrease relationship points, and you have no way of finding out how much relationship points you have. But after some consideration, I decided to apply some changes.

Now, when you are met with choices that affect the relationship status with a character, a notification will pop up on the corner of the screen, telling you whether that choice increases or decreases relationship points. It won't outright tell you the value of the addition and deduction, but you'll get the implication. It may go something like: "Malena likes that", "Ava is disappointed", "Sam is extremely dissatisfied".

Be careful! Points will not increase/decrease by 1 for all choices. Some choices can increase/decrease multiple points, so stay sharp, gooners.

Also, relationship status can be viewed in the character profile that will be added in chapter 3. Relationship status change based on the relationship points you have with the character. The order goes: "Enemy", "Acquaintance", "Friendly", "Lover"

Acknowledgement

Once again, I apologise for the long development time. I know a lot of are looking forward to the update, and this bum dev sure is taking his sweet time with it. At the same time, thank you for your patience, as having people look forward to playing my game is my main source of fuel driving forward. Having said that, I'll go back to my little cave now and continue working on the update. I'll see you all in the next update. Catch!

Comments

Crosaith

Appreciate it dude! Having in game stat feedback is more enjoyable than having to rely on a mod.

RicardoS

👍😉🤘

Knug Lidi

Direct and immediate feedback through facial expressions/dialogue is the most enjoyable and keeps you in the story. Statistics and notifications are artificial and take you out of the story.

PickerPatron

On the one hand, you're adding in-game feedback. With the original system, legitimate players were kept in the dark. With a mod or URM, however, the numbers would immediately appear for those willing to dig a little deeper (A.K.A. Cheat 😏). The "enemy" status intrigues me. Will it apply to Scarlett as well as the six potential love interests? I suspect there will be more betrayals starting from the end of Chapter 1. Very interesting 😮.

Jonathan Hang

GOOD MONDAY MORNING 🌄🌞, CT AND EVERYONE!!! LET'S GET INTO IT 😋! I remember. You said you loved us and wanted to give us more 😇. Your words... not mine 😁. Telltale's style 🤣. Don't worry, I got this 😉👍🏻. I'm an all-pro AVN player after all 🥸! Going to be lots of note-taking and crossing points' paths for the best results 😛. Oh… we are getting everyone to "LOVER (for the girls only 🥰)." Keep going forward 💪! Did you know Tony built his suit in a cave 🤣? As always, thanks for the Yap Fest, CT 😅!!! Keep on keeping on 😉!!! ALWAYS EXCITED AND EAGERLY WAITING FOR YOUR GAME AND READING YOUR POSTS 🙌🏻🔥!!! Love and appreciate you ❤️, your ladies 😍, your posts 🥰, your previews/renders/WPs 😘, and your game ❤️! Always make my days better 🌈! Thank you, everyone, always, for being in my life and being a part of my weekly routine 😉! Stay safe, stay blessed, and stay in PERFECT health, beautiful people! And don't forget to stay hydrated! And you're never alone ❤️🫶🏻!!! OUR AVNS AND OUR DEVS CONNECTS US ALL 🤗!!! Have an amazing and beautiful week! I'll catch you all—ON THE NEXT ONE ✌🏻😁!!! Gooner #6169 out 😉.

Ricardo

I wouldn't even dare to think about making Malena my enemy 😢

Knug Lidi

You want feedback to be 'in game' through actions/dialogue/expressions. If the visuals/dialogue can't give you the feedback on your decision, then that is on the Dev. Note that some decisions won't reveal their consequences for some time, so you shouldn't get any feedback right away. Players shouldn't be in the dark to know if a pick up line works or not, but flashing hearts don't normally appear above folks' heads. Visual/dialogue/action feedback is the way it works best. Yes, it is more work for the Dev, but that's storytelling.