SamuZai
Frostworks
Frostworks

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Quest Failed: Chapter Two - Dev Log #18

Hiya there, guys! How are we all doing today?

First things thing--I apologise for the long stretch of time between this dev log and the last--I never intended for this many days to pass without updating you all on progress, so I hope I didn't cause any panic or worry! But rest assured things are going smoothly. Art is being drawn (some of the last h-scenes are getting done as we speak!) words are being written (I hope to have a substantial alpha update soon with quite a large chunk of new story to go through!) and generally things are going pretty well.

I wanted to take the time in this dev log to show off progress, quite literally in this sense, with the relationship UI I've been putting together.

I believe I may have shown a rough version of this UI beforehand, but I've taken the time recently to make it more thematic with Chapter 2's UI visuals and tried to make it more visually appealing while keeping in line with the overall parchment/fantasy quest feeling I've gone for in the second chapter.

Given that Chapter Two has a large cast of characters this time, I felt that it would be best if there was some way to track the affection levels that each girl may feel for you as well as judge how your actions and dialogue choices may be inwardly affecting the girl, so that you either know you're on the path to good times, or potentially upsetting them so much their bar might go negative! (And gosh wouldn't that be something?)

What you see attached to this post is a more polished draft of what I'm thinking of going with for the progress screen. It should be noted that it's still heavily WIP and the rougher elements such as white pixels around the edges and so on will be smoothed out come the proper implementation of it.

Each girl is represented with a portrait and a name, along with a meter that will give a general idea as to how they feel about you. To avoid spoiling characters, girls will only appear in this progress list once you've officially met them, and once enough girls are on the list, it will then become scrollable (since there's going to be a looooot of girls!)

This will also be where your past choices you made in Chapter 1 will be transferred over, taking into account what you said and did to give you a headstart on certain girls you may have favoured.

Additionally, I'm thinking of adding other elements to the bar to perhaps hint, or show when you're close to, or have hit certain milestones with each girl (i.e h-scenes) but worry I may clutter the screen with tons of icons if I aim for something like that.

And, yes, Jilly is great enough that she's duplicated herself multiple times in order to win over Matthew once and for all. ; P

I'd also like opinions on the bar style, as I was debating over between having a solid colour, having it segmented, or going with this more simple gradient where the colour gradually intensifies to a pinkish hue to signify their love increasing. But have to be careful when adding colour to the UI given it has a very uniform style this time around.

That about wraps things up for today's update. It was a bit more on the technical/mechnical side of things which I know is a bit more unusual, but I hope it was a fun insight into the workings and development of things and that you might have opinons to share on how things are shaping up, as it's all still a heavy work in progress so I'm definitely receptive to feedback on it!

Thank you as always for your continued support of Quest Failed, and until next time~

Quest Failed: Chapter Two - Dev Log #18

Comments

My two cents worth would be keep the screen clean and maybe shy away from the gradient representative of anything as with different monitor setups and color levels it could disappear or be to garish and hard to understand. I like the suggested idea of the portrait changing to represent the mood of the girl in your progression. That type of notification would be quicker to understand and would not clutter up the screen with additional details.

Michael Vaccaro

I love this idea! Only thing I can think of to incorporate milestones etc. would be to click on the girl and have that open up it's own page. That way you can have the extra info you want without clogging up the main screen. I like the subtle gradient you have going on there with the bars but I can see above someone else has their own idea, which sounds cool too.

Ghost

I've been contemplating about that too. It does blend in with the text font, so it doesn't it stands out too much as it is right now. I suppose you could try experimenting first, and if none of the attempts don't feel right don't worry about it and move on.

Mr Blah

Hmmhmm, you're right. Maybe I can experiment with overlaying textures on the bars too to try and make them blend in better?

Frostworks

I do intend to merge all of the chapters at the end, yeah. And as you say, there'll be a bit of work involved, but I think it'll be worth it to have one large concise experience at the end with all of the extras throughout.

Frostworks

My opinion for the bar style would be to go with the solid color, as the segments might be too obvious how many chances you have to improve a girl's relationship, and the gradient feels too new and shiny compared to the old and decayed theme you seem to be going with the UI.

Mr Blah

I think this idea would be great!

FelixTheCat

Rock on my dude, looking forward to the next alpha.

Darktrash

well frost once you finish are you going to merge the chapters to one game. if so then there is only one problem .... chapter 1 will neen a redo to add that feture in right? but all in all looks good to me

DarkFox1981

Ahh, that's a great idea! And definitely something I could look into implementing as I believe the scripting could permit it!

Frostworks

The relationship ui is simple and clean, doesn't need to be changed much in my opinion. But a cool little feature I'd like to see added would be the characters' portraits changing based on their love level. So after you hit certain milestones and get that h-scene goodness its reflected visually based on their personalities. For example, Jelly could go from happy to super happy with heart-pupils or Lucille from smug to domineering.

Darktrash


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