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Cicada Springs v 0.10.1.2 | A Little Polish

Happy November, everybody. This is probably the busiest month of the year for me, so I've been plugging away at Cicada Springs a little more than normal. Between Thanksgivings and birthdays, not to mention a quick bout to my local Renaissance Faire, it's been "good" busy, but that's still busy.

I've been working on finishing my commission slate (there are only one-and-a-half stories left!), and that's taken a lot of my time as well. But I was bound and determined not to have another late update, and I think I've got quite a lot here for y'all.

Attached is an "at-a-glance" key that I've been using to keep track of the changes I've made over the course of the month. You can use it to follow along, or just read my breakdown below.

I hope you all had a lovely holiday and, without further ado, let's get started.

Cicada Springs v0.10.1.2

Will I need to start a new game?
You won't! Just start a new day as soon as possible.

Are there any known bugs?
Some of the SPECIAL sections are half-finished and should be completed in the next update. Please read below for more information.

What's Changed?

This update's efforts were split between trying to get the major questlines set in stone and also editing/finalising the look and feel of the game. One received a little more attention than the other, but both areas received a hefty dose of progress that should be completed in the next update.

Each Character Has Different "Unlock" Requirements:

As hinted at in the last update, I've implemented the Friendship Locks, which act as a challenge indicator for each character. We'll cover those first, as they are the biggest changes made to the game.

In the spirit of this, giving the wrong gift now penalises the player one (1) friendship point. For example, giving Margot something chocolatey will have her reject the gift, and her friendship level will sink. This can happen repeatedly until the player hits 0, which is the floor amount.

Certain Quests have been Finalised:

For starters, the [SPECIAL] option should now only appear when a player has met the qualifications for questlines to occur. The menus and quests themselves are still under construction.

I've left the options to explore these [SPECIAL] options as they are, instead of just hiding them, as proof of concept and to show that I haven't been twiddling my thumbs all month. Again, they should all be fixed by the next update.

All HUB events and Gift Dialogue have been Edited/Streamlined

The HUB dialogue (where you choose Talk/Gift/Ask/Special/Nevermind for each character) was among the first things designed for this conversation tree system, and it was very bloated and archaic. Now it is streamlined, minimising the opportunity for glitches or errors to occur.

The friendship roadblocks also prevent the locked options from appearing.

All Gift Dialogue has been edited. This includes some rewrites, but is mostly trimmed, edited, and centred so that it fits the rest of the dialogue. All TALK and ASK dialogue will follow suit.

Notable Bugs Fixed

What's Next?

My goal is to have the rest of the dialogue edited/finalised, as well as the quests finished.

I also haven't forgotten about Alex's endings or rewriting Charlie's endings.

After those steps and a final polish/bug test with my Discord peeps, we're finished.

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Cicada Springs v 0.10.1.2 | A Little Polish

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