This month’s changelog covers a bit of everything from animations to audio additions and even game build testing. Of which, I have been successful in producing both web and .apk builds, allowing Project D.R.A.G.O.N. to be playable on android devices, as well as directly on the game page. To make playing on these platforms easier, I have also spent additional time improving visibility, and ease of play for a greater variety of screen sizes.
Among the technical changes that are covered more extensively below, I have also spent a good chunk of time organizing over 120 ideas and events of various stages of completion in an effort to increase the team’s efficiency as we work on including a new subarea for the tundra. Aside from this organizational work, the intro overhaul has taken some steps forward with some of our old writings being brought up to our more current standards. There’s still much to be done until this overhaul is finished, but steady progress is being made. See you all next month!
- Overhauled how audio is referenced to reduce the workload associated with making edits to file locations.
- Added heartbeat sounds of various speeds.
- Tweaked how these heartbeat sounds play so they don’t cut each other off when the player advances the text.
- Added audio for a [redacted] during the intro.
- Added a clink sound to the intro.
- Modified some animations to fix some visual bugs when using the skip feature and rolling back.
- Made some tweaks so some longer audio sound effects don’t continue to play when the player clicks through the game text they’re associated with.
- Tweaked certain screen shake animations to align with the duration of the audio they’re played alongside.
- Added roaring and screen shaking when [redacted] yells at the player.
- Added a bark for the male wolf.
- Added a whine for the male wolf.
- Optimized space usage of all audio files by re-exporting them as 16bit.
- Tweaked how the heartbeat audio is played to account for rolling back. This fixes some ambiance audio that wasn’t properly being reverted.
- Completed some requirements needed to produce .apk files of Project D.R.A.G.O.N. with the Ren’Py SDK. Builds of the game can now be made for the android platform.
- Added an animated loading splash screen that is shown on the mobile and web build variants of the game.
- Made small tweaks to visual assets to replace the default mobile application icon.
- Added some code to prepare numerous placeholder visual assets for use in scenes involving certain types of wolves.
- Added some code to prepare numerous placeholder visual assets for use in scenes involving [redacted].
- Tested build web versions of Project D.R.A.G.O.N. and confirmed that it builds without major issues aside from requiring visual tweaks. This has allowed for the game to be playable on the itch.io game page.
- Transferred some visual assets that weren’t ported to the mobile version of the game.
- Tweaked the about section.
- Tweaked the size of the menu buttons to make them easier to click on smaller screens.
- Fixed the alignment of some social media buttons.
- Set a width to the various volume preference bars to prevent them from going past the screen’s edge on certain screen resolutions.
- Tweaked the settings for the game history menu to take up a dynamic amount of space to prevent overlapping.
- Added a line break between every item in the history menu to improve readability.
- Modified the alignment for the species choice menu and its tooltips to prevent overlapping with the textbox.
- Created a new animation for the anger emotion sprite.
- Created a new animation for the surprised emotion sprite.
- Created a new animation for the happy emotion sprite.
- Created a new animation for the nervous emotion sprite.
- Created a new animation for the confused emotion sprite.
- Recreated the [redacted] animation in order to fix an issue with the transparency mask desyncing. This has also resulted in a reduction of the game’s size by around 6mb.
- Modified the base colors used for the icon and combat bar backgrounds.
- Tweaked the icon and combat bar backgrounds to update their colors to match the player’s.
- Fixed a visual bug that was causing the muskox to disappear during combat.
- Tweaked loot description text.
- Fixed a visual bug that was causing the combat bar background to overlap with multiple instances of itself which resulted in its opacity changing at some points during combat.
- Fixed a crash by removing a reference to a variable that no longer exists.
- Tweaked when combat elements are shown so they are still visible when players decide to use the Skills, Use Item, or Surrender options.
- Tweaked how the weather change descriptions are handled to prevent the textbox from undergoing the dissolve animation twice in a row due to going over the area description afterwards.
- Added a limitation to prevent the usage of the home, global/local menus, and exploration buttons when the weather change description is displayed.
- Tweaked the quick menu buttons so they are subject to the same animations that are applied to the textbox.
- Overhauled how the general GUI is aligned and enlarged its buttons to make them easier to click for smaller screens.
- Updated the namebox’s alignment to the center.
- Overhauled the quick menu options into image buttons.
- Created an additional variant of the quick menu image buttons so they are bigger for mobile builds while removing buttons that aren’t needed on this platform.
- Enemies that sustain damage now flash red.
- Added a new mechanic, skills can now gain levels as they’re used, making them stronger.
- Modified how the navigation buttons are displayed so they are larger on platforms with smaller screens.
- Tweaked the alignment of main menu buttons to provide greater visual consistency between platforms.
- Increased the font size used for the interface and labels to improve readability on smaller screens.
- Modified the player information screens and the intro [redacted] so their scrollbars don’t appear unless they are needed.
- Tweaked the player information screens so certain inputs aren’t accepted while they are shown.
- Tweaked the size of labels in the player information screens to reinforce their separation.
- Improved the implementation of the quest logs in a way that removed some redundant code and variables.
- The perk section is now a scrollable area in preparation for when players begin to accumulate them.
- Modified the alignment of multiple player information screens so they don’t move around as much when their horizontal dimensions change.
- The player summary is now a scrollable area, allowing this category to be expandable if further content is ever added.
- The player data category is now scrollable, allowing more information to be displayed without bloating the size of its screen to the point that it conflicts with other GUI elements.
- Reduced the width and borders of choice menu options to fix a visual conflict with the positioning of the new quick menu buttons.
- Reduced the width of tooltips to prevent them from conflicting with the new quick menu buttons.
- Added textbox dissolve transitions when the player first arrives at [redacted], and when leaving [redacted] for the first time.
- Tweaked how player data is displayed for dick length, dick girth, and ball size so that their units of measure automatically use feet once they pass 12 inches.
- Converted text boxes into scrollable areas, this has now removed the issue of text overflow.
- Removed the ability for players to use the mouse wheel to rollback since the textbox’s scrollability conflicts with this action when the player’s mouse is hovering over the textbox.
- The player can now change the game’s font size in preferences. This should allow players to better customize this aspect of the game if they find text too hard to read on certain screens.
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