Death In The Afternoon: Devlog #3 - April 11th
A Week of Polish
This week, we focused on polishing our game Death In The Afternoon. We made numerous improvements and additions to make the gaming experience even more immersive and enjoyable. Here's an overview of the changes we've made.
Redesign of the Bar Room
We modified the bar room to improve the visual aspect of the game. We changed the shape of the rooms as well as the position of the groups. We created new models of chairs, armchairs, windows, plants. We also made a neon sign with the name of the game in the lower room. It gives a good bar atmosphere and improves the room.
Addition of New Characters in the Prison
We added new characters in the prison to enrich the plot and give more depth to the story. These new characters have their own stories and motivations, making the game more interesting and immersive.
Effect to Make Dialogue Harder to Read, Like Bar Noise
We added a background noise effect to the dialogues to simulate the atmosphere of a bar. This effect makes reading the dialogues more difficult, adding an additional challenge for the player.
Character Turns Gray Once You've Spoken to Them Enough
We added a feature that makes characters turn gray once the player has spoken to them enough. This allows the player to know which characters they have already questioned and which characters they still need to question.
New Music
We added new music in the bar to improve the game's atmosphere. This new music was composed specifically for Death In The Afternoon and adds a touch of authenticity and immersion.
Dialogue Sound
We modified the dialogue sounds to make them less strange. The first version of the dialogues made players laugh, which is not the desired effect. The new sounds have less personality but are more in harmony with the rest of the game.
Posterization Effect
We added a posterization effect to improve the visual aspect of the game. This effect gives a more stylized and artistic look to the graphics.
Colors in Dialogues
We added colors to certain words in the dialogues to facilitate reading and emphasize important things. The colors allow you to see directly the important things to remember.
Arthur's Room for Game Over
We created a new scene for the game over: Arthur's room. This scene shows Arthur in his room heading towards an alcohol glass on his desk. Then he drinks it at length until the blackout again. In this scene, you cannot control Arthur because he is under constant addiction. This scene adds an emotional touch to the game and reinforces the message about the dangers of alcoholism.
We hope these changes and additions will improve your gaming experience. Feel free to give us your feedback and suggestions. See you soon for a new devlog!
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