Game
Jonathan's Adventure: Bickery Edition
10 months ago

Seb's Devlog #112: 1/7/2024

What happened?


As mentioned before, I'm working some effort onto the game.

Now, obviously I don't have any video project to demonstrate what I can do in Vegas Pro yet, but if it's done and ready to go, then I'll show it in here, but again, I'm setting up the new standards here. But the important thing here is NO trailers until the games' (Yes, PLURAL.) are around 99% done. If it's done, then I can make a trailer for them. This is so that I can just focus on fixing bugs more rather than shoving in new content that require WAY more time to finish with. And I don't mean all of the games altogether, I mean when that game meets that standard. So yes, JABE is technically getting another trailer, just no promises for it.

Though I have an idea for JABE, now, considering how friendship works, as a standard "likes me, likes me not" thing that affects the story to some degree and also gameplay. But then when I look back at Persona 3's flawed albeit crucial Social Links and also game overs for Hotel Dusk, I thought of something. Why not make friendships be progressed like Persona 3's Social Links BUT a broken social link is presented much like a Game Over from Hotel Dusk, except the game doesn't end when this happened. Essentially, let's allow the player to make BAD choices that affects not only characters, but also gameplay.

The idea would be if you were to complete a friendship with a character, this causes two things, your friendship is locked into the "Like" status and this will improve abilities of the characters. For example, completing Imasu's friendship increases his max SP. However, if you were to fail a friendship with say Kabi, this causes the relationship to be in a "shattered" status, Kabi can Snap much more easily, as the minimum to trigger this is lowered and the chances are much increased for her, not to mention this rage further empowers her. A shattered status locks away the player's ability to enter or stay in the "Like" status, which forces them to stay in either a "neutral" or sink down to a "hate" status. Whether these abilities can serve an advantage to the player or not ultimately depends on your choices.

So yeah, that's all for the devlog, thank you for reading this.



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