My Games: https://phimsomnium.itch.io/
Discord: https://discord.gg/9c2svZQ2Yp
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Patreon: https://www.patreon.com/c/PhimSomnium
I really liked the idea, but the scope was way too large, it took months to do something incredibly small and no real progress was being made.
These characters were created for it.
I really liked the idea, but the scope was way too large, it took months to do something incredibly small and no real progress was being made.
These characters were created for it.
The boxes made it easier to block out info in my mind, but it made the screen far too busy.
Less is more, I guess.
The boxes made it easier to block out info in my mind, but it made the screen far too busy.
Less is more, I guess.
There's a stark difference between an avatar and a protagonist though, and I decided that it would be better to have Phim be the protagonist instead of a custom avatar.
There's a stark difference between an avatar and a protagonist though, and I decided that it would be better to have Phim be the protagonist instead of a custom avatar.
Still have a lot more to learn though, I can only thank those who've stood by my side throughout my journey <3
Still have a lot more to learn though, I can only thank those who've stood by my side throughout my journey <3
pretty excited though, cause currently, the music is copyright free and doesn't strictly match the energy I want Sanguine Dream to have.
pretty excited though, cause currently, the music is copyright free and doesn't strictly match the energy I want Sanguine Dream to have.
I found that when I originally made the main story content, it was without the support of the surrounding landmark content, with fewer developed characters to interact with it
I found that when I originally made the main story content, it was without the support of the surrounding landmark content, with fewer developed characters to interact with it
The focus on the new update is to bump up the quality of the main story's scenes.
I created the story early, before I had the art of important characters, which meant their presence in the story was told rather than shown
The focus on the new update is to bump up the quality of the main story's scenes.
I created the story early, before I had the art of important characters, which meant their presence in the story was told rather than shown
I make changes to the landmarks, but really it's so that I can more accurately express who they always were.
I make changes to the landmarks, but really it's so that I can more accurately express who they always were.
They were just going to be scenes that end with a reward, but now that I have a quest system, it'll be better to create a bunch of quests with objectives that can be completed to earn rewards.
They were just going to be scenes that end with a reward, but now that I have a quest system, it'll be better to create a bunch of quests with objectives that can be completed to earn rewards.
This is based off the first tester quest I created, and as I work on it and find that the quests are more complex, I will update the template.
This is based off the first tester quest I created, and as I work on it and find that the quests are more complex, I will update the template.
Also finishing up some stuff with the library, to hopefully avoid spoilers by only showing characters who the player has encountered before.
Also finishing up some stuff with the library, to hopefully avoid spoilers by only showing characters who the player has encountered before.
characters like Teal who has sidestory content will likely have more details included compared to regular NPCs
characters like Teal who has sidestory content will likely have more details included compared to regular NPCs
the actual colours may change in the future if it's hard to read compared to gold
the actual colours may change in the future if it's hard to read compared to gold
Will become more polished as I continue to work on it.
Will become more polished as I continue to work on it.
This example is a test to show how encounter data should be displayed, I dont even think people know that each enemy has an elemental weakness.
There will be different sets of data for non-encounter characters.
This example is a test to show how encounter data should be displayed, I dont even think people know that each enemy has an elemental weakness.
There will be different sets of data for non-encounter characters.
The biggest challenge is figuring out where best to place what is essentially a beastiary since the Libray's UI is very button heavy with numerous variables to click through.
The biggest challenge is figuring out where best to place what is essentially a beastiary since the Libray's UI is very button heavy with numerous variables to click through.
Progress is coming along quite nicely, got the majority of these tasks accomplished, as well as even more unplanned things.
Progress is coming along quite nicely, got the majority of these tasks accomplished, as well as even more unplanned things.
might also create a UI counter for amount of keys since they'll be an important resource in the equipment menu
might also create a UI counter for amount of keys since they'll be an important resource in the equipment menu
the goal is to have keys be earned as a reward from enemy encounters, and to also be purchasable at vendors.
the goal is to have keys be earned as a reward from enemy encounters, and to also be purchasable at vendors.
also adjusted saving/loading code to hold onto quest Library info when I add more quests.
also adjusted saving/loading code to hold onto quest Library info when I add more quests.
phimsomnium.itch.io/sanguine-dre...
phimsomnium.itch.io/sanguine-dre...
It should revert other selected buttons and their text colours, but I haven't tested it yet since there's only one quest to choose from the list.
It should revert other selected buttons and their text colours, but I haven't tested it yet since there's only one quest to choose from the list.
Applying it to the dialogue boxes during scenes might be trickier, it's something I may continue to look into in version .29.
Applying it to the dialogue boxes during scenes might be trickier, it's something I may continue to look into in version .29.