Tedious busywork
Added 2025-03-27 14:58:39 +0000 UTCMind numbing drawing and coding. Things that need to be done. Tell me if any of these are important to you. Maybe I don't need to worry about some of them.
Edit: Apologies, enabled multiple choices. This of course deleted previous respsonses,
More hairstyles and eye shapes.
We're at the point where named NPCs don't look unique. The solution is obvious: make more. However, I feel that this comes with diminishing returns as spritework becomes increasingly hard to distinguish.
More clothing options.
Specifically mundane uninteresting stuff that's missing. Gloves, hairpins, knee socks. Maybe a couple more skirt lengths. Stuff like that.
Color separation.
Separate the irises for heterochromia.
Eyebrows and eyelashes could be colored through code, rather than being black. This might make blonde and light hair more natural looking.
Full clothing support.
There are still a few poses without any clothing. (Diagonal pose that is used for Banshees and the Flesh Wall and the kneeling variant that's used in tube nightmares.)
And then there are some that don't have the bottom half clothed. (Harlequin scene pose, Harbinger scene pose.)
I haven't been too fussed about these as they don't have many use cases.
Optimization.
There's a lot to do. Is it worth the effort when I could be making content instead?
I mean, the game's already running anyway.
Full mouse support.
Some of the GUIs don't have mouse support. Most noticeably the title screen and the Esc menu. I think the fridge as well?
Does anyone even play this with a mouse?
Controller support.
You could just use Steam or some third party app to map the buttons.
Linux version.
I'm fairly certain people run it through Proton already. Is there a demand for this?
Translation support.
A machine pre-translation would be difficult, due to accuracy and wordplay needed in puzzles, as well a text format.
A live trabslation might be a better option, but I really don't want to integrate any API myself as it opens me up for all sorts of liabilities.
I've made a script that would save on screen dialogue messages into a text file, then read it back on key toggle. It is very raw and would need some ironing out.
The idea is for the user to hook the file to translation service (i.e google translate) and toggle between original text and the translation on key press. This is a somewhat technical solutions that I bet the majority of players wouldn't know how to tackle, so I'm not sure how much effort I should put into this if at all.
Comments
Is there anyone who cleared the mystery of forest dream? I guess the player should find Deathcandle, mindsap and echo Fungus and brew them in the pot of downfloor to make some substance to pierce the fungal cluster. But I'm always kicked out from the dream after trying to figure out which is echo Fungus among the white mushrooms by using green colored classification tome, because I chose many wrong mushrooms before using tome. If it is related to spoiler, forgive my rude. I will erase my comment asap. I like this game, but the game is quite hard to me...
μμ μ
2025-04-13 14:25:15 +0000 UTC"More hairstyles and eye shapes" "named NPCs don't look unique": I actually have trouble remembering names in games and IRL, the way i remember people / characters is with unique Body- / facial-features. for example: Nose shapes, chin shapes, hair length, hair style, freckles. What is also very good to differentiate characters is with ther height, for example that if they are taller or shorter in the open world, their portrait in the dialogue is notisable taller / shorter. Im really sorry if this is hard to read, i have some really annoying dyslexia. If you doesn't understand what i mean please just ask π
MrLolo2509
2025-04-02 14:33:21 +0000 UTCThat damage is already done as far as debt goes. This project was initially a way to showcase animation, because I realized moving things in a game engine was easier. Then it got a little out of hand. Had I known what this was going to turn into from the get go... Not to mention this was started in legacy GameMaker2, before Opera bought them and set things straight. Anyway, code is spaghetti but fixing it won't actually improve performance. Cleaning up the spritework, however, would. If only you know how bad things really are.
Unnie
2025-03-27 23:27:05 +0000 UTCI think optimization is important, but only in the sense of preventing technical debt. The game already runs great for me, so as long as you are programming in a sustainable way that doesn't put you in a bind later then that seems good to me.
TheTurtle
2025-03-27 21:57:40 +0000 UTC