Above, you can see the list of features and improvements we plan to make this spring. With each update, we'll mark completed tasks so you can see the progress. Below, you can find a detailed explanation of some less obvious features.
QUALITY OF LIFE
Transparent text panel during the CG scenes. Option to make the textbox transparent when CG or animation scene starts.
Improved Settings Menu - replacing the current placeholder menu with a proper menu with more options.
Improved Save/Load Menu - replacing the placeholder and adding more functionality, like daily autosave and such.
DAY PLANNER
Improved Day Planner UI - We plan to make the UI look better, be more intuitive, and fix some issues, like planning the same event for two time slots on the same day.
The transition between days - right now, once the day ends, it abruptly switches to the day planner. We will add some transitions to make the transition smoother and feel a bit more impactful.
Embedded chat—the chat in the day planner we teased some time ago—will allow us to add some texting during the day planning phase to help you decide what to do each day.
FEATURES
Scene Gallery - it's not that simple because the scenes in Bloodcrave are affected by past choices and stats. Characters say different things depending on how corrupted they are, and so on. This means we have to find a good way to preserve the player's version of the scene and figure out what to do if the player unlocks one scene multiple times.
Portraits of NPCs when they talk and their sprite isn't visible - We don't want to show the portrait of the speaking character at all times because if they're already on the screen, then it's redundant and takes up the screen space. However, we realize that it's also not great if the speaking character is not on the screen, especially for an extended part of the dialog, and we plan to fix this
Content filter - option to filter out content you don't like, plus an option to show the themes of the scene before starting it.
AUDIO IMPROVEMENTS
Retake some voice lines in the prologue. Some voice lines have awkward delivery because sometimes the VAs don't fully understand the directions. We were a bit overwhelmed with other tasks, so we never had a chance to retake them. Now, we plan to fix that.
Ambient moaning automatically mutes when the moaning character speaks - In some scenes, we have a moaning track playing in the background; while it makes scenes much more enjoyable, it also sounds weird when the moaning character says the line at the same time. We'll add a solution that will mute the moaning track when the moaning character says the line.
ART
Reworking some older sprites—Our character designer has improved greatly since we started working on the game, as you can see when you compare the newest batch of sprites to the old ones. Of course, the design will stay the same.
DIALOG IMPROVEMENTS
Text formatting - adding italics, bold, and smaller/bigger text to better express the characters' intentions.
Insight on decisions. Hovering over a decision will show what the protagonist thinks about it, giving you more information about where the decision might lead. Character stats affect it.
PHONE
Archiving messages - when you open the chat with a specific character, the previous chats will be there.