Game
Petrichor
1 year ago

Q: So why the change?

A: Song of the Stars' concept would've only worked in a game that was larger than the one I was willing to make. If I'd continued how I was, the game would have suffered.

Long version: (In article)


Song of the Stars' concept was too big for its own good.

Given the core idea about helping others with empathy, all the characters you encounter would've needed to have a lot of screen time to show their flaws and begin to relate to them.

In turn, that demands a larger overworld so they can HAVE that screen time, as well as giving the player time to breathe in between each scene.

The overworld I ended up making was nowhere near big enough to support this, so everything started feeling rushed in the game's story. I could've theoretically made a larger overworld, but that would make the workload of developing the game impossible for me to overcome.

One difference with the new concept is that the overworld will be a lot simpler, with big dynamic backgrounds that span many rooms. This makes it easier to construct lots of rooms without having to populate it with tons of objects -- giving the time needed for the player to breathe.

Importantly, the spaceship setting that Song of the Stars put forth demanded a lot of objects to interact with, which caused all the problems I stated above.



6 comments

Loading...

Next up

Facial expressions for another character are done! Only one character left to add faces for in the next demo.

Here's a small sample:

chillin' by the SYRUP cooler

2x size facial expressions for Iver are complete! Thank you to @gamebrielvoid for the concept art.

This wolfo is the boss (of the employees) at Readleaf Industries. Wonder what they'll think of you walking into the factory unauthorized...?

Return of the pipe puzzle from SOTS, now repurposed for Petrichor! Will be in the next demo. (this pipe layout is completely temporary and for testing)

Here at redleaf industries, we have expert planning capabilities :3

we do a little computing

And now, the other character's facial expressions are done as well! All characters now have walk sprites, dialogue sounds, and facial expressions, which means I can freely write the rest of the next demo dialogue.

Big progress!!

Next demo is 56% complete

MORE dialogue sprites, this time for a previously mentioned goober. I still won't spoil anything, but they're used as Petrichor's app icon for a very good reason. This character now has the most dialogue sprites of any in the game! (26 total)

20/37 redleaf rooms decorated, dialogue and story improvements for the 2nd demo, and a simple change that I think gives the game a lot more FEELING

introducing COLORS! (each area will have a different main color, and variants for specific rooms if needed)

Here at mavis & co we take development very seriously