Today’s loot :

So in the end, I decided to prototype a quick and dirty test for the status bar idea. Here it is! What it currently does :

- you can toggle it on/off using the “change stance” button, normally unused in the VN segment

- the stats represented are : Honey’s current tiredness, strength, defense, speed, proficiency in biology, linguistics, math, where her suit currently is, her reputation, and the suspicion people have of Red being Honey. For now, everything a neat little coloured placeholder, for testing purposes, but since everything seems to be working, I can move on to making actual icons/animations for everything.

- the stats are updated in tiers, relative to your current game progress : for instance, Honey will be satisfied with having 20 STR in February, but that’s going to be a little short come April. What the icon represent are Honey’s satisfaction with her stats, not the stats themselves, so there’s still a degree of vagueness.

- by default, the possibility of toggling the bar on/off is deactivated. If you choose to activate it, you lose on some direct rewards at the end of the game - you’ll be able to get them by some other means, but it’ll be a bit more work!

- if the option have the status bar appear is on, you’ll be notified of any stat change through little animations on the stat icons (cf. second gif). If the bar is currently displayed, the animation will play out, and if the bar is hidden, it will show the bar before playing the animation, and then retracting the bar!

So all in all : in works in practice! Now to see what it looks like with finalized icons/animations, and test if it adds something to the game, or diminishes the experience!

Today’s loot :
- got the basis for the downtown default event working. Also in parallel, linked most of the currently not working options from Honey’s room to their respective events : you can now rest to skip days, and selecting the “university” or “downtown” option bring you to the correct place, and even see if a random event occurs on load. All in all : inching ever closer to a feature complete daytime segment!

Today’s loot :

- got the basis for the downtown default event working. Also in parallel, linked most of the currently not working options from Honey’s room to their respective events : you can now rest to skip days, and selecting the “university” or “downtown” option bring you to the correct place, and even see if a random event occurs on load. All in all : inching ever closer to a feature complete daytime segment!

Today’s loot :

- Here’s a preview of a complete day loop !

Today’s loot :

- continued working on the generic daytime events! You can now store/take out your suit from home and the school locker. Where your suit is will allow you to access and do different things, so you’ll need to transport it around - though don’t forget the risks that represent as well!

The school generic event is mostly working now, as far as I can tell, so I’ll begin working on the daytime one. I’ll soon get working on a basic loop as well, so you can actually spend a complete day, and we’ll have the general flow of the daytime segment working!

Also, a question for you :

I’m in the mindset of showing as little statistical information to the player as possible, to create an experience based on the feeling of uncertainty and of “winging things” rather than carefully devising plans based on raw maths.

However, I’m concerned this can prove too frustrating for some players which could enjoy the game otherwise, and while I’m pretty confident the experience as I intend it can stand on its own, I’m wondering if it would be an interesting option to allow the player to play in a more “informative” mode, still without clear stats but with more visual cues to help know your general standing.

Right now, during the fights I’m not using a lifebar system, rather a temporary health/status portrait that appears when you’re hit. During the visual novel segments, you can have descriptive information about your stats by visiting Honey’s Room options.

The question is then :

-do you think it’s a good idea to offer the option to toggle more traditional health bars on/off during the fights, or is it diminishing the potential impact/interest of not proposing health bars in the first place (and as for the VN stats, the importance of Honey’s Room options)?

-in that same spirit, is it a good idea to offer the option to toggle an overview bar during the VN segments, with graphical hints as to where you are stat-wise (no raw numbers, though) ? Right now I’m showing the date/location by default, but if I go this way, I might show this and said cues in the “informative” mode, and nothing in the “no info” mode, so the screen can stay clutter free.

Some additional musings : if I go the way of offering choice, I could either offer it at the beginning of the game only, attached to specific difficulty settings, or offer full customization at any point. I could even make something like an achievement if you play the game the way I originally intend it, using vague information and memory/guesswork.

So then, what are your thoughts on all this?

Welp, no update for today! A big wave of fatigue is finally catching up, and nothing good is coming out of it.

Next in the pipeline :

-background for the headmaster’s office

-followup to yesterday’s stuff, with the rest of the library/the school gym/the lockers, and then the same thing for the downtown area!