Alright, update time.
I didn’t do much graphic work in the past two weeks, so there isn’t a whole lot of changes to how the game looks. Just reworked the inventory so it’s a bit more pleasing to the eye, but there’s still a lot I want and need to work on, so expect it to be different by the time the game is ready for early release.
I also added two new tabs, one for the game settings to allow the player to save, quit and go back to the main menu, and also change some of the settings while playing (game volume, unit system, …), and one for some debug options to make up for the lack of features and quickly test the sprite cycling.
I also started working on the last key features I want to introduce before release : personalities and reactions. Basically giving the character a voice and allow her to express her gratitude or concern when you force her to shove food down her throat (just to be clear, this will not be voice acted, I don’t have the kind of resources for that). These dialog lines will be fully customizable for those courageous enough to mess with the game files, and you will be able to change or even add your own lines. At least that’s what I’m aiming for. Those will also depend on the character’s personality and preferences, so I’ll work on implementing this personality system to give you an example of how it will work in the complete game.
Basically, when defining the character’s personality traits, the options you select will act as a simplified “personality test” to determine which of the available personalities will fit your character the most. These are what I call core personalities. Each of these core personalities have their own set of default dialog. However, on certain situations, these dialog lines will change depending on the personality traits and preferences you selected : a feedee character will be more enthusiast about eating and feeling full and will have their own set of lines when feeding her. A character who has the personality traits “reserved” and “sensitive” might be more self-conscious, and if in addition she is not into gaining weight, it will result in her having a special set of lines to reflect that. These are what I call variations, which are conditional sets of dialog lines that substitute to the default personality lines under certain conditions.
As you certainly understand, that’s a lot of planning and writing. The advantage of this method is that it should provide enough variety to give the impression each character is unique while still being less of a chore than writing unique dialog lines for each of the 1000+ combinations of available personality traits and preferences. But it’ll take at least a bit of time to finish, so the first release will most probably only feature a watered down version.
Other than that, classic boring developer stuff : optimization, glitch fixing, and so on.