I'm going to try to make this a weekly thing, on Wednesdays. Maybe. So, here's what I've been up to over the past week:
- Added some subtle A/V reward feedback when you solve a puzzle
- Tweaked some of the artwork
- Edited one puzzle to remove an unintended dull solution
- Added some quality-related settings
- Thought about dialogue and overarching narrative, got nowhere
- Tried out different fonts, got nowhere
- Optimized more code
For the dialogue and narrative, the idea is to give the game some levity and playfulness, though I'm not sure what the exact tone should be yet. I only know that the main character won't speak (perhaps she can speak and is just shy or rude) and that I don't want it to get heavy (e.g. the citizens need water because they're dying of thirst). We'll see what happens.
I've had some friends and designers playtesting the game for months but hadn't watched anyone play for more than a few minutes, so I persuaded a couple of friends to let me watch them play and realized a few things:
- I need to restructure the entire game (not as bad as it sounds)
- The content gating, while minimal (which is nice), is unorthodox and should be more clear and intuitive
- One of my friends tried to do something that you can't do... but it would be cool if you could
Ok, back to work.