QUALITY OF LIFE EDITION


Last week I announced that I was gonna work on polish and get things done on my to-do list, and it's been _very_ productive. In chronological order:

Dialogue system: I don't use Ren'Py or other engine focused on text. Since I use Godot, a more generalist engine, I have to make and code those systems. 

No one requested this, but I really wanted to make portraits transition into other portraits. I had to scratch my head for a bit for this, but I got it. I did this by having two portraits for each character (position in screen), changing the one on the bottom immediately into the new portrait, and making the one on top (that has the old portrait) fade into transparency in 0.2 seconds. When the fade is done, the one on top is changed to the new portrait, and made visible. Then it's prepared to start again when the portraits change. I also make the whole dialogue fade when entering / exiting dialogue.

Another common request was to be able to hide the dialogue box. It was on the game by pressing Tab, but I didn't know how to show players that, so I copied the style of a lot of visual novels, by adding a small icon. Just in case someone else prefers it, you can also hide the text by pressing the middle mouse button or the letter H.


Then another requested thing, the dialogue log, which is the second icon on the image above. It's basically just that, a log that keeps the current dialogue.

Visual feedback: So, a big feedback problem was that people reported they didn't know what you could interact with, and that's totally fair. At first I added a pointer that directly pointed at the area you could interact with, but that was very distracting. So I ended up copying Zelda Botw and Totk.

I didn't know where to place it at first (in Zelda it's always in the middle of the screen), but I decided on having it follow the MC.

Another complaint was about not knowing when the MC was tired / stressed. Instead of having the stats on screen at all times (aside from the Escape Menu), I added a small animation that plays when the MC has over 8 stress, so you know you should cool it off.

Please take care of yourself.

Task selection at night: Another common request was being able to change the schedules at night, since people (me too XD) kept forgetting to do that during the day. So now you can buy an alarm clock from the repairman, Mugi, which allows exactly that.

Gallery: After a shit ton of coding, the gallery is in. It allows both to replay events that you have finished and see CG. UI needs a bit more love yet, but it's fully functional.

This week? Events. Don't think they will be sexual for now. And then the update will be ready for early access!

If you want to support the development, I'll leave this here patreon.com/Croco_nsfw :D

Get Love Inn

Comments

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That looks amazing! Loving these quality of life updates. I appreciate that you are now giving the lad some visual feedback on how he's doing. As well as giving players way more options and function as if they were playing in the visual novel style with Godot. It is very impressive. Something that I would get confused by however, would have to be the hearts representing the level of stress and condition of both: the building and cleanliness. Since I wasn't sure if things were good because they were full or bad because they were full. I have a suggestion for repairs and clean status of the building. Planks for the building and towels for the cleanliness. Planks breaking visually showing there is need for repair and Towels getting a bit brown to indicate the halls need cleaning. I think the stress of the hearts are alright since the idea is that they are more red because it is stressed out needing a break.

To that, I wish you the best of luck with the new update and I look forward to giving it a go once it releases. Hopefully by then I can donate something to help with development.

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Scott those are GREAT suggestions!! Thanks!! I've been struggling with that aspect for a while, and that's the perfect solution! I already can see that so I'll do that for sure! It also gives it a lot more unique feeling to it so I love it.

Having outside suggestions that fit the game is a great way to improve it! And that's all I want to do, keep making this into a better game.

And don't worry friend, your kind words, suggestions and attention for the game already mean a lot to me and it's more than enough. Have a great day!

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Thank you, I am glad to provide what could've taken a bit more time to figure out. I've always been a straightforward thinker and often I help people fix things with small suggestions or options. It's funny too since a lot of what I tend to come up with is typically on the spot and thought within a few minutes. But naming is definitely something I've always had a knack for along side writing to a lesser extent. Usually on the side of editorial or direct feedback since I can recognize if something is wrong but not often how to fix it since, I think it would be out of reach personally. Either way, it is good to see that my suggestions have helped you elevate your ideas and better prepare yourself for what will come next. Best of luck to you, my evening was a bit on the chillier side but all the more pleasant.

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Honestly that's one of the most difficult parts of improving something, coming up with a solution. Having a critical mind helps a lot, so I'll always welcome any kind of feedback you have!  And yeah some of the best ideas also arrive like lighting without much though, those are really the special ones haha.

Here in Spain a bit more cold would help, since it's warm again for some reason haha. Cheers mate.