I’ve been making a fair bit of progress this past month and I’m now in Alpha (that means feature complete).
I have the main story translated and a redesigned interface, so now comes the long process of getting all that content into the game in preparation for the Game Developer World Championship (GDWC16) competition at the end of September (and a couple of other game competitions around that time).
While the first episode of the game is only around 5 minutes long, playing it in Japanese takes substantially longer (for a learner).
I hope to have a version online soon so I can begin testing and getting feedback from Japanese learners.
I also have a black version of the interface… and I can’t decide which one to use.
I’m starting to make a greater effort to get this game into a playable state by September – in time for the 2016 Game Development World Championship game competition (which is one of my major milestones for the game).
So we’ve fleshed out the story for chapter one, and I hope to have that implemented very soon (although translation will be another story).
I’ve also redesigned the apartment into a 1LDK, where our 3 protagonists will live (spoilers: the two guys will end up sleeping in the closet).
Now that my development pace has increased, more updates will follow soon.
Since the last update I’ve mainly been spending my time becoming more familiar with the Dialogue System plugin, and have now added the ability to have quests.
The story is slowly progressing as I become quicker at writing the dialogue scripts that control the character actions, although all the text is still placeholder at the moment.
Even though I might only get a couple of hours a week to work on this, I feel like things are progressing quickly. Now that I have much of the Dialogue System learnt the next step is to fix up the database that handles the translation of the Japanese text.
This week was mostly spent getting into the intricacies of the awesome Dialogue System from Pixel Crushers – a complete RPG-system plug in for Unity3D.
I had trouble getting characters to interrupt their dialogue sequence, move to a new location, then start talking again. But it turned out to be a pretty simple fix. With that solved I can now complete the cut-scene sequences I need (most of the game is delivered in interactive cut-scenes).
Hopefully next week’s post will show a few minutes of actual game play.
And in case you’re wondering, yes, that is a samurai sword sticking out of the ceiling.
I’ve been busy turning my prototype into a semblance of a game.
I’ve scaled it right down from the video shown previously. I’ve been aggressively cutting the scope in order to focus on the core mechanics and story.
The core story will focus on the main character – a foreign student in Japan who is working on an indie video game on the side. He’ll be involved in hijinks and misadventures with the other students living in his dorm.
I’ve just finished fleshing out a level mock-up (hence the screenshot and post) and will post a video just as soon as I code in the first scene’s dialouge.